6 #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);
41 //glShadeModel(GL_FLAT);
44 void renderFrame(GLFWwindow* window) {
45 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
47 glEnable(GL_NORMALIZE);
48 glEnable(GL_CULL_FACE);
49 glEnable(GL_DEPTH_TEST);
52 moveCameraTo(cameraAnchor);
54 renderScene(currentScene, identity());
57 glfwSwapBuffers(window);
61 static void renderScene(const Scene* scene, const Transform baseTransform) {
66 Transform transform = multiply(scene->transform, baseTransform);
68 glMatrixMode(GL_MODELVIEW);
69 glLoadTransposeMatrixf((const GLfloat*) &transform);
71 glDisable(GL_LIGHTING);
74 #endif // SCENE_DEBUG_
75 glEnable(GL_LIGHTING);
79 glEnable(GL_TEXTURE_2D);
80 drawSolid(scene->solid);
81 glDisable(GL_TEXTURE_2D);
85 for (size_t i = 0; i < scene->numChildren; ++i) {
86 renderScene(scene->children[i], transform);
90 static void setupCamera() {
91 glMatrixMode(GL_PROJECTION);
95 -16.0/viewportAspectRatio,
96 16.0/viewportAspectRatio,
99 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
100 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
103 static void moveCameraTo(const Scene* anchor) {
104 glMatrixMode(GL_PROJECTION);
105 Vector3D pos = translationOf(worldTransform(anchor));
106 glTranslatef(-pos.x, -pos.y, -pos.z);
109 static void drawAxes() {
110 glMatrixMode(GL_MODELVIEW);
112 glColor3f(1.0f, 0.0f, 0.0f);
114 glVertex3f(0.0f, 0.0f, 0.0f);
115 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
118 glColor3f(0.0f, 1.0f, 0.0f);
120 glVertex3f(0.0f, 0.0f, 0.0f);
121 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
124 glColor3f(0.0f, 0.0f, 1.0f);
126 glVertex3f(0.0f, 0.0f, 0.0f);
127 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
132 static GLfloat ab(GLfloat a) {
133 return a < 0 ? -a : a;
135 #endif // RENDER_DEBUG_
137 static void drawSolid(const Solid* solid) {
142 glMatrixMode(GL_MODELVIEW);
143 glColor3f(0.5f, 1.0f, 0.0f);
145 for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
146 const Mesh mesh = solid->meshes[meshIndex];
147 glBindTexture(GL_TEXTURE_2D,
148 solid->materials[mesh.materialIndex].textureId);
150 for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
151 const Face face = mesh.faces[faceIndex];
155 glDisable(GL_LIGHTING);
156 glDisable(GL_TEXTURE_2D);
158 for (size_t i = 0; i < face.numIndices; ++i) {
159 size_t vertIndex = face.indices[i];
160 Vector3D vertex = mesh.vertices[vertIndex];
161 Vector3D normal = face.normals[i];
162 glColor3f(ab(normal.x), ab(normal.y), ab(normal.z));
163 glVertex3f(vertex.x, vertex.y, vertex.z);
164 glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
167 glEnable(GL_TEXTURE_2D);
168 glEnable(GL_LIGHTING);
170 #endif // RENDER_DEBUG_
173 switch (face.numIndices) {
174 case 1: faceMode = GL_POINTS; break;
175 case 2: faceMode = GL_LINES; break;
176 case 3: faceMode = GL_TRIANGLES; break;
177 default: faceMode = GL_POLYGON; break;
182 for (size_t i = 0; i < face.numIndices; ++i) {
183 size_t vertIndex = face.indices[i];
185 if (mesh.textureCoords) {
186 Vector3D coords = mesh.textureCoords[vertIndex];
187 glTexCoord2f(coords.x, coords.y);
189 Vector3D normal = face.normals[i];
190 glNormal3f(normal.x, normal.y, normal.z);
193 Vector3D vertex = mesh.vertices[vertIndex];
194 glVertex3f(vertex.x, vertex.y, vertex.z);
200 glBindTexture(GL_TEXTURE_2D, 0);