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neofx-zoom-plusplus/src/Game.cpp
2009-12-24 04:01:19 +01:00

154 lines
3.7 KiB
C++

/*
* Game.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.h"
#include "gl.h"
#include "BSPTree.h"
#include "Level.h"
#include "Shader.h"
#include "ShadowVolume.h"
#include "Triangle.h"
#include <algorithm>
namespace Zoom {
Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0),
input(0), lightPos(0) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glEnable(GL_MULTISAMPLE_ARB);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.05, 0.05, 0.05, 1).array);
glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array);
glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array);
glLightfv(GL_LIGHT0, GL_SPECULAR, vmml::vec4f::ONE.array);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.2);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vmml::vec4f::ONE.array);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 128);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_STENCIL_TEST);
loadLevel("level.xml");
triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());
std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());
}
bool Game::loadLevel(const std::string &name) {
level = Level::loadLevel(name);
return level;
}
void Game::resize(int width, int height) {
if(height == 0) {
height = 1;
}
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(MathUtil::perspective(50.0f, (float)width/(float)height, 0.1).array);
glMatrixMode(GL_MODELVIEW);
glViewport(0, 0, width, height);
}
void Game::turn(float x, float y) {
playerRotY.rotate_y(-x*M_PI/180/10);
playerRotX -= y*M_PI/180/10;
if(playerRotX > M_PI_2)
playerRotX = M_PI_2;
else if(playerRotX < -M_PI_2)
playerRotX = -M_PI_2;
}
void Game::run(int delta) {
lightPos += delta*0.5;
lightPos = std::fmod(lightPos, 24000);
vmml::vec3f playerMove(vmml::vec3f::ZERO);
if(input & FORWARD) {
playerMove -= playerRotY*vmml::vec3f::UNIT_Z;
}
if(input & BACKWARD) {
playerMove += playerRotY*vmml::vec3f::UNIT_Z;
}
if(input & LEFT) {
playerMove -= playerRotY*vmml::vec3f::UNIT_X;
}
if(input & RIGHT) {
playerMove += playerRotY*vmml::vec3f::UNIT_X;
}
playerMove.normalize();
playerPos += playerMove*0.01*delta;
}
void Game::render() {
int i;
vmml::vec3f light(vmml::vec3f::ZERO);
if(lightPos < 12000) i = lightPos;
else i = 24000 - lightPos;
if(i < 4000) {
light.x() = 0.0;
light.z() = -i * 0.001;
}
else if(i < 8000) {
light.x() = (i-4000) * 0.001;
light.z() = -4.0;
}
else if(i < 12000) {
light.x() = 4.0;
light.z() = -4.0 - (i-8000) * 0.001;
}
else {
light.x() = 4.0;
light.z() = -8.0;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
vmml::mat4f transform(playerRotY), inverse;
transform.rotate_x(playerRotX);
transform.set_translation(playerPos);
transform.inverse(inverse);
glLoadMatrixf(inverse.array);
renderer.render(triangles, light);
}
}