]> git.lizzy.rs Git - shadowclad.git/blobdiff - render.c
Implement custom Asset3D structure and refactor to use it
[shadowclad.git] / render.c
index c10f8f1f03a85b6faf56f69c468bb18c66255e95..05ab0c1baf19284dc8d05fc15d49538b5b6b9418 100644 (file)
--- a/render.c
+++ b/render.c
@@ -1,27 +1,52 @@
 #include <GL/glut.h>
-
-#include "assimp_types.h"
+#include <stdbool.h>
 
 #include "level.h"
-#include "render.h"
-#include "typedefs.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);
-       drawModelRecursive(levelScene, levelScene->mRootNode);
+       glEnable(GL_TEXTURE_2D);
+       renderBlockGrid(levelGrid);
+       glDisable(GL_TEXTURE_2D);
        glDisable(GL_LIGHT0);
        
        glFlush();
@@ -30,45 +55,60 @@ void renderScene() {
        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 };
-       
+static void drawAxes() {
+       // X axis
        glColor3f(1.0f, 0.0f, 0.0f);
        glBegin(GL_LINES);
-       glVertex3fv(xAxisStart);
-       glVertex3fv(xAxisEnd);
+       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);
-       glVertex3fv(yAxisStart);
-       glVertex3fv(yAxisEnd);
+       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);
-       glVertex3fv(zAxisStart);
-       glVertex3fv(zAxisEnd);
+       glVertex3f(0.0f, 0.0f, 0.0f);
+       glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
        glEnd();
 }
 
-void drawModelRecursive(const AiScene* model, const AiNode* node) {
-       if (((*model).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
+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;
        }
        
-       for (int i = 0; i < (*node).mNumMeshes; ++i) {
-               const AiMesh* mesh = (*model).mMeshes[(*node).mMeshes[i]];
-               for (int k = 0; k < (*mesh).mNumFaces; ++k) {
-                       const AiFace face = (*mesh).mFaces[k];
+       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.mNumIndices) {
+                       switch (face.numIndices) {
                                case 1: faceMode = GL_POINTS; break;
                                case 2: faceMode = GL_LINES; break;
                                case 3: faceMode = GL_TRIANGLES; break;
@@ -77,16 +117,22 @@ void drawModelRecursive(const AiScene* model, const AiNode* node) {
                        
                        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]]);
+                       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();
                }
        }
-       
-       for (int i = 0; i < (*node).mNumChildren; ++i) {
-               drawModelRecursive(model, (*node).mChildren[i]);
-       }
+       glBindTexture(GL_TEXTURE_2D, 0);
 }