5 #include "performance.h"
9 const float AXIS_RADIUS = 5.0f;
11 static void setupCamera();
12 static void moveCameraTo(const Vector3D pos);
13 static void drawAxes();
14 static void renderBlockGrid(const BlockGrid grid);
15 static void renderCharacter(const Character* character, const Vector3D pos);
16 static void drawAsset3D(const Asset3D* asset3D);
18 float viewportAspectRatio = 1.0f;
23 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
25 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
26 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
27 GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f};
28 GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional
30 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
31 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
32 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
33 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
35 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
36 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
37 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
41 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
43 glEnable(GL_NORMALIZE);
44 glEnable(GL_CULL_FACE);
45 glEnable(GL_DEPTH_TEST);
48 moveCameraTo(playerPos);
50 glDisable(GL_LIGHTING);
52 glEnable(GL_LIGHTING);
55 glEnable(GL_TEXTURE_2D);
56 renderBlockGrid(levelGrid);
57 renderCharacter(&playerCharacter, playerPos);
58 glDisable(GL_TEXTURE_2D);
67 static void setupCamera() {
68 glMatrixMode(GL_PROJECTION);
72 -16.0/viewportAspectRatio,
73 16.0/viewportAspectRatio,
76 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
77 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
80 static void moveCameraTo(const Vector3D pos) {
81 glMatrixMode(GL_PROJECTION);
82 glTranslatef(-pos.x, -pos.y, -pos.z);
85 static void drawAxes() {
86 glMatrixMode(GL_MODELVIEW);
88 glColor3f(1.0f, 0.0f, 0.0f);
90 glVertex3f(0.0f, 0.0f, 0.0f);
91 glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
94 glColor3f(0.0f, 1.0f, 0.0f);
96 glVertex3f(0.0f, 0.0f, 0.0f);
97 glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
100 glColor3f(0.0f, 0.0f, 1.0f);
102 glVertex3f(0.0f, 0.0f, 0.0f);
103 glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
107 static void renderBlockGrid(const BlockGrid grid) {
108 glMatrixMode(GL_MODELVIEW);
109 for (int z = 0; z < grid.depth; ++z) {
111 glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
112 for (int x = 0; x < grid.width; ++x) {
113 drawAsset3D(getBlockFromGrid(grid, x, z)->asset3D);
114 glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
120 static void renderCharacter(const Character* character, const Vector3D pos) {
121 glMatrixMode(GL_MODELVIEW);
122 glTranslatef(pos.x, pos.y, pos.z);
123 drawAsset3D(character->asset3D);
127 static void drawAsset3D(const Asset3D* asset3D) {
128 if (asset3D == NULL) {
132 glMatrixMode(GL_MODELVIEW);
133 glColor3f(0.5f, 1.0f, 0.0f);
135 for (int meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) {
136 const Mesh mesh = asset3D->meshes[meshIndex];
137 glBindTexture(GL_TEXTURE_2D,
138 asset3D->materials[mesh.materialIndex].textureId);
139 bool hasNormals = mesh.normals != NULL;
140 bool hasTextureCoords = mesh.textureCoords != NULL;
142 for (int faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
143 const Face face = mesh.faces[faceIndex];
146 switch (face.numIndices) {
147 case 1: faceMode = GL_POINTS; break;
148 case 2: faceMode = GL_LINES; break;
149 case 3: faceMode = GL_TRIANGLES; break;
150 default: faceMode = GL_POLYGON; break;
155 for (int i = 0; i < face.numIndices; ++i) {
156 unsigned int vertIndex = face.indices[i];
158 if (hasTextureCoords) {
159 Vector3D coords = mesh.textureCoords[vertIndex];
160 glTexCoord2f(coords.x, coords.y);
162 Vector3D normal = mesh.normals[vertIndex];
163 glNormal3f(normal.x, normal.y, normal.z);
165 Vector3D vertex = mesh.vertices[vertIndex];
166 glVertex3f(vertex.x, vertex.y, vertex.z);
172 glBindTexture(GL_TEXTURE_2D, 0);