#include #include #include "level.h" #include "performance.h" #include "render.h" #include "typedefs.h" const float AXIS_RADIUS = 5.0f; 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[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat light0_position[] = {5.0f, 10.0f, 5.0f, 1.0f}; 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); // drawSceneRecursive(levelScene, levelScene->mRootNode); renderBlockGrid(levelGrid); glDisable(GL_TEXTURE_2D); 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(); } 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->sceneData == NULL) { return; } glColor3f(0.5f, 1.0f, 0.0f); for (int i = 0; i < block->sceneData->mNumMeshes; ++i) { glBindTexture(GL_TEXTURE_2D, block->textureIds[i]); const AiMesh* mesh = block->sceneData->mMeshes[i]; bool hasNormals = mesh->mNormals != NULL; bool hasTextureCoords = mesh->mTextureCoords[0] != NULL; 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); for (int l = 0; l < face.mNumIndices; ++l) { unsigned int vertexIndex = face.mIndices[l]; if (hasNormals) { if (hasTextureCoords) { AiVector3D coords = mesh->mTextureCoords[0][vertexIndex]; glTexCoord2f(coords.x, coords.y); } glNormal3fv(&mesh->mNormals[vertexIndex].x); } glVertex3fv((const GLfloat*) &mesh->mVertices[vertexIndex]); } glEnd(); } } glBindTexture(GL_TEXTURE_2D, 0); } 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]); } }