#include #include #include #include #include #include #include #include extern PLAYER player; extern LEVEL level; extern GLuint sphere; extern int nLights; extern LIGHT *lights; extern GLuint lightmap; void Render() { 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 }; POLYGON_LIST *room; int i, j, k; float d; VECTOR v, v1, v2; VERTEX p; COLOR c; 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); glDepthMask(GL_TRUE); glDepthFunc(GL_LESS); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glBlendFunc(GL_ONE, GL_ONE); glColor3f(0.0, 0.0, 0.0); glTexCoord2f(0.0, 0.0); glBegin(GL_TRIANGLES); for(i = 0; i < room->nPolygons; i++) { glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); } glEnd(); glDepthFunc(GL_EQUAL); glDepthMask(GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBindTexture(GL_TEXTURE_2D, lightmap); for(i = 0; i < nLights; i++) { glBegin(GL_TRIANGLES); for(j = 0; j < room->nPolygons; j++) { d = VectorDot(room->polygons[j].normal, VectorSub(room->polygons[j].vertices[0], lights[i].pos)); if(d >= 0) continue; c = VectorMul(lights[i].diffuse, 1.0/((nLights+1)*d*d)); glColor3fv((GLfloat*)&c); p = VectorAdd(lights[i].pos, VectorMul(room->polygons[j].normal, d)); v1 = VectorNormalize(VectorSub(room->polygons[j].vertices[0], room->polygons[j].vertices[1])); v2 = VectorCross(v1, room->polygons[j].normal); for(k = 0; k < 3; k++) { v = VectorSub(room->polygons[j].vertices[k], p); glTexCoord2f(VectorDot(v, v1)*0.04 / d + 0.5, VectorDot(v, v2)*0.04 / d + 0.5); glVertex3fv((GLfloat*)&room->polygons[j].vertices[k]); } } glEnd(); } glBlendFunc(GL_DST_COLOR, GL_ZERO); glColor3f(1.0, 1.0, 1.0); /*for(i = 0; i < room->nPolygons; i++) { glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture); glBegin(GL_TRIANGLES); glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[0]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[1]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[2]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); glEnd(); }*/ free(room); ApplyLightScale(); /*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(); }