vrshoot
diff src/scr_game.cc @ 1:e7ca128b8713
looks nice :)
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sun, 02 Feb 2014 00:35:22 +0200 |
parents | b2f14e535253 |
children |
line diff
1.1 --- a/src/scr_game.cc Sat Feb 01 19:58:19 2014 +0200 1.2 +++ b/src/scr_game.cc Sun Feb 02 00:35:22 2014 +0200 1.3 @@ -10,9 +10,10 @@ 1.4 static int win_width, win_height; 1.5 static bool bnstate[32]; 1.6 static int prev_x, prev_y; 1.7 -static float cam_theta, cam_phi = 20, cam_dist = 10; 1.8 +static float cam_theta, cam_phi = 23, cam_dist = 0; 1.9 static Object *floor_obj; 1.10 static Level *level; 1.11 +static unsigned long msec; 1.12 1.13 const char *GameScreen::get_name() const 1.14 { 1.15 @@ -24,11 +25,6 @@ 1.16 glEnable(GL_LIGHTING); 1.17 glEnable(GL_LIGHT0); 1.18 1.19 - floor_obj = new Object; 1.20 - floor_obj->set_mesh(new Mesh); 1.21 - gen_plane(floor_obj->get_mesh(), 10, 10, 4, 4); 1.22 - floor_obj->set_rotation(Quaternion(Vector3(1, 0, 0), -DEG_TO_RAD(90))); 1.23 - 1.24 level = new Level; 1.25 1.26 return true; 1.27 @@ -40,6 +36,7 @@ 1.28 1.29 void GameScreen::update(unsigned long tmsec) 1.30 { 1.31 + msec = tmsec; 1.32 } 1.33 1.34 void GameScreen::display() const 1.35 @@ -48,14 +45,13 @@ 1.36 matrix.translate(Vector3(0, 0, -cam_dist)); 1.37 matrix.rotate(Vector3(1, 0, 0), DEG_TO_RAD(cam_phi)); 1.38 matrix.rotate(Vector3(0, 1, 0), DEG_TO_RAD(cam_theta)); 1.39 + matrix.translate(Vector3(0, -2, 0)); 1.40 set_view_matrix(matrix); 1.41 1.42 //glUseProgram(0); 1.43 1.44 bind_shader(defsdr); 1.45 - //floor_obj->draw(); 1.46 - 1.47 - level->draw(); 1.48 + level->draw(msec); 1.49 } 1.50 1.51 void GameScreen::reshape(int x, int y)