#include <GL/glut.h>
-#include <assimp/scene.h>
+#include <stdbool.h>
-#include "render.h"
+#include "assimp_types.h"
+
+#include "level.h"
+#include "performance.h"
#include "typedefs.h"
const float AXIS_RADIUS = 5.0f;
-void render_scene() {
+static void drawAxes();
+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[] = {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);
+
+ glDisable(GL_LIGHTING);
+ drawAxes();
+ glEnable(GL_LIGHTING);
+
+ glEnable(GL_LIGHT0);
+ glEnable(GL_TEXTURE_2D);
+ renderBlockGrid(levelGrid);
+ 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 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 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) {
+ 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;
}
- 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];
+ 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 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.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(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]]);
+ 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();
}
}
-
- for (int i = 0; i < (*node).mNumChildren; ++i) {
- draw_model_recursive(model, (*node).mChildren[i]);
- }
+ glBindTexture(GL_TEXTURE_2D, 0);
}