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#include <GL/gl.h>
#include <math.h>
#include <zoom/render.h>
#include <zoom/player.h>
#include <zoom/level.h>
#include <neofx/math.h>
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();
}
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