summaryrefslogtreecommitdiffstats
path: root/Game.cpp
blob: bd028c2ac65d8385af35c5c5e9a38a576ab60370 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
/*
 * 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 "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<Triangle> 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();
}

}