#include #include "level.h" #include "typedefs.h" #include "performance.h" #include "render.h" const float AXIS_RADIUS = 5.0f; void renderScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glDisable(GL_LIGHTING); drawAxes(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); drawSceneRecursive(levelScene, levelScene->mRootNode); glDisable(GL_LIGHT0); glFlush(); glutSwapBuffers(); frameRendered(); glutPostRedisplay(); } void drawAxes() { point3f xAxisStart = { 0.0f, 0.0f, 0.0f }; point3f xAxisEnd = { AXIS_RADIUS, 0.0f, 0.0f }; point3f yAxisStart = { 0.0f, 0.0f, 0.0f }; point3f yAxisEnd = { 0.0f, AXIS_RADIUS, 0.0f }; point3f zAxisStart = { 0.0f, 0.0f, 0.0f }; point3f zAxisEnd = { 0.0f, 0.0f, AXIS_RADIUS }; glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINES); glVertex3fv(xAxisStart); glVertex3fv(xAxisEnd); glEnd(); glColor3f(0.0f, 1.0f, 0.0f); glBegin(GL_LINES); glVertex3fv(yAxisStart); glVertex3fv(yAxisEnd); glEnd(); glColor3f(0.0f, 0.0f, 1.0f); glBegin(GL_LINES); glVertex3fv(zAxisStart); glVertex3fv(zAxisEnd); glEnd(); } void drawSceneRecursive(const AiScene* scene, const AiNode* node) { if (((*scene).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) { return; } for (int i = 0; i < (*node).mNumMeshes; ++i) { const AiMesh* mesh = (*scene).mMeshes[(*node).mMeshes[i]]; for (int k = 0; k < (*mesh).mNumFaces; ++k) { const AiFace face = (*mesh).mFaces[k]; GLenum faceMode; switch (face.mNumIndices) { 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); glColor3f(1.0f, 1.0f, 1.0f); for (int l = 0; l < face.mNumIndices; ++l) { glVertex3fv((const GLfloat*) &(*mesh).mVertices[face.mIndices[l]]); } glEnd(); } } for (int i = 0; i < (*node).mNumChildren; ++i) { drawSceneRecursive(scene, (*node).mChildren[i]); } }