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neofx-libzoom/render.c
neoraider 79801b6b79 Physik-Engine angefangen.
Lightmaps implementiert.
2006-10-20 12:57:05 +00:00

103 lines
2.4 KiB
C

#include <GL/gl.h>
#include <math.h>
#include <zoom/render.h>
#include <zoom/player.h>
#include <zoom/level.h>
#include <zoom/texture.h>
#include <neofx/math.h>
extern PLAYER player;
extern LEVEL level;
extern GLuint sphere;
extern LIGHT light;
void RenderWall(WALL w, GLuint *textures) {
int i;
float d, s, t;
VECTOR v, v1, v2;
VERTEX p;
glBindTexture(GL_TEXTURE_2D, textures[w.texture]);
d = VectorDot(w.normal, VectorSub(w.vertices[0], light.pos));
if(d >= 0) {
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLES);
for(i = 0; i < 3; i++) {
glMultiTexCoord2fv(GL_TEXTURE1, (GLfloat*)&w.texcoords[i]);
glVertex3fv((GLfloat*)&w.vertices[i]);
}
glEnd();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
return;
}
p = VectorAdd(light.pos, VectorMul(w.normal, d));
v1 = VectorNormalize(VectorSub(w.vertices[0], w.vertices[1]));
v2 = VectorCross(v1, w.normal);
glBegin(GL_TRIANGLES);
glNormal3fv((GLfloat*)&w.normal);
for(i = 0; i < 3; i++) {
v = VectorSub(w.vertices[i], p);
s = VectorDot(v, v1)*0.005 / d + 0.5;
t = VectorDot(v, v2)*0.005 / d + 0.5;
glMultiTexCoord2f(GL_TEXTURE0, s, t);
glMultiTexCoord2fv(GL_TEXTURE1, (GLfloat*)&w.texcoords[i]);
glVertex3fv((GLfloat*)&w.vertices[i]);
}
glEnd();
}
void Render() {
//GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
//GLfloat light_emission[] = {1.0, 1.0, 1.0, 1.0};
GLfloat std_emission[] = {0.0, 0.0, 0.0, 1.0};
MATRIX rotate = {
player.rotycos, 0.0, -player.rotysin, 0.0,
0.0, 1.0, 0.0, 0.0,
player.rotysin, 0.0, player.rotycos, 0.0,
0.0, 0.0, 0.0, 1.0
};
COLOR color_light = {1.0, 1.0, 1.0};
COLOR color_ambient = {0.1, 0.1, 0.1};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(player.rotx, 1.0, 0.0, 0.0);
glMultMatrixf(rotate.f);
glTranslatef(-player.pos.x, -player.pos.y, -player.pos.z);
//glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glPushMatrix();
glDisable(GL_TEXTURE_2D);
glColor3fv((GLfloat*)&color_light);
//glMaterialfv(GL_FRONT, GL_EMISSION, light_emission);
glTranslatef(light.pos.x, light.pos.y, light.pos.z);
glScalef(0.1, 0.1, 0.1);
glCallList(sphere);
//glMaterialfv(GL_FRONT, GL_EMISSION, std_emission);
glEnable(GL_TEXTURE_2D);
glPopMatrix();
glColor3fv((GLfloat*)&color_ambient);
DrawRoom(&level, player.room);
glFlush();
}