#include #include #include #include #include #include extern PLAYER player; extern LEVEL level; extern GLuint sphere; void Render() { GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat light_emission[] = {1.0, 1.0, 1.0, 1.0}; GLfloat std_emission[] = {0.0, 0.0, 0.0, 1.0}; MATRIX rotate = { player.rotycos, 0.0, -player.rotysin, 0.0, 0.0, 1.0, 0.0, 0.0, player.rotysin, 0.0, player.rotycos, 0.0, 0.0, 0.0, 0.0, 1.0 }; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(player.rotx, 1.0, 0.0, 0.0); glMultMatrixf(rotate.f); glTranslatef(-player.pos.x, -player.pos.y, -player.pos.z); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glPushMatrix(); glDisable(GL_TEXTURE_2D); glMaterialfv(GL_FRONT, GL_EMISSION, light_emission); glTranslatef(light_position[0], light_position[1], light_position[2]); glScalef(0.1, 0.1, 0.1); glCallList(sphere); glMaterialfv(GL_FRONT, GL_EMISSION, std_emission); glEnable(GL_TEXTURE_2D); glPopMatrix(); DrawRoom(&level, player.room); glFlush(); }