+#include <GL/glut.h>
+#include <stdbool.h>
+
+#include "level.h"
+#include "performance.h"
+#include "player.h"
+#include "typedefs.h"
+
+const float AXIS_RADIUS = 5.0f;
+
+static void setupCamera();
+static void moveCameraTo(const Vector3D pos);
+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;
+
+
+
+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);
+
+ 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);
+
+ glFlush();
+ glutSwapBuffers();
+ frameRendered();
+ glutPostRedisplay();
+}
+
+static void setupCamera() {
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-16.0,
+ 16.0,
+ -16.0/viewportAspectRatio,
+ 16.0/viewportAspectRatio,
+ -128.0,
+ 128.0);
+ glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
+ glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
+}
+
+static void moveCameraTo(const Vector3D pos) {
+ glMatrixMode(GL_PROJECTION);
+ glTranslatef(-pos.x, -pos.y, -pos.z);
+}
+
+static void drawAxes() {
+ glMatrixMode(GL_MODELVIEW);
+ // X axis
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(AXIS_RADIUS, 0.0f, 0.0f);
+ glEnd();
+ // Y axis
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, AXIS_RADIUS, 0.0f);
+ glEnd();
+ // Z axis
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 0.0f, AXIS_RADIUS);
+ glEnd();
+}
+
+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) {
+ 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) {
+ 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];
+ glBindTexture(GL_TEXTURE_2D,
+ asset3D->materials[mesh.materialIndex].textureId);
+ bool hasNormals = mesh.normals != NULL;
+ bool hasTextureCoords = mesh.textureCoords != NULL;
+
+ for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
+ const Face face = mesh.faces[faceIndex];
+
+ GLenum faceMode;
+ switch (face.numIndices) {
+ 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);
+
+ for (size_t i = 0; i < face.numIndices; ++i) {
+ unsigned int vertIndex = face.indices[i];
+ if (hasNormals) {
+ if (hasTextureCoords) {
+ Vector3D coords = mesh.textureCoords[vertIndex];
+ glTexCoord2f(coords.x, coords.y);
+ }
+ Vector3D normal = mesh.normals[vertIndex];
+ glNormal3f(normal.x, normal.y, normal.z);
+ }
+ Vector3D vertex = mesh.vertices[vertIndex];
+ glVertex3f(vertex.x, vertex.y, vertex.z);
+ }
+
+ glEnd();
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+}