]> git.lizzy.rs Git - shadowclad.git/blobdiff - render.c
Remove old drawing function, cleanup render.h
[shadowclad.git] / render.c
index 176e851ebd4bcfcf11f3b2a5eddbcde60b8c051e..c1775c87e803500ef2ad68e43686496c705cb495 100644 (file)
--- a/render.c
+++ b/render.c
@@ -1,13 +1,15 @@
 #include <GL/glut.h>
 #include <stdbool.h>
 
+#include "assimp_types.h"
+
 #include "level.h"
 #include "performance.h"
-#include "render.h"
 #include "typedefs.h"
 
 const float AXIS_RADIUS = 5.0f;
 
+static void drawAxes();
 static void renderBlockGrid(const BlockGrid grid);
 static void drawBlock(const Block* block);
 
@@ -43,7 +45,6 @@ void renderScene() {
        
        glEnable(GL_LIGHT0);
        glEnable(GL_TEXTURE_2D);
-//     drawSceneRecursive(levelScene, levelScene->mRootNode);
        renderBlockGrid(levelGrid);
        glDisable(GL_TEXTURE_2D);
        glDisable(GL_LIGHT0);
@@ -54,7 +55,7 @@ void renderScene() {
        glutPostRedisplay();
 }
 
-void drawAxes() {
+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 };
@@ -137,38 +138,3 @@ static void drawBlock(const Block* block) {
        }
        glBindTexture(GL_TEXTURE_2D, 0);
 }
-
-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]);
-       }
-}