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neofx-zoom-plusplus/src/Game.cpp
2009-12-26 14:17:28 +01:00

253 lines
6.4 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 "Collision.h"
#include "Level.h"
#include "Shader.h"
#include "ShadowVolume.h"
#include "Triangle.h"
#include "gl.h"
#include <algorithm>
namespace Zoom {
const float Game::PLAYER_SPEED = 10;
const float Game::PLAYER_RADIUS = 0.3;
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;
}
bool Game::doesCollide(const vmml::vec3f &playerMove) const {
for(std::vector<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS-MathUtil::EPSILON, playerMove))
return true;
}
return false;
}
void Game::run(int delta) {
lightPos += delta*0.5;
lightPos = std::fmod(lightPos, 26000);
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;
}
if(playerMove == vmml::vec3f::ZERO)
return;
playerMove.normalize();
playerMove *= PLAYER_SPEED*delta/1000;
vmml::vec3f origMove = playerMove;
bool ok = false;
while(!ok) {
ok = true;
MathUtil::Plane nearestPlane;
float nearestDistance;
for(std::vector<TriangleRecord>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS, playerMove)) {
vmml::vec3f normal = t->getTriangle().computeNormal();
if(normal.dot(playerMove) >= 0)
continue;
MathUtil::Plane p(normal, vmml::dot(normal, t->getTriangle().getVertex(0)+PLAYER_RADIUS*normal));
if(p.isInFront(playerPos) || p.contains(playerPos)) {
vmml::vec3f intersection = p.intersection(MathUtil::Ray(playerPos, playerMove));
float distance = intersection.squared_distance(playerPos);
if(ok || distance < nearestDistance) {
ok = false;
nearestPlane = p;
nearestDistance = distance;
}
}
}
}
if(!ok) {
vmml::vec3f move;
if(playerMove.dot(nearestPlane.getNormal()) == 0)
move = playerMove;
else
move = nearestPlane.intersection(MathUtil::Ray(playerPos, playerMove)) - playerPos;
if(move.dot(origMove) <= 0 && move.squared_length() > MathUtil::EPSILON) {
return;
}
if(doesCollide(move))
return;
playerPos += move;
vmml::vec3f restMove = playerMove - move;
playerMove = restMove - nearestPlane.getNormal() * (nearestPlane.getNormal().dot(restMove));
}
}
if(!doesCollide(playerMove))
playerPos += playerMove;
}
void Game::render() {
int i;
vmml::vec3f light(vmml::vec3f::ZERO);
if(lightPos < 13000) i = lightPos;
else i = 26000 - lightPos;
if(i < 500) {
light.x() = 0.0;
light.z() = 0.0;
}
else if(i < 4500) {
light.x() = 0.0;
light.z() = -(i-500) * 0.001;
}
else if(i < 8500) {
light.x() = (i-4500) * 0.001;
light.z() = -4.0;
}
else if(i < 12500) {
light.x() = 4.0;
light.z() = -4.0 - (i-8500) * 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);
Shader::disable();
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0, std::numeric_limits<GLuint>::max());
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 1);
vmml::vec3f lightVec = playerPos-light;
vmml::vec3f axis1 = lightVec.cross(vmml::vec3f(0, 1, 0)), axis2 = lightVec.cross(axis1);
axis1.normalize();
axis2.normalize();
glBegin(GL_POLYGON);
for(int i = 0; i < 32; ++i) {
vmml::vec3f pos = light + axis1*std::cos(M_PI*i/16.0)*0.05 + axis2*std::sin(M_PI*i/16.0)*0.05;
glVertex3fv(pos.array);
}
glEnd();
glEnable(GL_TEXTURE_2D);
}
}