#ifdef _WIN32 #include #endif #include #include #include "Game.h" Game::Game(void) { _rotationAngle = 0.0f; } Game::~Game(void) { } bool Game::Init(void) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // Return success. return true; } void Game::Prepare(float dt) { const float SPEED = 15.0f; _rotationAngle += SPEED*dt; if(_rotationAngle > 360.0f) { _rotationAngle -= 360.0f; } } void Game::Render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(_rotationAngle, 0, 0, 1); glBegin(GL_TRIANGLES); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glVertex3f(-1.0f, -0.5f, -4.0f); glColor4f(1.0f, 1.0f, 0.0f, 1.0f); glVertex3f(1.0f, -0.5f, -4.0f); glColor4f(0.0f, 0.0f, 1.0f, 1.0f); glVertex3f(0.0f, 0.5f, -4.0f); glEnd(); } void Game::Shutdown(void) { } void Game::OnResize(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(width) / float(height), 1.0f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }