134 lines
3.1 KiB
C
134 lines
3.1 KiB
C
#include <stdlib.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <neofx/math.h>
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#include <zoom/level.h>
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#include <zoom/light.h>
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#include <zoom/player.h>
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#include <zoom/render.h>
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extern PLAYER player;
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extern LEVEL level;
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extern GLuint sphere;
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extern int nLights;
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extern LIGHT *lights;
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extern GLuint lightmap;
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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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player.rotycos, 0.0, -player.rotysin, 0.0,
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0.0, 1.0, 0.0, 0.0,
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player.rotysin, 0.0, player.rotycos, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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POLYGON_LIST *room;
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int i, j, k;
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float d;
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VECTOR v, v1, v2;
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VERTEX p;
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COLOR c;
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glLoadIdentity();
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glRotatef(player.rotx, 1.0, 0.0, 0.0);
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glMultMatrixf(rotate.f);
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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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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glBlendFunc(GL_ONE, GL_ONE);
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glColor3f(0.0, 0.0, 0.0);
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glTexCoord2f(0.0, 0.0);
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glBegin(GL_TRIANGLES);
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for(i = 0; i < room->nPolygons; i++) {
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]);
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]);
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]);
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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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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, lightmap);
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for(i = 0; i < nLights; i++) {
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glBegin(GL_TRIANGLES);
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for(j = 0; j < room->nPolygons; j++) {
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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) continue;
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c = VectorMul(lights[i].diffuse, 1.0/((nLights+1)*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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v1 = VectorNormalize(VectorSub(room->polygons[j].vertices[0], room->polygons[j].vertices[1]));
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v2 = VectorCross(v1, room->polygons[j].normal);
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for(k = 0; k < 3; k++) {
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v = VectorSub(room->polygons[j].vertices[k], p);
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glTexCoord2f(VectorDot(v, v1)*0.04 / d + 0.5, VectorDot(v, v2)*0.04 / d + 0.5);
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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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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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glColor3f(1.0, 1.0, 1.0);
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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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glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[0]);
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]);
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glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[1]);
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glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]);
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glTexCoord2fv((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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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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glTranslatef(lights[0].pos.x, lights[0].pos.y, lights[0].pos.z);
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glScalef(0.1, 0.1, 0.1);
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glCallList(sphere);
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glEnable(GL_TEXTURE_2D);
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glPopMatrix();*/
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glFlush();
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}
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