#include <GL/glut.h>
+#include "level.h"
+#include "performance.h"
#include "render.h"
#include "typedefs.h"
const float AXIS_RADIUS = 5.0f;
-void render_scene() {
+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, 10.0f, 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, 0.001f);
+}
+
+void renderScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
- draw_axes();
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+ drawAxes();
+ glEnable(GL_LIGHTING);
+
+ glEnable(GL_LIGHT0);
+// drawSceneRecursive(levelScene, levelScene->mRootNode);
+ 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 };
+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(x_axis_start);
- glVertex3fv(x_axis_end);
+ glVertex3fv(xAxisStart);
+ glVertex3fv(xAxisEnd);
glEnd();
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_LINES);
- glVertex3fv(y_axis_start);
- glVertex3fv(y_axis_end);
+ glVertex3fv(yAxisStart);
+ glVertex3fv(yAxisEnd);
glEnd();
glColor3f(0.0f, 0.0f, 1.0f);
glBegin(GL_LINES);
- glVertex3fv(z_axis_start);
- glVertex3fv(z_axis_end);
+ glVertex3fv(zAxisStart);
+ glVertex3fv(zAxisEnd);
glEnd();
}
+
+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]);
+ }
+}