5 #include "performance.h"
9 const float AXIS_RADIUS = 5.0f;
11 static void renderBlockGrid(const BlockGrid grid);
12 static void drawBlock(const Block* block);
15 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
17 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
18 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
19 GLfloat light0_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
20 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 1.0f};
22 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
23 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
24 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
25 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
27 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
28 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
29 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
33 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
36 glEnable(GL_NORMALIZE);
37 glEnable(GL_CULL_FACE);
38 glEnable(GL_DEPTH_TEST);
40 glDisable(GL_LIGHTING);
42 glEnable(GL_LIGHTING);
45 glEnable(GL_TEXTURE_2D);
46 // drawSceneRecursive(levelScene, levelScene->mRootNode);
47 renderBlockGrid(levelGrid);
48 glDisable(GL_TEXTURE_2D);
58 point3f xAxisStart = { 0.0f, 0.0f, 0.0f };
59 point3f xAxisEnd = { AXIS_RADIUS, 0.0f, 0.0f };
60 point3f yAxisStart = { 0.0f, 0.0f, 0.0f };
61 point3f yAxisEnd = { 0.0f, AXIS_RADIUS, 0.0f };
62 point3f zAxisStart = { 0.0f, 0.0f, 0.0f };
63 point3f zAxisEnd = { 0.0f, 0.0f, AXIS_RADIUS };
65 glColor3f(1.0f, 0.0f, 0.0f);
67 glVertex3fv(xAxisStart);
68 glVertex3fv(xAxisEnd);
71 glColor3f(0.0f, 1.0f, 0.0f);
73 glVertex3fv(yAxisStart);
74 glVertex3fv(yAxisEnd);
77 glColor3f(0.0f, 0.0f, 1.0f);
79 glVertex3fv(zAxisStart);
80 glVertex3fv(zAxisEnd);
84 static void renderBlockGrid(const BlockGrid grid) {
85 glMatrixMode(GL_MODELVIEW);
86 for (int z = 0; z < grid.depth; ++z) {
88 glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
89 for (int x = 0; x < grid.width; ++x) {
90 drawBlock(getBlockFromGrid(grid, x, z));
91 glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
97 static void drawBlock(const Block* block) {
98 if (block->sceneData == NULL) {
102 glColor3f(0.5f, 1.0f, 0.0f);
104 for (int i = 0; i < block->sceneData->mNumMeshes; ++i) {
105 glBindTexture(GL_TEXTURE_2D, block->textureIds[i]);
106 const AiMesh* mesh = block->sceneData->mMeshes[i];
107 bool hasNormals = mesh->mNormals != NULL;
108 bool hasTextureCoords = mesh->mTextureCoords[0] != NULL;
110 for (int k = 0; k < mesh->mNumFaces; ++k) {
111 const AiFace face = mesh->mFaces[k];
114 switch (face.mNumIndices) {
115 case 1: faceMode = GL_POINTS; break;
116 case 2: faceMode = GL_LINES; break;
117 case 3: faceMode = GL_TRIANGLES; break;
118 default: faceMode = GL_POLYGON; break;
123 for (int l = 0; l < face.mNumIndices; ++l) {
124 unsigned int vertexIndex = face.mIndices[l];
126 if (hasTextureCoords) {
127 AiVector3D coords = mesh->mTextureCoords[0][vertexIndex];
128 glTexCoord2f(coords.x, coords.y);
130 glNormal3fv(&mesh->mNormals[vertexIndex].x);
132 glVertex3fv((const GLfloat*) &mesh->mVertices[vertexIndex]);
138 glBindTexture(GL_TEXTURE_2D, 0);
141 void drawSceneRecursive(const AiScene* scene, const AiNode* node) {
142 if (((*scene).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
146 for (int i = 0; i < (*node).mNumMeshes; ++i) {
147 const AiMesh* mesh = (*scene).mMeshes[(*node).mMeshes[i]];
149 for (int k = 0; k < (*mesh).mNumFaces; ++k) {
150 const AiFace face = (*mesh).mFaces[k];
153 switch (face.mNumIndices) {
154 case 1: faceMode = GL_POINTS; break;
155 case 2: faceMode = GL_LINES; break;
156 case 3: faceMode = GL_TRIANGLES; break;
157 default: faceMode = GL_POLYGON; break;
162 glColor3f(1.0f, 1.0f, 1.0f);
163 for (int l = 0; l < face.mNumIndices; ++l) {
164 glVertex3fv((const GLfloat*) &(*mesh).mVertices[face.mIndices[l]]);
171 for (int i = 0; i < (*node).mNumChildren; ++i) {
172 drawSceneRecursive(scene, (*node).mChildren[i]);