5 #include "performance.h"
8 const float AXIS_RADIUS = 5.0f;
10 static void drawAxes();
11 static void renderBlockGrid(const BlockGrid grid);
12 static void drawBlock(const Block* block);
17 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
19 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
20 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
21 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
22 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
24 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
25 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
26 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
27 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
29 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
30 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
31 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
35 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
38 glEnable(GL_NORMALIZE);
39 glEnable(GL_CULL_FACE);
40 glEnable(GL_DEPTH_TEST);
42 glDisable(GL_LIGHTING);
44 glEnable(GL_LIGHTING);
47 glEnable(GL_TEXTURE_2D);
48 renderBlockGrid(levelGrid);
49 glDisable(GL_TEXTURE_2D);
58 static void drawAxes() {
60 glColor3f(1.0f, 0.0f, 0.0f);
62 glVertex3f(0.0f, 0.0f, 0.0f);
63 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
66 glColor3f(0.0f, 1.0f, 0.0f);
68 glVertex3f(0.0f, 0.0f, 0.0f);
69 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
72 glColor3f(0.0f, 0.0f, 1.0f);
74 glVertex3f(0.0f, 0.0f, 0.0f);
75 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
79 static void renderBlockGrid(const BlockGrid grid) {
80 glMatrixMode(GL_MODELVIEW);
81 for (int z = 0; z < grid.depth; ++z) {
83 glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
84 for (int x = 0; x < grid.width; ++x) {
85 drawBlock(getBlockFromGrid(grid, x, z));
86 glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
92 static void drawBlock(const Block* block) {
93 if (block->asset3D == NULL) {
97 glColor3f(0.5f, 1.0f, 0.0f);
99 const Asset3D* asset3D = block->asset3D;
100 for (int meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) {
101 const Mesh mesh = asset3D->meshes[meshIndex];
102 glBindTexture(GL_TEXTURE_2D,
103 asset3D->materials[mesh.materialIndex].textureId);
104 bool hasNormals = mesh.normals != NULL;
105 bool hasTextureCoords = mesh.textureCoords != NULL;
107 for (int faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
108 const Face face = mesh.faces[faceIndex];
111 switch (face.numIndices) {
112 case 1: faceMode = GL_POINTS; break;
113 case 2: faceMode = GL_LINES; break;
114 case 3: faceMode = GL_TRIANGLES; break;
115 default: faceMode = GL_POLYGON; break;
120 for (int i = 0; i < face.numIndices; ++i) {
121 unsigned int vertIndex = face.indices[i];
123 if (hasTextureCoords) {
124 Vector3D coords = mesh.textureCoords[vertIndex];
125 glTexCoord2f(coords.x, coords.y);
127 Vector3D normal = mesh.normals[vertIndex];
128 glNormal3f(normal.x, normal.y, normal.z);
130 Vector3D vertex = mesh.vertices[vertIndex];
131 glVertex3f(vertex.x, vertex.y, vertex.z);
137 glBindTexture(GL_TEXTURE_2D, 0);