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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 "Level.h"
#include "Triangle.h"
#include "gl.h"
namespace Zoom {
Game::Game(bool multisample) : angle(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
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
static const float light[] = {0, 0, 0, 1};
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_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glLoadIdentity();
loadLevel("level.xml");
}
bool Game::loadLevel(const std::string &name) {
level = Level::loadLevel(name);
return level;
}
void Game::run(int delta) {
angle += delta*0.01;
if(angle >= 360)
angle -= 360;
}
void Game::render() {
std::list<BSPTree::TriangleRecord> triangles;
triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 1, 2, 1);
//glRotatef(3*angle, 0, -1, 2);
//glRotatef(5*angle, 2, -1, 0);
renderer.render(triangles);
glPopMatrix();
}
}
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