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[shadowclad.git] / render.c
1 #include <GL/glut.h>
2 #include <stdbool.h>
3
4 #include "level.h"
5 #include "performance.h"
6 #include "typedefs.h"
7
8 const float AXIS_RADIUS = 5.0f;
9
10 static void drawAxes();
11 static void renderBlockGrid(const BlockGrid grid);
12 static void drawBlock(const Block* block);
13
14
15
16 void initRender() {
17         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
18         
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
23         
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);
28         
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);
32 }
33
34 void renderScene() {
35         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
36         glLoadIdentity();
37         
38         glEnable(GL_NORMALIZE);
39         glEnable(GL_CULL_FACE);
40         glEnable(GL_DEPTH_TEST);
41         
42         glDisable(GL_LIGHTING);
43         drawAxes();
44         glEnable(GL_LIGHTING);
45         
46         glEnable(GL_LIGHT0);
47         glEnable(GL_TEXTURE_2D);
48         renderBlockGrid(levelGrid);
49         glDisable(GL_TEXTURE_2D);
50         glDisable(GL_LIGHT0);
51         
52         glFlush();
53         glutSwapBuffers();
54         frameRendered();
55         glutPostRedisplay();
56 }
57
58 static void drawAxes() {
59         // X axis
60         glColor3f(1.0f, 0.0f, 0.0f);
61         glBegin(GL_LINES);
62         glVertex3f(0.0f, 0.0f, 0.0f);
63         glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
64         glEnd();
65         // Y axis
66         glColor3f(0.0f, 1.0f, 0.0f);
67         glBegin(GL_LINES);
68         glVertex3f(0.0f, 0.0f, 0.0f);
69         glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
70         glEnd();
71         // Z axis
72         glColor3f(0.0f, 0.0f, 1.0f);
73         glBegin(GL_LINES);
74         glVertex3f(0.0f, 0.0f, 0.0f);
75         glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
76         glEnd();
77 }
78
79 static void renderBlockGrid(const BlockGrid grid) {
80         glMatrixMode(GL_MODELVIEW);
81         for (int z = 0; z < grid.depth; ++z) {
82                 glLoadIdentity();
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);
87                 }
88         }
89         glLoadIdentity();
90 }
91
92 static void drawBlock(const Block* block) {
93         if (block->asset3D == NULL) {
94                 return;
95         }
96         
97         glColor3f(0.5f, 1.0f, 0.0f);
98         
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;
106                 
107                 for (int faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
108                         const Face face = mesh.faces[faceIndex];
109                         
110                         GLenum faceMode;
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;
116                         }
117                         
118                         glBegin(faceMode);
119                         
120                         for (int i = 0; i < face.numIndices; ++i) {
121                                 unsigned int vertIndex = face.indices[i];
122                                 if (hasNormals) {
123                                         if (hasTextureCoords) {
124                                                 Vector3D coords = mesh.textureCoords[vertIndex];
125                                                 glTexCoord2f(coords.x, coords.y);
126                                         }
127                                         Vector3D normal = mesh.normals[vertIndex];
128                                         glNormal3f(normal.x, normal.y, normal.z);
129                                 }
130                                 Vector3D vertex = mesh.vertices[vertIndex];
131                                 glVertex3f(vertex.x, vertex.y, vertex.z);
132                         }
133                         
134                         glEnd();
135                 }
136         }
137         glBindTexture(GL_TEXTURE_2D, 0);
138 }