-#include <GL/glut.h>
-#include <stdbool.h>
+#include "render.h"
-#include "game/level.h"
-#include "game/player.h"
+#include <stdbool.h>
+#include <GL/glut.h>
#include "geometry.h"
#include "performance.h"
-const float AXIS_RADIUS = 5.0f;
+float viewportAspectRatio = 1.0f;
+const Scene* cameraAnchor;
+
+static const float AXIS_RADIUS = 5.0f;
+static void renderScene(const Scene*, const Transform baseTransform);
static void setupCamera();
-static void moveCameraTo(const Vector3D pos);
+static void moveCameraTo(const Scene* scene);
static void drawAxes();
-static void renderBlockGrid(const BlockGrid grid);
-static void renderCharacter(const Character* character, const Vector3D pos);
-static void drawAsset3D(const Asset3D* asset3D);
-
-float viewportAspectRatio = 1.0f;
+static void drawSolid(const Solid* solid);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f);
}
-void renderScene() {
+void renderFrame() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
+
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
-
+
setupCamera();
- moveCameraTo(playerPos);
-
- glDisable(GL_LIGHTING);
- drawAxes();
- glEnable(GL_LIGHTING);
-
- glEnable(GL_LIGHT0);
- glEnable(GL_TEXTURE_2D);
- renderBlockGrid(levelGrid);
- renderCharacter(&playerCharacter, playerPos);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_LIGHT0);
-
+ moveCameraTo(cameraAnchor);
+
+ renderScene(currentScene, identity());
+
glFlush();
glutSwapBuffers();
frameRendered();
glutPostRedisplay();
}
+static void renderScene(const Scene* scene, const Transform baseTransform) {
+ if (!scene) {
+ return;
+ }
+
+ Transform transform = multiply(scene->transform, baseTransform);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadTransposeMatrixf((const GLfloat*) &transform);
+
+ glDisable(GL_LIGHTING);
+ drawAxes();
+ glEnable(GL_LIGHTING);
+
+ if (scene->solid) {
+ glEnable(GL_LIGHT0);
+ glEnable(GL_TEXTURE_2D);
+ drawSolid(scene->solid);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHT0);
+ }
+
+ for (size_t i = 0; i < scene->numChildren; ++i) {
+ renderScene(scene->children[i], transform);
+ }
+}
+
static void setupCamera() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
}
-static void moveCameraTo(const Vector3D pos) {
+static void moveCameraTo(const Scene* anchor) {
glMatrixMode(GL_PROJECTION);
+ // TODO This needs to account for parent nodes as well
+ Vector3D pos = translationOf(worldTransform(anchor));
glTranslatef(-pos.x, -pos.y, -pos.z);
}
glEnd();
}
-static void renderBlockGrid(const BlockGrid grid) {
- glMatrixMode(GL_MODELVIEW);
- for (size_t z = 0; z < grid.depth; ++z) {
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, z * BLOCKGRID_CELL_SIZE);
- for (size_t x = 0; x < grid.width; ++x) {
- drawAsset3D(getBlockFromGrid(grid, x, z)->asset3D);
- glTranslatef(BLOCKGRID_CELL_SIZE, 0.0f, 0.0f);
- }
- }
- glLoadIdentity();
-}
-
-static void renderCharacter(const Character* character, const Vector3D pos) {
- glMatrixMode(GL_MODELVIEW);
- glTranslatef(pos.x, pos.y, pos.z);
- drawAsset3D(character->asset3D);
- glLoadIdentity();
-}
-
-static void drawAsset3D(const Asset3D* asset3D) {
- if (asset3D == NULL) {
+static void drawSolid(const Solid* solid) {
+ if (solid == NULL) {
return;
}
glMatrixMode(GL_MODELVIEW);
glColor3f(0.5f, 1.0f, 0.0f);
- for (size_t meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) {
- const Mesh mesh = asset3D->meshes[meshIndex];
+ for (size_t meshIndex = 0; meshIndex < solid->numMeshes; ++meshIndex) {
+ const Mesh mesh = solid->meshes[meshIndex];
glBindTexture(GL_TEXTURE_2D,
- asset3D->materials[mesh.materialIndex].textureId);
+ solid->materials[mesh.materialIndex].textureId);
bool hasNormals = mesh.normals != NULL;
bool hasTextureCoords = mesh.textureCoords != NULL;