/* * 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 "Collision.h" #include "Level.h" #include "Shader.h" #include "ShadowVolume.h" #include "Triangle.h" #include "gl.h" #include namespace Zoom { const float Game::PLAYER_SPEED = 3; const float Game::PLAYER_RADIUS = 0.3; Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0), input(0), lightPos(0) { glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glEnable(GL_BLEND); glEnable(GL_MULTISAMPLE_ARB); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.05, 0.05, 0.05, 1).array); 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_QUADRATIC_ATTENUATION, 0.2); 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); glEnable(GL_STENCIL_TEST); 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::resize(int width, int height) { if(height == 0) { height = 1; } glMatrixMode(GL_PROJECTION); glLoadMatrixf(MathUtil::perspective(50.0f, (float)width/(float)height, 0.1).array); glMatrixMode(GL_MODELVIEW); glViewport(0, 0, width, height); } void Game::turn(float x, float y) { playerRotY.rotate_y(-x*M_PI/180/10); playerRotX -= y*M_PI/180/10; if(playerRotX > M_PI_2) playerRotX = M_PI_2; else if(playerRotX < -M_PI_2) playerRotX = -M_PI_2; } bool Game::doesCollide(const vmml::vec3f &playerMove) const { for(std::vector::const_iterator t = triangles.begin(); t != triangles.end(); ++t) { if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS-MathUtil::EPSILON, playerMove)) return true; } return false; } void Game::run(int delta) { lightPos += delta*0.5; lightPos = std::fmod(lightPos, 26000); vmml::vec3f playerMove(vmml::vec3f::ZERO); if(input & FORWARD) { playerMove -= playerRotY*vmml::vec3f::UNIT_Z; } if(input & BACKWARD) { playerMove += playerRotY*vmml::vec3f::UNIT_Z; } if(input & LEFT) { playerMove -= playerRotY*vmml::vec3f::UNIT_X; } if(input & RIGHT) { playerMove += playerRotY*vmml::vec3f::UNIT_X; } if(playerMove == vmml::vec3f::ZERO) return; playerMove.normalize(); playerMove *= PLAYER_SPEED*delta/1000; vmml::vec3f origMove = playerMove; bool collision = true; while(collision) { collision = false; float nearestDistance; vmml::vec3f nearestNormal; for(std::vector::iterator t = triangles.begin(); t != triangles.end(); ++t) { float distance; vmml::vec3f normal; if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS, playerMove, &distance, &normal)) { normal.y() = 0; if(normal.dot(playerMove) >= 0) continue; if(!collision || distance < nearestDistance) { collision = true; nearestDistance = distance; nearestNormal = normal; } } } if(collision) { vmml::vec3f move = playerMove*nearestDistance; if(move.dot(origMove) <= 0 && move.squared_length() > 0) { return; } if(doesCollide(move)) return; playerPos += move; vmml::vec3f restMove = playerMove - move; playerMove = restMove - nearestNormal * (nearestNormal.dot(restMove)); } } if(!doesCollide(playerMove)) playerPos += playerMove; } void Game::render() { int i; vmml::vec3f light(vmml::vec3f::ZERO); if(lightPos < 13000) i = lightPos; else i = 26000 - lightPos; if(i < 500) { light.x() = 0.0; light.z() = 0.0; } else if(i < 4500) { light.x() = 0.0; light.z() = -(i-500) * 0.001; } else if(i < 8500) { light.x() = (i-4500) * 0.001; light.z() = -4.0; } else if(i < 12500) { light.x() = 4.0; light.z() = -4.0 - (i-8500) * 0.001; } else { light.x() = 4.0; light.z() = -8.0; } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); vmml::mat4f transform(playerRotY), inverse; transform.rotate_x(playerRotX); transform.set_translation(playerPos); transform.inverse(inverse); glLoadMatrixf(inverse.array); renderer.render(triangles, light); Shader::disable(); glDepthFunc(GL_LEQUAL); glStencilFunc(GL_ALWAYS, 0, std::numeric_limits::max()); glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_TEXTURE_2D); glColor3f(1, 1, 1); vmml::vec3f lightVec = playerPos-light; vmml::vec3f axis1 = lightVec.cross(vmml::vec3f(0, 1, 0)), axis2 = lightVec.cross(axis1); axis1.normalize(); axis2.normalize(); glBegin(GL_POLYGON); for(int i = 0; i < 32; ++i) { vmml::vec3f pos = light + axis1*std::cos(M_PI*i/16.0)*0.05 + axis2*std::sin(M_PI*i/16.0)*0.05; glVertex3fv(pos.array); } glEnd(); glEnable(GL_TEXTURE_2D); } }