4 #include "assimp_types.h"
7 #include "performance.h"
10 const float AXIS_RADIUS = 5.0f;
12 static void drawAxes();
13 static void renderBlockGrid(const BlockGrid grid);
14 static void drawBlock(const Block* block);
19 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
21 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
22 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
23 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
24 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
26 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
27 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
28 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
29 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
31 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
32 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
33 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
37 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
40 glEnable(GL_NORMALIZE);
41 glEnable(GL_CULL_FACE);
42 glEnable(GL_DEPTH_TEST);
44 glDisable(GL_LIGHTING);
46 glEnable(GL_LIGHTING);
49 glEnable(GL_TEXTURE_2D);
50 renderBlockGrid(levelGrid);
51 glDisable(GL_TEXTURE_2D);
60 static void drawAxes() {
61 point3f xAxisStart = { 0.0f, 0.0f, 0.0f };
62 point3f xAxisEnd = { AXIS_RADIUS, 0.0f, 0.0f };
63 point3f yAxisStart = { 0.0f, 0.0f, 0.0f };
64 point3f yAxisEnd = { 0.0f, AXIS_RADIUS, 0.0f };
65 point3f zAxisStart = { 0.0f, 0.0f, 0.0f };
66 point3f zAxisEnd = { 0.0f, 0.0f, AXIS_RADIUS };
68 glColor3f(1.0f, 0.0f, 0.0f);
70 glVertex3fv(xAxisStart);
71 glVertex3fv(xAxisEnd);
74 glColor3f(0.0f, 1.0f, 0.0f);
76 glVertex3fv(yAxisStart);
77 glVertex3fv(yAxisEnd);
80 glColor3f(0.0f, 0.0f, 1.0f);
82 glVertex3fv(zAxisStart);
83 glVertex3fv(zAxisEnd);
87 static void renderBlockGrid(const BlockGrid grid) {
88 glMatrixMode(GL_MODELVIEW);
89 for (int z = 0; z < grid.depth; ++z) {
91 glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
92 for (int x = 0; x < grid.width; ++x) {
93 drawBlock(getBlockFromGrid(grid, x, z));
94 glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
100 static void drawBlock(const Block* block) {
101 if (block->sceneData == NULL) {
105 glColor3f(0.5f, 1.0f, 0.0f);
107 for (int i = 0; i < block->sceneData->mNumMeshes; ++i) {
108 glBindTexture(GL_TEXTURE_2D, block->textureIds[i]);
109 const AiMesh* mesh = block->sceneData->mMeshes[i];
110 bool hasNormals = mesh->mNormals != NULL;
111 bool hasTextureCoords = mesh->mTextureCoords[0] != NULL;
113 for (int k = 0; k < mesh->mNumFaces; ++k) {
114 const AiFace face = mesh->mFaces[k];
117 switch (face.mNumIndices) {
118 case 1: faceMode = GL_POINTS; break;
119 case 2: faceMode = GL_LINES; break;
120 case 3: faceMode = GL_TRIANGLES; break;
121 default: faceMode = GL_POLYGON; break;
126 for (int l = 0; l < face.mNumIndices; ++l) {
127 unsigned int vertexIndex = face.mIndices[l];
129 if (hasTextureCoords) {
130 AiVector3D coords = mesh->mTextureCoords[0][vertexIndex];
131 glTexCoord2f(coords.x, coords.y);
133 glNormal3fv(&mesh->mNormals[vertexIndex].x);
135 glVertex3fv((const GLfloat*) &mesh->mVertices[vertexIndex]);
141 glBindTexture(GL_TEXTURE_2D, 0);