4 #include "performance.h"
6 #include "game/player.h"
8 float viewportAspectRatio = 1.0f;
9 const Scene* cameraAnchor;
10 bool debugScene = false;
11 bool debugRender = false;
13 static const float AXIS_RADIUS = 5.0f;
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);
24 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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
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);
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);
40 //glShadeModel(GL_FLAT);
43 void renderFrame(GLFWwindow* window) {
44 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
46 glEnable(GL_NORMALIZE);
47 glEnable(GL_CULL_FACE);
48 glEnable(GL_DEPTH_TEST);
51 moveCameraTo(cameraAnchor);
53 renderScene(currentScene, identity());
56 glfwSwapBuffers(window);
60 static void renderScene(const Scene* scene, const Transform baseTransform) {
65 Transform transform = multiply(scene->transform, baseTransform);
67 glMatrixMode(GL_MODELVIEW);
68 glLoadTransposeMatrixf((const GLfloat*) &transform);
70 glDisable(GL_LIGHTING);
72 if (debugScene || scene == playerProjectedMovement) {
76 glEnable(GL_LIGHTING);
80 glEnable(GL_TEXTURE_2D);
81 drawSolid(scene->solid);
82 glDisable(GL_TEXTURE_2D);
86 for (size_t i = 0; i < scene->numChildren; ++i) {
87 renderScene(scene->children[i], transform);
91 static void setupCamera() {
92 glMatrixMode(GL_PROJECTION);
96 -16.0/viewportAspectRatio,
97 16.0/viewportAspectRatio,
100 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
101 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
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);
110 static void drawAxes() {
111 glMatrixMode(GL_MODELVIEW);
113 glColor3f(1.0f, 0.0f, 0.0f);
115 glVertex3f(0.0f, 0.0f, 0.0f);
116 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
119 glColor3f(0.0f, 1.0f, 0.0f);
121 glVertex3f(0.0f, 0.0f, 0.0f);
122 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
125 glColor3f(0.0f, 0.0f, 1.0f);
127 glVertex3f(0.0f, 0.0f, 0.0f);
128 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
132 static GLfloat absolute(GLfloat a) {
133 return a < 0 ? -a : a;
136 static void drawSolid(const Solid* solid) {
141 glMatrixMode(GL_MODELVIEW);
142 glColor3f(0.5f, 1.0f, 0.0f);
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);
149 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
150 const Face face = mesh.faces[faceIndex];
152 if (debugRender && face.normals) {
153 glDisable(GL_LIGHTING);
154 glDisable(GL_TEXTURE_2D);
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);
165 glEnable(GL_TEXTURE_2D);
166 glEnable(GL_LIGHTING);
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;
179 for (size_t i = 0; i < face.numIndices; ++i) {
180 size_t vertIndex = face.indices[i];
182 if (mesh.textureCoords) {
183 Vector coords = mesh.textureCoords[vertIndex];
184 glTexCoord2f(coords.x, coords.y);
186 Vector normal = face.normals[i];
187 glNormal3f(normal.x, normal.y, normal.z);
190 Vector vertex = mesh.vertices[vertIndex];
191 glVertex3f(vertex.x, vertex.y, vertex.z);
197 glBindTexture(GL_TEXTURE_2D, 0);