4 #include "performance.h"
6 float viewportAspectRatio = 1.0f;
7 const Scene* cameraAnchor;
8 bool debugScene = false;
9 bool debugRender = false;
11 static const float AXIS_RADIUS = 5.0f;
13 static void renderScene(const Scene*, const Transform baseTransform);
14 static void setupCamera();
15 static void moveCameraTo(const Scene* scene);
16 static void drawAxes();
17 static void drawSolid(const Solid* solid);
22 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
24 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
25 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
26 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
27 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
29 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
30 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
31 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
32 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
34 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
35 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
36 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
38 //glShadeModel(GL_FLAT);
41 void renderFrame(GLFWwindow* window) {
42 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
44 glEnable(GL_NORMALIZE);
45 glEnable(GL_CULL_FACE);
46 glEnable(GL_DEPTH_TEST);
49 moveCameraTo(cameraAnchor);
51 renderScene(currentScene, identity());
54 glfwSwapBuffers(window);
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);
74 glEnable(GL_LIGHTING);
78 glEnable(GL_TEXTURE_2D);
79 drawSolid(scene->solid);
80 glDisable(GL_TEXTURE_2D);
84 for (size_t i = 0; i < scene->numChildren; ++i) {
85 renderScene(scene->children[i], transform);
89 static void setupCamera() {
90 glMatrixMode(GL_PROJECTION);
94 -16.0/viewportAspectRatio,
95 16.0/viewportAspectRatio,
98 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
99 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
102 static void moveCameraTo(const Scene* anchor) {
103 glMatrixMode(GL_PROJECTION);
104 Vector pos = translationOf(worldTransform(anchor));
105 glTranslatef(-pos.x, -pos.y, -pos.z);
108 static void drawAxes() {
109 glMatrixMode(GL_MODELVIEW);
111 glColor3f(1.0f, 0.0f, 0.0f);
113 glVertex3f(0.0f, 0.0f, 0.0f);
114 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
117 glColor3f(0.0f, 1.0f, 0.0f);
119 glVertex3f(0.0f, 0.0f, 0.0f);
120 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
123 glColor3f(0.0f, 0.0f, 1.0f);
125 glVertex3f(0.0f, 0.0f, 0.0f);
126 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
130 static GLfloat absolute(GLfloat a) {
131 return a < 0 ? -a : a;
134 static void drawSolid(const Solid* solid) {
139 glMatrixMode(GL_MODELVIEW);
140 glColor3f(0.5f, 1.0f, 0.0f);
142 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
143 const Mesh mesh = solid->meshes[meshIndex];
144 glBindTexture(GL_TEXTURE_2D,
145 solid->materials[mesh.materialIndex].textureId);
147 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
148 const Face face = mesh.faces[faceIndex];
150 if (debugRender && face.normals) {
151 glDisable(GL_LIGHTING);
152 glDisable(GL_TEXTURE_2D);
154 for (size_t i = 0; i < face.numIndices; ++i) {
155 size_t vertIndex = face.indices[i];
156 Vector vertex = mesh.vertices[vertIndex];
157 Vector normal = face.normals[i];
158 glColor3f(absolute(normal.x), absolute(normal.y), absolute(normal.z));
159 glVertex3f(vertex.x, vertex.y, vertex.z);
160 glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
163 glEnable(GL_TEXTURE_2D);
164 glEnable(GL_LIGHTING);
168 switch (face.numIndices) {
169 case 1: faceMode = GL_POINTS; break;
170 case 2: faceMode = GL_LINES; break;
171 case 3: faceMode = GL_TRIANGLES; break;
172 default: faceMode = GL_POLYGON; break;
177 for (size_t i = 0; i < face.numIndices; ++i) {
178 size_t vertIndex = face.indices[i];
180 if (mesh.textureCoords) {
181 Vector coords = mesh.textureCoords[vertIndex];
182 glTexCoord2f(coords.x, coords.y);
184 Vector normal = face.normals[i];
185 glNormal3f(normal.x, normal.y, normal.z);
188 Vector vertex = mesh.vertices[vertIndex];
189 glVertex3f(vertex.x, vertex.y, vertex.z);
195 glBindTexture(GL_TEXTURE_2D, 0);