3 #include "assimp_types.h"
8 #include "performance.h"
10 const float AXIS_RADIUS = 5.0f;
13 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
16 glEnable(GL_NORMALIZE);
17 glEnable(GL_CULL_FACE);
19 glDisable(GL_LIGHTING);
21 glEnable(GL_LIGHTING);
24 drawModelRecursive(levelScene, levelScene->mRootNode);
34 point3f xAxisStart = { 0.0f, 0.0f, 0.0f };
35 point3f xAxisEnd = { AXIS_RADIUS, 0.0f, 0.0f };
36 point3f yAxisStart = { 0.0f, 0.0f, 0.0f };
37 point3f yAxisEnd = { 0.0f, AXIS_RADIUS, 0.0f };
38 point3f zAxisStart = { 0.0f, 0.0f, 0.0f };
39 point3f zAxisEnd = { 0.0f, 0.0f, AXIS_RADIUS };
41 glColor3f(1.0f, 0.0f, 0.0f);
43 glVertex3fv(xAxisStart);
44 glVertex3fv(xAxisEnd);
47 glColor3f(0.0f, 1.0f, 0.0f);
49 glVertex3fv(yAxisStart);
50 glVertex3fv(yAxisEnd);
53 glColor3f(0.0f, 0.0f, 1.0f);
55 glVertex3fv(zAxisStart);
56 glVertex3fv(zAxisEnd);
60 void drawModelRecursive(const AiScene* model, const AiNode* node) {
61 if (((*model).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
65 for (int i = 0; i < (*node).mNumMeshes; ++i) {
66 const AiMesh* mesh = (*model).mMeshes[(*node).mMeshes[i]];
67 for (int k = 0; k < (*mesh).mNumFaces; ++k) {
68 const AiFace face = (*mesh).mFaces[k];
71 switch (face.mNumIndices) {
72 case 1: faceMode = GL_POINTS; break;
73 case 2: faceMode = GL_LINES; break;
74 case 3: faceMode = GL_TRIANGLES; break;
75 default: faceMode = GL_POLYGON; break;
80 glColor3f(1.0f, 1.0f, 1.0f);
81 for (int l = 0; l < face.mNumIndices; ++l) {
82 glVertex3fv((const GLfloat*) &(*mesh).mVertices[face.mIndices[l]]);
89 for (int i = 0; i < (*node).mNumChildren; ++i) {
90 drawModelRecursive(model, (*node).mChildren[i]);