7 #include "performance.h"
9 #define RENDER_DEBUG_ 0
11 float viewportAspectRatio = 1.0f;
12 const Scene* cameraAnchor;
14 static const float AXIS_RADIUS = 5.0f;
16 static void renderScene(const Scene*, const Transform baseTransform);
17 static void setupCamera();
18 static void moveCameraTo(const Scene* scene);
19 static void drawAxes();
20 static void drawSolid(const Solid* solid);
25 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
27 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
28 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
29 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
30 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
32 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
33 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
34 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
35 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
37 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
38 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
39 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
43 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
45 glEnable(GL_NORMALIZE);
46 glEnable(GL_CULL_FACE);
47 glEnable(GL_DEPTH_TEST);
50 moveCameraTo(cameraAnchor);
52 renderScene(currentScene, identity());
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);
73 #endif // RENDER_DEBUG_
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 Vector3D 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 void drawSolid(const Solid* solid) {
135 glMatrixMode(GL_MODELVIEW);
136 glColor3f(0.5f, 1.0f, 0.0f);
138 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
139 const Mesh mesh = solid->meshes[meshIndex];
140 glBindTexture(GL_TEXTURE_2D,
141 solid->materials[mesh.materialIndex].textureId);
142 bool hasNormals = mesh.normals != NULL;
143 bool hasTextureCoords = mesh.textureCoords != NULL;
145 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
146 const Face face = mesh.faces[faceIndex];
149 switch (face.numIndices) {
150 case 1: faceMode = GL_POINTS; break;
151 case 2: faceMode = GL_LINES; break;
152 case 3: faceMode = GL_TRIANGLES; break;
153 default: faceMode = GL_POLYGON; break;
158 for (size_t i = 0; i < face.numIndices; ++i) {
159 size_t vertIndex = face.indices[i];
161 if (hasTextureCoords) {
162 Vector3D coords = mesh.textureCoords[vertIndex];
163 glTexCoord2f(coords.x, coords.y);
165 Vector3D normal = mesh.normals[vertIndex];
166 glNormal3f(normal.x, normal.y, normal.z);
168 Vector3D vertex = mesh.vertices[vertIndex];
169 glVertex3f(vertex.x, vertex.y, vertex.z);
175 glBindTexture(GL_TEXTURE_2D, 0);