#include #include #include #include #include #include #include #include #include extern PLAYER player; extern LEVEL *level; extern GLuint sphere; extern int nLights; extern LIGHT *lights; extern COLOR ambient; extern GLuint lightmap; static int SortByTex(const void *p1, const void *p2) { return ((POLYGON*)p1)->texture - ((POLYGON*)p2)->texture; } void Render() { //GLfloat std_emission[] ={{0.0, 0.0, 0.0, 1.0}; MATRIX rotate = {.f = { 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 }}; POLYGON_LIST *room; int i, j, k; float d; VECTOR v, v1, v2; VERTEX p; COLOR c; GLint last_tex; glLoadIdentity(); glRotatef(player.rotx, 1.0, 0.0, 0.0); glMultMatrixf(rotate.f); glTranslatef(-player.pos.x, -player.pos.y, -player.pos.z); room = DrawRoom(level, player.room); qsort(room->polygons, room->nPolygons, sizeof(POLYGON), SortByTex); glDepthMask(GL_TRUE); glDepthFunc(GL_LESS); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBlendFunc(GL_ONE, GL_ZERO); glColor3fv((GLfloat*)&ambient); glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, room->polygons[0].texture); last_tex = room->polygons[0].texture; glBegin(GL_TRIANGLES); for(i = 0; i < room->nPolygons; i++) { if(last_tex != room->polygons[i].texture) { glEnd(); glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture); last_tex = room->polygons[i].texture; glBegin(GL_TRIANGLES); } glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[0]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[1]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[2]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); } glEnd(); glDepthFunc(GL_EQUAL); glDepthMask(GL_FALSE); glBlendFunc(GL_ONE, GL_ONE); glColor3f(1.0, 1.0, 1.0); glBindTexture(GL_TEXTURE_2D, lightmap); glActiveTexture(GL_TEXTURE1); for(i = 0; i < nLights; i++) { if(room->polygons[0].texture) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, room->polygons[0].texture); } else glDisable(GL_TEXTURE_2D); last_tex = room->polygons[0].texture; glBegin(GL_TRIANGLES); for(j = 0; j < room->nPolygons; j++) { if(last_tex != room->polygons[j].texture) { glEnd(); glBindTexture(GL_TEXTURE_2D, room->polygons[j].texture); last_tex = room->polygons[j].texture; glBegin(GL_TRIANGLES); } d = VectorDot(room->polygons[j].normal, VectorSub(room->polygons[j].vertices[0], lights[i].pos)); if(d < 0) { c = VectorMul(lights[i].diffuse, 1.0/(d*d)); glColor3fv((GLfloat*)&c); v1 = VectorNormalize(VectorSub(room->polygons[j].vertices[0], room->polygons[j].vertices[1])); for(k = 0; k < 3; k++) { p = VectorAdd(lights[i].pos, VectorMul(room->polygons[j].normals[k], d)); v = VectorSub(room->polygons[j].vertices[k], p); v2 = VectorCross(v1, room->polygons[j].normals[k]); glMultiTexCoord2f(0, VectorDot(v, v1)*0.04 / d + 0.5, VectorDot(v, v2)*0.04 / d + 0.5); glMultiTexCoord2fv(1, (GLfloat*)&room->polygons[j].texcoords[k]); glVertex3fv((GLfloat*)&room->polygons[j].vertices[k]); } } } glEnd(); } free(room); /*glPushMatrix(); glDisable(GL_TEXTURE_2D); glColor3f(1.0, 1.0, 1.0); glTranslatef(lights[0].pos.x, lights[0].pos.y, lights[0].pos.z); glScalef(0.1, 0.1, 0.1); glCallList(sphere); glEnable(GL_TEXTURE_2D); glPopMatrix();*/ glFlush(); }