7 #include "performance.h"
9 float viewportAspectRatio = 1.0f;
10 const Scene* cameraAnchor;
12 static const float AXIS_RADIUS = 5.0f;
14 static void renderScene(const Scene*, const Transform baseTransform);
15 static void setupCamera();
16 static void moveCameraTo(const Scene* scene);
17 static void drawAxes();
18 static void drawSolid(const Solid* solid);
23 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
25 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
26 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
27 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
28 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
30 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
31 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
32 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
33 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
35 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
36 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
37 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
41 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
43 glEnable(GL_NORMALIZE);
44 glEnable(GL_CULL_FACE);
45 glEnable(GL_DEPTH_TEST);
48 moveCameraTo(cameraAnchor);
50 renderScene(currentScene, identity());
58 static void renderScene(const Scene* scene, const Transform baseTransform) {
63 Transform transform = multiply(scene->transform, baseTransform);
65 glMatrixMode(GL_MODELVIEW);
66 glLoadTransposeMatrixf((const GLfloat*) &transform);
68 glDisable(GL_LIGHTING);
70 glEnable(GL_LIGHTING);
74 glEnable(GL_TEXTURE_2D);
75 drawSolid(scene->solid);
76 glDisable(GL_TEXTURE_2D);
80 for (size_t i = 0; i < scene->numChildren; ++i) {
81 renderScene(scene->children[i], transform);
85 static void setupCamera() {
86 glMatrixMode(GL_PROJECTION);
90 -16.0/viewportAspectRatio,
91 16.0/viewportAspectRatio,
94 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
95 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
98 static void moveCameraTo(const Scene* anchor) {
99 glMatrixMode(GL_PROJECTION);
100 // TODO This needs to account for parent nodes as well
101 Vector3D pos = translationOf(worldTransform(anchor));
102 glTranslatef(-pos.x, -pos.y, -pos.z);
105 static void drawAxes() {
106 glMatrixMode(GL_MODELVIEW);
108 glColor3f(1.0f, 0.0f, 0.0f);
110 glVertex3f(0.0f, 0.0f, 0.0f);
111 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
114 glColor3f(0.0f, 1.0f, 0.0f);
116 glVertex3f(0.0f, 0.0f, 0.0f);
117 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
120 glColor3f(0.0f, 0.0f, 1.0f);
122 glVertex3f(0.0f, 0.0f, 0.0f);
123 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
127 static void drawSolid(const Solid* solid) {
132 glMatrixMode(GL_MODELVIEW);
133 glColor3f(0.5f, 1.0f, 0.0f);
135 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
136 const Mesh mesh = solid->meshes[meshIndex];
137 glBindTexture(GL_TEXTURE_2D,
138 solid->materials[mesh.materialIndex].textureId);
139 bool hasNormals = mesh.normals != NULL;
140 bool hasTextureCoords = mesh.textureCoords != NULL;
142 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
143 const Face face = mesh.faces[faceIndex];
146 switch (face.numIndices) {
147 case 1: faceMode = GL_POINTS; break;
148 case 2: faceMode = GL_LINES; break;
149 case 3: faceMode = GL_TRIANGLES; break;
150 default: faceMode = GL_POLYGON; break;
155 for (size_t i = 0; i < face.numIndices; ++i) {
156 size_t vertIndex = face.indices[i];
158 if (hasTextureCoords) {
159 Vector3D coords = mesh.textureCoords[vertIndex];
160 glTexCoord2f(coords.x, coords.y);
162 Vector3D normal = mesh.normals[vertIndex];
163 glNormal3f(normal.x, normal.y, normal.z);
165 Vector3D vertex = mesh.vertices[vertIndex];
166 glVertex3f(vertex.x, vertex.y, vertex.z);
172 glBindTexture(GL_TEXTURE_2D, 0);