/* * 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 "gl.h" #include "BSPTree.h" #include "Level.h" #include "Shader.h" #include "ShadowVolume.h" #include "Triangle.h" #include namespace Zoom { 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(0.1, 0.1, 0.1, 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); 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; } 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; vmml::vec3f light(vmml::vec3f::ZERO); if(lightPos < 12000) i = lightPos; else i = 24000 - lightPos; if(i < 4000) { light.x() = 0.0; light.z() = -i * 0.001; } else if(i < 8000) { light.x() = (i-4000) * 0.001; light.z() = -4.0; } else if(i < 12000) { light.x() = 4.0; light.z() = -4.0 - (i-8000) * 0.001; } else { light.x() = 4.0; light.z() = -8.0; } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_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(); glDepthMask(GL_FALSE); glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); glDepthFunc(GL_GREATER); glColor3f(0.05, 0.05, 0.05); glFrontFace(GL_CCW); glBegin(GL_TRIANGLES); for(std::vector::iterator t = triangles.begin(); t != triangles.end(); ++t) { ShadowVolume v(t->triangle, light); v.render(); } glEnd(); glFrontFace(GL_CW); glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBegin(GL_TRIANGLES); for(std::vector::iterator t = triangles.begin(); t != triangles.end(); ++t) { ShadowVolume v(t->triangle, light); v.render(); } glEnd(); glFrontFace(GL_CCW); glDepthMask(GL_TRUE); glDepthFunc(GL_LEQUAL); glBlendEquation(GL_FUNC_ADD); } }