#include <GL/glut.h>
-
-#include "assimp_types.h"
+#include <stdbool.h>
#include "level.h"
+#include "performance.h"
#include "render.h"
#include "typedefs.h"
-#include "performance.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);
- drawModelRecursive(levelScene, levelScene->mRootNode);
+ glEnable(GL_TEXTURE_2D);
+// drawSceneRecursive(levelScene, levelScene->mRootNode);
+ renderBlockGrid(levelGrid);
+ glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHT0);
glFlush();
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->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 = (*model).mMeshes[(*node).mMeshes[i]];
+ const AiMesh* mesh = (*scene).mMeshes[(*node).mMeshes[i]];
+
for (int k = 0; k < (*mesh).mNumFaces; ++k) {
const AiFace face = (*mesh).mFaces[k];
}
for (int i = 0; i < (*node).mNumChildren; ++i) {
- drawModelRecursive(model, (*node).mChildren[i]);
+ drawSceneRecursive(scene, (*node).mChildren[i]);
}
}