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+/*
+ * 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();
+}
+
+}