Render-Funktion optimiert; Fehler in der Beleuchtungsfunktion behoben
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e05e8eb046
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671a686311
2 changed files with 34 additions and 13 deletions
2
init.c
2
init.c
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@ -15,7 +15,7 @@ GLuint lightmap;
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extern TEXLIST *texlist;
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int InitGame() {
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LIGHT light = {LIGHT_POINT, {30.0, 30.0, 30.0}, {0.0, 0.0, 0.0}};
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LIGHT light = {LIGHT_POINT, {15.0, 15.0, 15.0}, {0.0, 0.0, 0.0}};
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COLOR ambient = {0.1, 0.1, 0.1};
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45
render.c
45
render.c
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@ -18,6 +18,10 @@ extern COLOR ambient;
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extern GLuint lightmap;
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static int SortByTex(const void *p1, const void *p2) {
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return ((POLYGON*)p1)->texture - ((POLYGON*)p2)->texture;
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}
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void Render() {
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GLfloat std_emission[] = {0.0, 0.0, 0.0, 1.0};
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MATRIX rotate = {
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@ -32,6 +36,7 @@ void Render() {
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VECTOR v, v1, v2;
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VERTEX p;
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COLOR c;
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GLint last_tex;
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glLoadIdentity();
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@ -43,6 +48,7 @@ void Render() {
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glTranslatef(-player.pos.x, -player.pos.y, -player.pos.z);
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room = DrawRoom(&level, player.room);
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qsort(room->polygons, room->nPolygons, sizeof(POLYGON), SortByTex);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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@ -57,10 +63,17 @@ void Render() {
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, room->polygons[0].texture);
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last_tex = room->polygons[0].texture;
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glBegin(GL_TRIANGLES);
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for(i = 0; i < room->nPolygons; i++) {
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glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture);
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glBegin(GL_TRIANGLES);
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if(last_tex != room->polygons[i].texture) {
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glEnd();
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glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture);
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last_tex = room->polygons[i].texture;
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glBegin(GL_TRIANGLES);
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}
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glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[0]);
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]);
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@ -69,9 +82,11 @@ void Render() {
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glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[2]);
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]);
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glEnd();
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}
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glEnd();
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glDepthFunc(GL_EQUAL);
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glDepthMask(GL_FALSE);
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@ -84,15 +99,23 @@ void Render() {
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glEnable(GL_TEXTURE_2D);
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for(i = 0; i < nLights; i++) {
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glBindTexture(GL_TEXTURE_2D, room->polygons[0].texture);
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last_tex = room->polygons[0].texture;
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glBegin(GL_TRIANGLES);
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for(j = 0; j < room->nPolygons; j++) {
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glBindTexture(GL_TEXTURE_2D, room->polygons[j].texture);
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glBegin(GL_TRIANGLES);
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if(last_tex != room->polygons[j].texture) {
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glEnd();
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glBindTexture(GL_TEXTURE_2D, room->polygons[j].texture);
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last_tex = room->polygons[j].texture;
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glBegin(GL_TRIANGLES);
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}
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d = VectorDot(room->polygons[j].normal, VectorSub(room->polygons[j].vertices[0], lights[i].pos));
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if(d < 0) {
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c = VectorMul(lights[i].diffuse, 1.0/((nLights+1)*d*d));
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c = VectorMul(lights[i].diffuse, 1.0/(d*d));
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glColor3fv((GLfloat*)&c);
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p = VectorAdd(lights[i].pos, VectorMul(room->polygons[j].normal, d));
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@ -108,15 +131,13 @@ void Render() {
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glVertex3fv((GLfloat*)&room->polygons[j].vertices[k]);
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}
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}
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glEnd();
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}
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glEnd();
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}
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free(room);
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//ApplyLightScale();
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/*glPushMatrix();
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glDisable(GL_TEXTURE_2D);
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glColor3f(1.0, 1.0, 1.0);
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