5 #include "performance.h"
8 float viewportAspectRatio = 1.0f;
9 const Scene* cameraAnchor;
11 static const float AXIS_RADIUS = 5.0f;
13 static void renderScene(const Scene*);
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);
40 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
42 glEnable(GL_NORMALIZE);
43 glEnable(GL_CULL_FACE);
44 glEnable(GL_DEPTH_TEST);
47 moveCameraTo(cameraAnchor);
49 renderScene(currentScene);
57 void renderScene(const Scene* scene) {
62 glMatrixMode(GL_MODELVIEW);
63 glLoadTransposeMatrixf((const GLfloat*) &scene->transform);
65 glDisable(GL_LIGHTING);
67 glEnable(GL_LIGHTING);
71 glEnable(GL_TEXTURE_2D);
72 drawSolid(scene->solid);
73 glDisable(GL_TEXTURE_2D);
77 for (size_t i = 0; i < scene->numChildren; ++i) {
78 renderScene(scene->children[i]);
82 static void setupCamera() {
83 glMatrixMode(GL_PROJECTION);
87 -16.0/viewportAspectRatio,
88 16.0/viewportAspectRatio,
91 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
92 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
95 static void moveCameraTo(const Scene* anchor) {
96 glMatrixMode(GL_PROJECTION);
97 // TODO This needs to account for parent nodes as well
98 Vector3D pos = translationOf(anchor->transform);
99 glTranslatef(-pos.x, -pos.y, -pos.z);
102 static void drawAxes() {
103 glMatrixMode(GL_MODELVIEW);
105 glColor3f(1.0f, 0.0f, 0.0f);
107 glVertex3f(0.0f, 0.0f, 0.0f);
108 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
111 glColor3f(0.0f, 1.0f, 0.0f);
113 glVertex3f(0.0f, 0.0f, 0.0f);
114 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
117 glColor3f(0.0f, 0.0f, 1.0f);
119 glVertex3f(0.0f, 0.0f, 0.0f);
120 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
124 static void drawSolid(const Solid* solid) {
129 glMatrixMode(GL_MODELVIEW);
130 glColor3f(0.5f, 1.0f, 0.0f);
132 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
133 const Mesh mesh = solid->meshes[meshIndex];
134 glBindTexture(GL_TEXTURE_2D,
135 solid->materials[mesh.materialIndex].textureId);
136 bool hasNormals = mesh.normals != NULL;
137 bool hasTextureCoords = mesh.textureCoords != NULL;
139 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
140 const Face face = mesh.faces[faceIndex];
143 switch (face.numIndices) {
144 case 1: faceMode = GL_POINTS; break;
145 case 2: faceMode = GL_LINES; break;
146 case 3: faceMode = GL_TRIANGLES; break;
147 default: faceMode = GL_POLYGON; break;
152 for (size_t i = 0; i < face.numIndices; ++i) {
153 size_t vertIndex = face.indices[i];
155 if (hasTextureCoords) {
156 Vector3D coords = mesh.textureCoords[vertIndex];
157 glTexCoord2f(coords.x, coords.y);
159 Vector3D normal = mesh.normals[vertIndex];
160 glNormal3f(normal.x, normal.y, normal.z);
162 Vector3D vertex = mesh.vertices[vertIndex];
163 glVertex3f(vertex.x, vertex.y, vertex.z);
169 glBindTexture(GL_TEXTURE_2D, 0);