]> git.lizzy.rs Git - shadowclad.git/blob - src/engine/render.c
616b971ce14e4c3fc067796b0a94cbfa81c2cfdc
[shadowclad.git] / src / engine / render.c
1 #include "render.h"
2
3 #include "geometry.h"
4 #include "performance.h"
5
6 #include "game/player.h"
7
8 float viewportAspectRatio = 1.0f;
9 const Scene* cameraAnchor;
10 bool debugScene = false;
11 bool debugRender = false;
12
13 static const float AXIS_RADIUS = 5.0f;
14
15 static void renderScene(const Scene*, const Transform baseTransform);
16 static void setupCamera();
17 static void moveCameraTo(const Scene* scene);
18 static void drawAxes();
19 static void drawSolid(const Solid* solid);
20
21
22
23 void initRender() {
24         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
25
26         GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
27         GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
28         GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
29         GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
30
31         glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
32         glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
33         glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
34         glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
35
36         glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
37         glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
38         glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
39
40         //glShadeModel(GL_FLAT);
41 }
42
43 void renderFrame(GLFWwindow* window) {
44         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
45
46         glEnable(GL_NORMALIZE);
47         glEnable(GL_CULL_FACE);
48         glEnable(GL_DEPTH_TEST);
49
50         setupCamera();
51         moveCameraTo(cameraAnchor);
52
53         renderScene(currentScene, identity());
54
55         glFlush();
56         glfwSwapBuffers(window);
57         frameRendered();
58 }
59
60 static void renderScene(const Scene* scene, const Transform baseTransform) {
61         if (!scene) {
62                 return;
63         }
64
65         Transform transform = multiply(scene->transform, baseTransform);
66
67         glMatrixMode(GL_MODELVIEW);
68         glLoadTransposeMatrixf((const GLfloat*) &transform);
69
70         glDisable(GL_LIGHTING);
71
72         if (debugScene || scene == playerProjectedMovement) {
73                 drawAxes();
74         }
75
76         glEnable(GL_LIGHTING);
77
78         if (scene->solid) {
79                 glEnable(GL_LIGHT0);
80                 glEnable(GL_TEXTURE_2D);
81                 drawSolid(scene->solid);
82                 glDisable(GL_TEXTURE_2D);
83                 glDisable(GL_LIGHT0);
84         }
85
86         for (size_t i = 0; i < scene->numChildren; ++i) {
87                 renderScene(scene->children[i], transform);
88         }
89 }
90
91 static void setupCamera() {
92         glMatrixMode(GL_PROJECTION);
93         glLoadIdentity();
94         glOrtho(-16.0,
95                 16.0,
96                 -16.0/viewportAspectRatio,
97                 16.0/viewportAspectRatio,
98                 -128.0,
99                 128.0);
100         glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
101         glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
102 }
103
104 static void moveCameraTo(const Scene* anchor) {
105         glMatrixMode(GL_PROJECTION);
106         Vector pos = translationOf(worldTransform(anchor));
107         glTranslatef(-pos.x, -pos.y, -pos.z);
108 }
109
110 static void drawAxes() {
111         glMatrixMode(GL_MODELVIEW);
112         // X axis
113         glColor3f(1.0f, 0.0f, 0.0f);
114         glBegin(GL_LINES);
115         glVertex3f(0.0f, 0.0f, 0.0f);
116         glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
117         glEnd();
118         // Y axis
119         glColor3f(0.0f, 1.0f, 0.0f);
120         glBegin(GL_LINES);
121         glVertex3f(0.0f, 0.0f, 0.0f);
122         glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
123         glEnd();
124         // Z axis
125         glColor3f(0.0f, 0.0f, 1.0f);
126         glBegin(GL_LINES);
127         glVertex3f(0.0f, 0.0f, 0.0f);
128         glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
129         glEnd();
130 }
131
132 static GLfloat absolute(GLfloat a) {
133         return a < 0 ? -a : a;
134 }
135
136 static void drawSolid(const Solid* solid) {
137         if (solid == NULL) {
138                 return;
139         }
140
141         glMatrixMode(GL_MODELVIEW);
142         glColor3f(0.5f, 1.0f, 0.0f);
143
144         for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
145                 const Mesh mesh = solid->meshes[meshIndex];
146                 glBindTexture(GL_TEXTURE_2D,
147                               solid->materials[mesh.materialIndex].textureId);
148
149                 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
150                         const Face face = mesh.faces[faceIndex];
151
152                         if (debugRender && face.normals) {
153                                 glDisable(GL_LIGHTING);
154                                 glDisable(GL_TEXTURE_2D);
155                                 glBegin(GL_LINES);
156                                 for (size_t i = 0; i < face.numIndices; ++i) {
157                                         size_t vertIndex = face.indices[i];
158                                         Vector vertex = mesh.vertices[vertIndex];
159                                         Vector normal = face.normals[i];
160                                         glColor3f(absolute(normal.x), absolute(normal.y), absolute(normal.z));
161                                         glVertex3f(vertex.x, vertex.y, vertex.z);
162                                         glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
163                                 }
164                                 glEnd();
165                                 glEnable(GL_TEXTURE_2D);
166                                 glEnable(GL_LIGHTING);
167                         }
168
169                         GLenum faceMode;
170                         switch (face.numIndices) {
171                                 case 1: faceMode = GL_POINTS; break;
172                                 case 2: faceMode = GL_LINES; break;
173                                 case 3: faceMode = GL_TRIANGLES; break;
174                                 default: faceMode = GL_POLYGON; break;
175                         }
176
177                         glBegin(faceMode);
178
179                         for (size_t i = 0; i < face.numIndices; ++i) {
180                                 size_t vertIndex = face.indices[i];
181                                 if (face.normals) {
182                                         if (mesh.textureCoords) {
183                                                 Vector coords = mesh.textureCoords[vertIndex];
184                                                 glTexCoord2f(coords.x, coords.y);
185                                         }
186                                         Vector normal = face.normals[i];
187                                         glNormal3f(normal.x, normal.y, normal.z);
188                                 }
189
190                                 Vector vertex = mesh.vertices[vertIndex];
191                                 glVertex3f(vertex.x, vertex.y, vertex.z);
192                         }
193
194                         glEnd();
195                 }
196         }
197         glBindTexture(GL_TEXTURE_2D, 0);
198 }