1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <zoom/init.h>
#include <zoom/texture.h>
#include <zoom/level.h>
#include <zoom/light.h>
LEVEL *level;
GLuint sphere;
GLuint meditex_blue;
GLuint lightmap;
extern TEXLIST *texlist;
int InitGame() {
LIGHT light = {LIGHT_POINT, {15.0, 15.0, 15.0}, {0.0, 0.0, 0.0}};
COLOR ambient = {0.1, 0.1, 0.1};
glViewport(0, 0, 640, 480);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 640.0/480.0, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
SetAmbient(ambient);
AddLight(light);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
meditex_blue = LoadTexture("medib.png");
lightmap = LoadTexture("lightmap.png");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
GLUquadricObj *quadric = gluNewQuadric();
gluQuadricDrawStyle(quadric, GLU_FILL);
gluQuadricTexture(quadric, GL_TRUE);
level = LoadLevel("level.lvl");
sphere = glGenLists(1);
glNewList(sphere, GL_COMPILE);
glRotatef(90, 1.0, 0.0, 0.0);
gluSphere(quadric, 1.0, 24, 24);
glEndList();
gluDeleteQuadric(quadric);
return 1;
}
void UninitGame() {
FreeLevel(level);
free(texlist);
}
|