diff options
Diffstat (limited to 'Game.cpp')
-rw-r--r-- | Game.cpp | 54 |
1 files changed, 42 insertions, 12 deletions
@@ -20,12 +20,13 @@ #include "Game.h" #include "BSPTree.h" #include "Level.h" +#include "Shader.h" #include "Triangle.h" #include "gl.h" namespace Zoom { -Game::Game(bool multisample) : angle(0) { +Game::Game(bool multisample) : angle(0), lightPos(0) { glClearColor(0.0, 0.0, 0.0, 1.0); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); @@ -42,19 +43,23 @@ Game::Game(bool multisample) : angle(0) { glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); - static const float light[] = {0, 0, 0, 1}; - static const float lightColor[] = {1, 1, 1, 1}; - glLightfv(GL_LIGHT0, GL_POSITION, light); - glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); + 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_CONSTANT_ATTENUATION, 0); + glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.3); glEnable(GL_LIGHT0); 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); - glLoadIdentity(); + Shader::loadProgram("default.vert", "default.frag"); loadLevel("level.xml"); } @@ -70,21 +75,46 @@ void Game::run(int delta) { if(angle >= 360) angle -= 360; + + lightPos += delta; + lightPos %= 24000; } void Game::render() { - std::list<BSPTree::TriangleRecord> triangles; + int i; + float light[] = {0, 0, 0, 1}; + + if(lightPos < 12000) i = lightPos; + else i = 24000 - lightPos; + + if(i < 4000) { + light[0] = 0.0; + light[2] = -i * 0.001; + } + else if(i < 8000) { + light[0] = (i-4000) * 0.001; + light[2] = -4.0; + } + else if(i < 12000) { + light[0] = 4.0; + light[2] = -4.0 - (i-8000) * 0.001; + } + else { + light[0] = 4.0; + light[2] = -8.0; + } - triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end()); + glLightfv(GL_LIGHT0, GL_POSITION, light); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); - glRotatef(angle, 1, 2, 1); - //glRotatef(3*angle, 0, -1, 2); - //glRotatef(5*angle, 2, -1, 0); + //glRotatef(10, 1, 2, 1); + /*glRotatef(5*angle, 0, -1, 2); + glRotatef(7*angle, 2, -1, 0); + glRotatef(11*angle, 2, -1, 2);*/ - renderer.render(triangles); + renderer.render(level->getRooms().front().walls); glPopMatrix(); } |