4 #include "game/level.h"
5 #include "game/player.h"
7 #include "performance.h"
10 const float AXIS_RADIUS = 5.0f;
12 static void setupCamera();
13 static void moveCameraTo(const Vector3D pos);
14 static void drawAxes();
15 static void renderBlockGrid(const BlockGrid grid);
16 static void renderCharacter(const Character* character, const Vector3D pos);
17 static void drawAsset3D(const Asset3D* asset3D);
19 float viewportAspectRatio = 1.0f;
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);
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(playerPos);
51 glDisable(GL_LIGHTING);
53 glEnable(GL_LIGHTING);
56 glEnable(GL_TEXTURE_2D);
57 renderBlockGrid(levelGrid);
58 renderCharacter(&playerCharacter, playerPos);
59 glDisable(GL_TEXTURE_2D);
68 static void setupCamera() {
69 glMatrixMode(GL_PROJECTION);
73 -16.0/viewportAspectRatio,
74 16.0/viewportAspectRatio,
77 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
78 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
81 static void moveCameraTo(const Vector3D pos) {
82 glMatrixMode(GL_PROJECTION);
83 glTranslatef(-pos.x, -pos.y, -pos.z);
86 static void drawAxes() {
87 glMatrixMode(GL_MODELVIEW);
89 glColor3f(1.0f, 0.0f, 0.0f);
91 glVertex3f(0.0f, 0.0f, 0.0f);
92 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
95 glColor3f(0.0f, 1.0f, 0.0f);
97 glVertex3f(0.0f, 0.0f, 0.0f);
98 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
101 glColor3f(0.0f, 0.0f, 1.0f);
103 glVertex3f(0.0f, 0.0f, 0.0f);
104 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
108 static void renderBlockGrid(const BlockGrid grid) {
109 glMatrixMode(GL_MODELVIEW);
110 for (int z = 0; z < grid.depth; ++z) {
112 glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
113 for (int x = 0; x < grid.width; ++x) {
114 drawAsset3D(getBlockFromGrid(grid, x, z)->asset3D);
115 glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
121 static void renderCharacter(const Character* character, const Vector3D pos) {
122 glMatrixMode(GL_MODELVIEW);
123 glTranslatef(pos.x, pos.y, pos.z);
124 drawAsset3D(character->asset3D);
128 static void drawAsset3D(const Asset3D* asset3D) {
129 if (asset3D == NULL) {
133 glMatrixMode(GL_MODELVIEW);
134 glColor3f(0.5f, 1.0f, 0.0f);
136 for (size_t meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) {
137 const Mesh mesh = asset3D->meshes[meshIndex];
138 glBindTexture(GL_TEXTURE_2D,
139 asset3D->materials[mesh.materialIndex].textureId);
140 bool hasNormals = mesh.normals != NULL;
141 bool hasTextureCoords = mesh.textureCoords != NULL;
143 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
144 const Face face = mesh.faces[faceIndex];
147 switch (face.numIndices) {
148 case 1: faceMode = GL_POINTS; break;
149 case 2: faceMode = GL_LINES; break;
150 case 3: faceMode = GL_TRIANGLES; break;
151 default: faceMode = GL_POLYGON; break;
156 for (size_t i = 0; i < face.numIndices; ++i) {
157 unsigned int vertIndex = face.indices[i];
159 if (hasTextureCoords) {
160 Vector3D coords = mesh.textureCoords[vertIndex];
161 glTexCoord2f(coords.x, coords.y);
163 Vector3D normal = mesh.normals[vertIndex];
164 glNormal3f(normal.x, normal.y, normal.z);
166 Vector3D vertex = mesh.vertices[vertIndex];
167 glVertex3f(vertex.x, vertex.y, vertex.z);
173 glBindTexture(GL_TEXTURE_2D, 0);