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Diffstat (limited to 'src/Game.cpp')
-rw-r--r-- | src/Game.cpp | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/src/Game.cpp b/src/Game.cpp new file mode 100644 index 0000000..c738080 --- /dev/null +++ b/src/Game.cpp @@ -0,0 +1,129 @@ +/* + * 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 "BSPTree.h" +#include "Level.h" +#include "Shader.h" +#include "Triangle.h" +#include "gl.h" +#include <algorithm> + +namespace Zoom { + +Game::Game(bool multisample) : angle(0), lightPos(0) { + glClearColor(0.0, 0.0, 0.0, 1.0); + glClearDepth(1.0); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + //glEnable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + +#ifndef _WIN32 + if(multisample) + glEnable(GL_MULTISAMPLE_ARB); +#endif + + glShadeModel(GL_SMOOTH); + + glEnable(GL_LIGHTING); + 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); + + Shader::loadProgram("default.vert", "default.frag"); + + 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::run(int delta) { + angle += delta*0.01; + + if(angle >= 360) + angle -= 360; + + lightPos += delta; + lightPos %= 24000; +} + +void Game::render() { + 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; + } + + /*std::vector<BSPTree::TriangleRecord> triangles(level->getRooms().front().walls.begin(), + level->getRooms().front().walls.end()); + std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());*/ + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(15, 1, 2, 1); + /*glRotatef(5*angle, 0, -1, 2); + glRotatef(7*angle, 2, -1, 0); + glRotatef(11*angle, 2, -1, 2);*/ + + glLightfv(GL_LIGHT0, GL_POSITION, light); + //renderer.render(std::list<BSPTree::TriangleRecord>(triangles.begin(), triangles.end())); + renderer.render(triangles); + + glPopMatrix(); +} + +} |