]> git.lizzy.rs Git - shadowclad.git/blob - src/engine/render.c
Housekeeping
[shadowclad.git] / src / engine / render.c
1 #include "render.h"
2
3 #include <stdbool.h>
4 #include <GL/glut.h>
5
6 #include "geometry.h"
7 #include "performance.h"
8
9 float viewportAspectRatio = 1.0f;
10 const Scene* cameraAnchor;
11
12 static const float AXIS_RADIUS = 5.0f;
13
14 static void renderScene(const Scene*);
15 static void setupCamera();
16 static void moveCameraTo(const Scene* scene);
17 static void drawAxes();
18 static void drawSolid(const Solid* solid);
19
20
21
22 void initRender() {
23         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
24         
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
29         
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);
34         
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);
38 }
39
40 void renderFrame() {
41         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
42
43         glEnable(GL_NORMALIZE);
44         glEnable(GL_CULL_FACE);
45         glEnable(GL_DEPTH_TEST);
46
47         setupCamera();
48         moveCameraTo(cameraAnchor);
49
50         renderScene(currentScene);
51
52         glFlush();
53         glutSwapBuffers();
54         frameRendered();
55         glutPostRedisplay();
56 }
57
58 void renderScene(const Scene* scene) {
59         if (!scene) {
60                 return;
61         }
62
63         glMatrixMode(GL_MODELVIEW);
64         glLoadTransposeMatrixf((const GLfloat*) &scene->transform);
65
66         glDisable(GL_LIGHTING);
67         drawAxes();
68         glEnable(GL_LIGHTING);
69
70         if (scene->solid) {
71                 glEnable(GL_LIGHT0);
72                 glEnable(GL_TEXTURE_2D);
73                 drawSolid(scene->solid);
74                 glDisable(GL_TEXTURE_2D);
75                 glDisable(GL_LIGHT0);
76         }
77
78         for (size_t i = 0; i < scene->numChildren; ++i) {
79                 renderScene(scene->children[i]);
80         }
81 }
82
83 static void setupCamera() {
84         glMatrixMode(GL_PROJECTION);
85         glLoadIdentity();
86         glOrtho(-16.0,
87                 16.0,
88                 -16.0/viewportAspectRatio,
89                 16.0/viewportAspectRatio,
90                 -128.0,
91                 128.0);
92         glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
93         glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
94 }
95
96 static void moveCameraTo(const Scene* anchor) {
97         glMatrixMode(GL_PROJECTION);
98         // TODO This needs to account for parent nodes as well
99         Vector3D pos = translationOf(anchor->transform);
100         glTranslatef(-pos.x, -pos.y, -pos.z);
101 }
102
103 static void drawAxes() {
104         glMatrixMode(GL_MODELVIEW);
105         // X axis
106         glColor3f(1.0f, 0.0f, 0.0f);
107         glBegin(GL_LINES);
108         glVertex3f(0.0f, 0.0f, 0.0f);
109         glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
110         glEnd();
111         // Y axis
112         glColor3f(0.0f, 1.0f, 0.0f);
113         glBegin(GL_LINES);
114         glVertex3f(0.0f, 0.0f, 0.0f);
115         glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
116         glEnd();
117         // Z axis
118         glColor3f(0.0f, 0.0f, 1.0f);
119         glBegin(GL_LINES);
120         glVertex3f(0.0f, 0.0f, 0.0f);
121         glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
122         glEnd();
123 }
124
125 static void drawSolid(const Solid* solid) {
126         if (solid == NULL) {
127                 return;
128         }
129         
130         glMatrixMode(GL_MODELVIEW);
131         glColor3f(0.5f, 1.0f, 0.0f);
132         
133         for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
134                 const Mesh mesh = solid->meshes[meshIndex];
135                 glBindTexture(GL_TEXTURE_2D,
136                               solid->materials[mesh.materialIndex].textureId);
137                 bool hasNormals = mesh.normals != NULL;
138                 bool hasTextureCoords = mesh.textureCoords != NULL;
139                 
140                 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
141                         const Face face = mesh.faces[faceIndex];
142                         
143                         GLenum faceMode;
144                         switch (face.numIndices) {
145                                 case 1: faceMode = GL_POINTS; break;
146                                 case 2: faceMode = GL_LINES; break;
147                                 case 3: faceMode = GL_TRIANGLES; break;
148                                 default: faceMode = GL_POLYGON; break;
149                         }
150                         
151                         glBegin(faceMode);
152                         
153                         for (size_t i = 0; i < face.numIndices; ++i) {
154                                 size_t vertIndex = face.indices[i];
155                                 if (hasNormals) {
156                                         if (hasTextureCoords) {
157                                                 Vector3D coords = mesh.textureCoords[vertIndex];
158                                                 glTexCoord2f(coords.x, coords.y);
159                                         }
160                                         Vector3D normal = mesh.normals[vertIndex];
161                                         glNormal3f(normal.x, normal.y, normal.z);
162                                 }
163                                 Vector3D vertex = mesh.vertices[vertIndex];
164                                 glVertex3f(vertex.x, vertex.y, vertex.z);
165                         }
166                         
167                         glEnd();
168                 }
169         }
170         glBindTexture(GL_TEXTURE_2D, 0);
171 }