/* * 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 "Level.h" #include "Shader.h" #include "Triangle.h" #include "gl.h" #include namespace Zoom { Game::Game(bool multisample) : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0), input(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 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, 0.2); glDisable(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); 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::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; } void Game::run(int delta) { lightPos += delta; lightPos %= 24000; 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; } playerMove.normalize(); playerPos += playerMove*0.01*delta; } 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; } 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); glLightfv(GL_LIGHT0, GL_POSITION, light); renderer.render(triangles); /*glBegin(GL_LINES); glColor3f(0, 0, 1); glVertex4f(-1, -0.5, -2, 1); glVertex4f(1, -0.5, -2, 1); glColor3f(1, 0, 0); glVertex4f(0, -0.5, -2, 1); glVertex4f(1, 0, 0, 0); glEnd();*/ } }