]> git.lizzy.rs Git - shadowclad.git/blobdiff - render.c
Rework asset import, add texture import
[shadowclad.git] / render.c
index 425fc35517acd5178604e4a691e0ba4469b51d9d..2ef266898d61df404fdb97a4d6b44dade6c49bcd 100644 (file)
--- a/render.c
+++ b/render.c
 #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]);
+       }
+}