#include <GL/glut.h>
-#include <assimp/scene.h>
+#include <stdbool.h>
-#include "render.h"
+#include "level.h"
+#include "performance.h"
+#include "player.h"
#include "typedefs.h"
const float AXIS_RADIUS = 5.0f;
-void render_scene() {
+static void setupCamera();
+static void moveCameraTo(const Vector3D pos);
+static void drawAxes();
+static void renderBlockGrid(const BlockGrid grid);
+static void renderCharacter(const Character* character, const Vector3D pos);
+static void drawAsset3D(const Asset3D* asset3D);
+
+float viewportAspectRatio = 1.0f;
+
+
+
+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();
- draw_axes();
- draw_model_recursive(model, (*model).mRootNode);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ setupCamera();
+ moveCameraTo(playerPos);
+
+ glDisable(GL_LIGHTING);
+ drawAxes();
+ glEnable(GL_LIGHTING);
+
+ glEnable(GL_LIGHT0);
+ glEnable(GL_TEXTURE_2D);
+ renderBlockGrid(levelGrid);
+ renderCharacter(&playerCharacter, playerPos);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHT0);
glFlush();
glutSwapBuffers();
+ frameRendered();
+ glutPostRedisplay();
}
-void draw_axes() {
- point3f x_axis_start = { 0.0f, 0.0f, 0.0f };
- point3f x_axis_end = { AXIS_RADIUS, 0.0f, 0.0f };
- point3f y_axis_start = { 0.0f, 0.0f, 0.0f };
- point3f y_axis_end = { 0.0f, AXIS_RADIUS, 0.0f };
- point3f z_axis_start = { 0.0f, 0.0f, 0.0f };
- point3f z_axis_end = { 0.0f, 0.0f, AXIS_RADIUS };
-
+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 Vector3D pos) {
+ glMatrixMode(GL_PROJECTION);
+ 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);
- glVertex3fv(x_axis_start);
- glVertex3fv(x_axis_end);
+ 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(y_axis_start);
- glVertex3fv(y_axis_end);
+ 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(z_axis_start);
- glVertex3fv(z_axis_end);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
glEnd();
}
-void draw_model_recursive(const struct aiScene* model, const struct 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) {
+ drawAsset3D(getBlockFromGrid(grid, x, z)->asset3D);
+ glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
+ }
+ }
+ glLoadIdentity();
+}
+
+static void renderCharacter(const Character* character, const Vector3D pos) {
+ glMatrixMode(GL_MODELVIEW);
+ glTranslatef(pos.x, pos.y, pos.z);
+ drawAsset3D(character->asset3D);
+ glLoadIdentity();
+}
+
+static void drawAsset3D(const Asset3D* asset3D) {
+ if (asset3D == NULL) {
return;
}
- for (int i = 0; i < (*node).mNumMeshes; ++i) {
- const struct aiMesh* mesh = (*model).mMeshes[(*node).mMeshes[i]];
- for (int k = 0; k < (*mesh).mNumFaces; ++k) {
- const struct aiFace face = (*mesh).mFaces[k];
+ glMatrixMode(GL_MODELVIEW);
+ glColor3f(0.5f, 1.0f, 0.0f);
+
+ 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 face_mode;
- switch(face.mNumIndices) {
- case 1: face_mode = GL_POINTS; break;
- case 2: face_mode = GL_LINES; break;
- case 3: face_mode = GL_TRIANGLES; break;
- default: face_mode = GL_POLYGON; break;
+ 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(face_mode);
+ 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) {
- draw_model_recursive(model, (*node).mChildren[i]);
- }
+ glBindTexture(GL_TEXTURE_2D, 0);
}