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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 "Shader.h"
#include "Triangle.h"
#include "gl.h"
#include <algorithm>
namespace Zoom {
Game::Game(bool multisample) : angle(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
glShadeModel(GL_SMOOTH);
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, 0.3);
glEnable(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);
Shader::loadProgram("default.vert", "default.frag");
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::run(int delta) {
angle += delta*0.01;
if(angle >= 360)
angle -= 360;
lightPos += delta;
lightPos %= 24000;
}
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;
}
/*std::vector<BSPTree::TriangleRecord> triangles(level->getRooms().front().walls.begin(),
level->getRooms().front().walls.end());
std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());*/
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(15, 1, 2, 1);
/*glRotatef(5*angle, 0, -1, 2);
glRotatef(7*angle, 2, -1, 0);
glRotatef(11*angle, 2, -1, 2);*/
glLightfv(GL_LIGHT0, GL_POSITION, light);
//renderer.render(std::list<BSPTree::TriangleRecord>(triangles.begin(), triangles.end()));
renderer.render(triangles);
glPopMatrix();
}
}
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