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/*
* 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();
}
}
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