7 #include "performance.h"
10 #define RENDER_DEBUG_ 0
12 float viewportAspectRatio = 1.0f;
13 const Scene* cameraAnchor;
15 static const float AXIS_RADIUS = 5.0f;
17 static void renderScene(const Scene*, const Transform baseTransform);
18 static void setupCamera();
19 static void moveCameraTo(const Scene* scene);
20 static void drawAxes();
21 static void drawSolid(const Solid* solid);
26 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
28 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
29 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
30 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
31 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
33 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
34 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
35 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
36 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
38 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
39 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
40 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
42 glShadeModel(GL_FLAT);
46 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
48 glEnable(GL_NORMALIZE);
49 glEnable(GL_CULL_FACE);
50 glEnable(GL_DEPTH_TEST);
53 moveCameraTo(cameraAnchor);
55 renderScene(currentScene, identity());
63 static void renderScene(const Scene* scene, const Transform baseTransform) {
68 Transform transform = multiply(scene->transform, baseTransform);
70 glMatrixMode(GL_MODELVIEW);
71 glLoadTransposeMatrixf((const GLfloat*) &transform);
73 glDisable(GL_LIGHTING);
76 #endif // SCENE_DEBUG_
77 glEnable(GL_LIGHTING);
81 glEnable(GL_TEXTURE_2D);
82 drawSolid(scene->solid);
83 glDisable(GL_TEXTURE_2D);
87 for (size_t i = 0; i < scene->numChildren; ++i) {
88 renderScene(scene->children[i], transform);
92 static void setupCamera() {
93 glMatrixMode(GL_PROJECTION);
97 -16.0/viewportAspectRatio,
98 16.0/viewportAspectRatio,
101 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
102 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
105 static void moveCameraTo(const Scene* anchor) {
106 glMatrixMode(GL_PROJECTION);
107 Vector3D pos = translationOf(worldTransform(anchor));
108 glTranslatef(-pos.x, -pos.y, -pos.z);
111 static void drawAxes() {
112 glMatrixMode(GL_MODELVIEW);
114 glColor3f(1.0f, 0.0f, 0.0f);
116 glVertex3f(0.0f, 0.0f, 0.0f);
117 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
120 glColor3f(0.0f, 1.0f, 0.0f);
122 glVertex3f(0.0f, 0.0f, 0.0f);
123 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
126 glColor3f(0.0f, 0.0f, 1.0f);
128 glVertex3f(0.0f, 0.0f, 0.0f);
129 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
134 static GLfloat ab(GLfloat a) {
135 return a < 0 ? -a : a;
137 #endif // RENDER_DEBUG_
139 static void drawSolid(const Solid* solid) {
144 glMatrixMode(GL_MODELVIEW);
145 glColor3f(0.5f, 1.0f, 0.0f);
147 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
148 const Mesh mesh = solid->meshes[meshIndex];
149 glBindTexture(GL_TEXTURE_2D,
150 solid->materials[mesh.materialIndex].textureId);
151 bool hasNormals = mesh.normals != NULL;
152 bool hasTextureCoords = mesh.textureCoords != NULL;
154 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
155 const Face face = mesh.faces[faceIndex];
159 glDisable(GL_LIGHTING);
160 glDisable(GL_TEXTURE_2D);
162 for (size_t i = 0; i < face.numIndices; ++i) {
163 size_t vertIndex = face.indices[i];
164 Vector3D vertex = mesh.vertices[vertIndex];
165 Vector3D normal = mesh.normals[vertIndex];
166 glColor3f(ab(normal.x), ab(normal.y), ab(normal.z));
167 glVertex3f(vertex.x, vertex.y, vertex.z);
168 glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
171 glEnable(GL_TEXTURE_2D);
172 glEnable(GL_LIGHTING);
174 #endif // RENDER_DEBUG_
177 switch (face.numIndices) {
178 case 1: faceMode = GL_POINTS; break;
179 case 2: faceMode = GL_LINES; break;
180 case 3: faceMode = GL_TRIANGLES; break;
181 default: faceMode = GL_POLYGON; break;
186 for (size_t i = 0; i < face.numIndices; ++i) {
187 size_t vertIndex = face.indices[i];
188 size_t normalIndex = face.indices[2];
190 if (hasTextureCoords) {
191 Vector3D coords = mesh.textureCoords[vertIndex];
192 glTexCoord2f(coords.x, coords.y);
194 Vector3D normal = mesh.normals[normalIndex];
195 glNormal3f(normal.x, normal.y, normal.z);
197 Vector3D vertex = mesh.vertices[vertIndex];
198 glVertex3f(vertex.x, vertex.y, vertex.z);
204 glBindTexture(GL_TEXTURE_2D, 0);