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161 lines (133 loc) · 4.08 KB
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Copy pathScene.cpp
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161 lines (133 loc) · 4.08 KB
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#include "vec3.h"
#include "Scene.h"
#include "Sphere.h"
Scene::Scene(void)
{
TextBackground = false;
}
Scene::~Scene(void)
{
for(unsigned int i = 0 ; i < sceneObjects.size() ; i++)
delete sceneObjects[i];
for (unsigned int i = 0; i < sceneObjects1.size(); i++)
delete sceneObjects1[i];
for (unsigned int i = 0; i < sceneObjects3.size(); i++)
delete sceneObjects3[i];
for (unsigned int i = 0; i < sceneObjects4.size(); i++)
delete sceneObjects4[i];
sceneObjects.clear();
sceneObjects1.clear();
sceneObjects3.clear();
sceneObjects4.clear();
}
void Scene::AddReward(SceneObject* object)
{
Rewards.push_back(object);
}
void Scene::AddObject(SceneObject* object)
{
sceneObjects.push_back(object);
}
void Scene::AddObject1(SceneObject* object)
{
sceneObjects1.push_back(object);
}
void Scene::AddObject2(SceneObject* object)
{
sceneObjects2.push_back(object);
}
void Scene::AddObject3(SceneObject* object)
{
sceneObjects3.push_back(object);
}
void Scene::AddObject4(SceneObject* object)
{
sceneObjects4.push_back(object);
}
void Scene::AddPlayerObject(Player* Player) {
PlayerObject = Player;
}
void Scene::AddpreGameBox(SceneObject* object) {
this->preGameBox = object;
}
void Scene::DisplayTextBackground() {
preGameBox->Render();
}
void Scene::Render()
{
Sleep(15);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
//glLoadIdentity();
float l0_amb[] = { 1.f, 1.f, 1.f, 1.0f };
float l0_dif[] = { 0.6f, 0.6f, 0.6f, 1.0f };
float l0_spe[] = { 0.0f, 0.0f, 0.0f, 1.f };
float l0_pos[] = { 0.0f, 15.f, -7.0f, 0.0f };
float l0_pos1[] = { -3.82f, -2.9, 1.27, 0.0f };
float l0_pos2[] = { -4.08, -10.86, 53.68, 0.0f };
float l0_pos3[] = { -4.15f, -12.44f, 21.f, 0.0f };
float l0_pos4[] = { -1.24, -11.75, -13.82, 0.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, l0_amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, l0_spe);
glLightfv(GL_LIGHT0, GL_POSITION, l0_pos);
glLightfv(GL_LIGHT1, GL_AMBIENT, l0_amb);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l0_dif);
glLightfv(GL_LIGHT1, GL_SPECULAR, l0_spe);
glLightfv(GL_LIGHT1, GL_POSITION, l0_pos1);
glLightfv(GL_LIGHT2, GL_AMBIENT, l0_amb);
glLightfv(GL_LIGHT2, GL_DIFFUSE, l0_dif);
glLightfv(GL_LIGHT2, GL_SPECULAR, l0_spe);
glLightfv(GL_LIGHT2, GL_POSITION, l0_pos2);
glLightfv(GL_LIGHT3, GL_AMBIENT, l0_amb);
glLightfv(GL_LIGHT3, GL_DIFFUSE, l0_dif);
glLightfv(GL_LIGHT3, GL_SPECULAR, l0_spe);
glLightfv(GL_LIGHT3, GL_POSITION, l0_pos3);
glLightfv(GL_LIGHT4, GL_AMBIENT, l0_amb);
glLightfv(GL_LIGHT4, GL_DIFFUSE, l0_dif);
glLightfv(GL_LIGHT4, GL_SPECULAR, l0_spe);
glLightfv(GL_LIGHT4, GL_POSITION, l0_pos4);
if (TextBackground) {
DisplayTextBackground();
TextBackground = false;
}
PlayerObject->Render();
for (unsigned int i = 0; i < Rewards.size(); i++)
Rewards[i]->Render();
if (PlayerObject->isOnLevel0) {
for (unsigned int i = 0; i < sceneObjects.size(); i++)
sceneObjects[i]->Render();
}
else if (PlayerObject->isOnLevel1) {
for (unsigned int i = 0; i < sceneObjects1.size(); i++)
sceneObjects1[i]->Render();
}
else if (PlayerObject->isOnLevel2) {
for (unsigned int i = 0; i < sceneObjects2.size(); i++)
sceneObjects2[i]->Render();
}
else if (PlayerObject->isOnLevel3) {
for (unsigned int i = 0; i < sceneObjects3.size(); i++)
sceneObjects3[i]->Render();
}
else if (PlayerObject->isOnLevel4)
{
for (unsigned int i = 0; i < sceneObjects4.size(); i++)
sceneObjects4[i]->Render();
}
}
void Scene::Update()
{
PlayerObject->Update();
for(unsigned int i = 0 ; i < sceneObjects.size() ; i++)
sceneObjects[i]->Update();
for (unsigned int i = 0; i < sceneObjects1.size(); i++)
sceneObjects1[i]->Update();
for (unsigned int i = 0; i < sceneObjects2.size(); i++)
sceneObjects2[i]->Update();
for (unsigned int i = 0; i < sceneObjects3.size(); i++)
sceneObjects3[i]->Update();
for (unsigned int i = 0; i < sceneObjects4.size(); i++)
sceneObjects4[i]->Update();
}