#include #include #include "level.h" #include "performance.h" #include "typedefs.h" const float AXIS_RADIUS = 5.0f; static void drawAxes(); static void renderBlockGrid(const BlockGrid grid); static void drawBlock(const Block* block); void initRender() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f}; GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat light0_specular[] = {0.96f, 0.98f, 1.0f, 1.0f}; GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 0.0f}; // (w == 0.0f) == directional glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f); } void renderScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); drawAxes(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_TEXTURE_2D); renderBlockGrid(levelGrid); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHT0); glFlush(); glutSwapBuffers(); frameRendered(); glutPostRedisplay(); } static void drawAxes() { // X axis glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(AXIS_RADIUS, 0.0f, 0.0f); glEnd(); // Y axis glColor3f(0.0f, 1.0f, 0.0f); glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0f, AXIS_RADIUS, 0.0f); glEnd(); // Z axis glColor3f(0.0f, 0.0f, 1.0f); glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0f, 0.0f, AXIS_RADIUS); glEnd(); } static void renderBlockGrid(const BlockGrid grid) { glMatrixMode(GL_MODELVIEW); for (int z = 0; z < grid.depth; ++z) { glLoadIdentity(); glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE); for (int x = 0; x < grid.width; ++x) { drawBlock(getBlockFromGrid(grid, x, z)); glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f); } } glLoadIdentity(); } static void drawBlock(const Block* block) { if (block->asset3D == NULL) { return; } glColor3f(0.5f, 1.0f, 0.0f); const Asset3D* asset3D = block->asset3D; for (int meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) { const Mesh mesh = asset3D->meshes[meshIndex]; glBindTexture(GL_TEXTURE_2D, asset3D->materials[mesh.materialIndex].textureId); bool hasNormals = mesh.normals != NULL; bool hasTextureCoords = mesh.textureCoords != NULL; for (int faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) { const Face face = mesh.faces[faceIndex]; GLenum faceMode; switch (face.numIndices) { case 1: faceMode = GL_POINTS; break; case 2: faceMode = GL_LINES; break; case 3: faceMode = GL_TRIANGLES; break; default: faceMode = GL_POLYGON; break; } glBegin(faceMode); for (int i = 0; i < face.numIndices; ++i) { unsigned int vertIndex = face.indices[i]; if (hasNormals) { if (hasTextureCoords) { Vector3D coords = mesh.textureCoords[vertIndex]; glTexCoord2f(coords.x, coords.y); } Vector3D normal = mesh.normals[vertIndex]; glNormal3f(normal.x, normal.y, normal.z); } Vector3D vertex = mesh.vertices[vertIndex]; glVertex3f(vertex.x, vertex.y, vertex.z); } glEnd(); } } glBindTexture(GL_TEXTURE_2D, 0); }