/* * Game.cpp * * Copyright (C) 2009 Matthias Schiffer * * 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 . */ #include "Game.h" #include "BSPTree.h" #include "Triangle.h" #include "gl.h" namespace Zoom { Game::Game(bool multisample) : angle(0) { glClearColor(0.0, 0.0, 0.0, 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 /*glEnable(GL_LIGHTING); static const float light[] = {1, 1, 1, 0}; static const float lightColor[] = {1, 1, 1, 1}; glLightfv(GL_LIGHT0, GL_POSITION, light); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); glEnable(GL_LIGHT0);*/ //glEnable(GL_CULL_FACE); //glFrontFace(GL_CCW); glLoadIdentity(); glTranslatef(0, 0, -5); } void Game::run(int delta) { angle += delta*0.2; if(angle >= 360) angle -= 360; } void Game::render() { std::list triangles; triangles.push_back(Triangle(vmml::vec3f(-1, -1, 0), vmml::vec3f(1, -1, 0), vmml::vec3f(1, 1, 0), vmml::vec3f(0, 1, 0))); triangles.push_back(Triangle(vmml::vec3f(-1, -1, 0), vmml::vec3f(-1, 1, 0), vmml::vec3f(1, 1, 0), vmml::vec3f(0, 1, 0))); triangles.push_back(Triangle(vmml::vec3f(-1, -1, -1), vmml::vec3f(1, -1, -1), vmml::vec3f(1, 1, -1), vmml::vec3f(0, 0, 1))); triangles.push_back(Triangle(vmml::vec3f(-1, -1, -1), vmml::vec3f(-1, 1, -1), vmml::vec3f(1, 1, -1), vmml::vec3f(0, 0, 1))); BSPTree tree(triangles); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(angle, 1, 2, 1); renderer.render(tree); glPopMatrix(); } }