4 #include "game/level.h"
5 #include "game/player.h"
8 #include "performance.h"
11 const float AXIS_RADIUS = 5.0f;
13 static void setupCamera();
14 static void moveCameraTo(const Vector3D pos);
15 static void drawAxes();
16 static void renderBlockGrid(const BlockGrid grid);
17 static void renderCharacter(const Character* character, const Vector3D pos);
18 static void drawSolid(const Solid* solid);
20 float viewportAspectRatio = 1.0f;
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);
42 void renderSceneNew(const Scene*);
45 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
47 glEnable(GL_NORMALIZE);
48 glEnable(GL_CULL_FACE);
49 glEnable(GL_DEPTH_TEST);
52 moveCameraTo(playerPos);
54 renderSceneNew(currentScene);
62 void renderSceneNew(const Scene* scene) {
67 glMatrixMode(GL_MODELVIEW);
68 glLoadTransposeMatrixf((const GLfloat*) &scene->transform);
70 glDisable(GL_LIGHTING);
72 glEnable(GL_LIGHTING);
76 glEnable(GL_TEXTURE_2D);
77 drawSolid(scene->solid);
78 glDisable(GL_TEXTURE_2D);
82 for (size_t i = 0; i < scene->numChildren; ++i) {
83 renderSceneNew(scene->children[i]);
90 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
92 glEnable(GL_NORMALIZE);
93 glEnable(GL_CULL_FACE);
94 glEnable(GL_DEPTH_TEST);
97 moveCameraTo(playerPos);
99 glDisable(GL_LIGHTING);
101 glEnable(GL_LIGHTING);
104 glEnable(GL_TEXTURE_2D);
105 renderBlockGrid(levelGrid);
106 renderCharacter(&playerCharacter, playerPos);
107 glDisable(GL_TEXTURE_2D);
108 glDisable(GL_LIGHT0);
116 static void setupCamera() {
117 glMatrixMode(GL_PROJECTION);
121 -16.0/viewportAspectRatio,
122 16.0/viewportAspectRatio,
125 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
126 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
129 static void moveCameraTo(const Vector3D pos) {
130 glMatrixMode(GL_PROJECTION);
131 glTranslatef(-pos.x, -pos.y, -pos.z);
134 static void drawAxes() {
135 glMatrixMode(GL_MODELVIEW);
137 glColor3f(1.0f, 0.0f, 0.0f);
139 glVertex3f(0.0f, 0.0f, 0.0f);
140 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
143 glColor3f(0.0f, 1.0f, 0.0f);
145 glVertex3f(0.0f, 0.0f, 0.0f);
146 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
149 glColor3f(0.0f, 0.0f, 1.0f);
151 glVertex3f(0.0f, 0.0f, 0.0f);
152 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
156 static void renderBlockGrid(const BlockGrid grid) {
157 glMatrixMode(GL_MODELVIEW);
158 for (size_t z = 0; z < grid.depth; ++z) {
160 glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
161 for (size_t x = 0; x < grid.width; ++x) {
162 drawSolid(getBlockFromGrid(grid, x, z)->solid);
163 glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
169 static void renderCharacter(const Character* character, const Vector3D pos) {
170 glMatrixMode(GL_MODELVIEW);
171 glTranslatef(pos.x, pos.y, pos.z);
172 drawSolid(character->solid);
176 static void drawSolid(const Solid* solid) {
181 glMatrixMode(GL_MODELVIEW);
182 glColor3f(0.5f, 1.0f, 0.0f);
184 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
185 const Mesh mesh = solid->meshes[meshIndex];
186 glBindTexture(GL_TEXTURE_2D,
187 solid->materials[mesh.materialIndex].textureId);
188 bool hasNormals = mesh.normals != NULL;
189 bool hasTextureCoords = mesh.textureCoords != NULL;
191 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
192 const Face face = mesh.faces[faceIndex];
195 switch (face.numIndices) {
196 case 1: faceMode = GL_POINTS; break;
197 case 2: faceMode = GL_LINES; break;
198 case 3: faceMode = GL_TRIANGLES; break;
199 default: faceMode = GL_POLYGON; break;
204 for (size_t i = 0; i < face.numIndices; ++i) {
205 size_t vertIndex = face.indices[i];
207 if (hasTextureCoords) {
208 Vector3D coords = mesh.textureCoords[vertIndex];
209 glTexCoord2f(coords.x, coords.y);
211 Vector3D normal = mesh.normals[vertIndex];
212 glNormal3f(normal.x, normal.y, normal.z);
214 Vector3D vertex = mesh.vertices[vertIndex];
215 glVertex3f(vertex.x, vertex.y, vertex.z);
221 glBindTexture(GL_TEXTURE_2D, 0);