#include <GL/glut.h>
-#include <assimp/scene.h>
+#include "level.h"
+#include "performance.h"
#include "render.h"
#include "typedefs.h"
-#include "performance.h"
const float AXIS_RADIUS = 5.0f;
+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[] = {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();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- drawModelRecursive(model, (*model).mRootNode);
+// drawSceneRecursive(levelScene, levelScene->mRootNode);
glDisable(GL_LIGHT0);
glFlush();
glEnd();
}
-void drawModelRecursive(const struct aiScene* model, const struct aiNode* node) {
- if (((*model).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
+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 struct aiMesh* mesh = (*model).mMeshes[(*node).mMeshes[i]];
+ const AiMesh* mesh = (*scene).mMeshes[(*node).mMeshes[i]];
for (int k = 0; k < (*mesh).mNumFaces; ++k) {
- const struct aiFace face = (*mesh).mFaces[k];
+ const AiFace face = (*mesh).mFaces[k];
GLenum faceMode;
switch (face.mNumIndices) {
}
for (int i = 0; i < (*node).mNumChildren; ++i) {
- drawModelRecursive(model, (*node).mChildren[i]);
+ drawSceneRecursive(scene, (*node).mChildren[i]);
}
}