#include "render.h" #include #include #include "geometry.h" #include "performance.h" float viewportAspectRatio = 1.0f; const Scene* cameraAnchor; static const float AXIS_RADIUS = 5.0f; static void renderScene(const Scene*); static void setupCamera(); static void moveCameraTo(const Scene* scene); static void drawAxes(); static void drawSolid(const Solid* solid); 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 renderFrame() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); setupCamera(); moveCameraTo(cameraAnchor); renderScene(currentScene); glFlush(); glutSwapBuffers(); frameRendered(); glutPostRedisplay(); } void renderScene(const Scene* scene) { if (!scene) { return; } glMatrixMode(GL_MODELVIEW); glLoadTransposeMatrixf((const GLfloat*) &scene->transform); glDisable(GL_LIGHTING); drawAxes(); glEnable(GL_LIGHTING); if (scene->solid) { glEnable(GL_LIGHT0); glEnable(GL_TEXTURE_2D); drawSolid(scene->solid); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHT0); } for (size_t i = 0; i < scene->numChildren; ++i) { renderScene(scene->children[i]); } } static void setupCamera() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-16.0, 16.0, -16.0/viewportAspectRatio, 16.0/viewportAspectRatio, -128.0, 128.0); glRotatef(45.0f, 1.0f, 0.0f, 0.0f); glRotatef(45.0f, 0.0f, 1.0f, 0.0f); } static void moveCameraTo(const Scene* anchor) { glMatrixMode(GL_PROJECTION); // TODO This needs to account for parent nodes as well Vector3D pos = translationOf(worldTransform(anchor)); glTranslatef(-pos.x, -pos.y, -pos.z); } static void drawAxes() { glMatrixMode(GL_MODELVIEW); // 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 drawSolid(const Solid* solid) { if (solid == NULL) { return; } glMatrixMode(GL_MODELVIEW); glColor3f(0.5f, 1.0f, 0.0f); for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) { const Mesh mesh = solid->meshes[meshIndex]; glBindTexture(GL_TEXTURE_2D, solid->materials[mesh.materialIndex].textureId); bool hasNormals = mesh.normals != NULL; bool hasTextureCoords = mesh.textureCoords != NULL; for (size_t 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 (size_t i = 0; i < face.numIndices; ++i) { size_t 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); }