1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
|
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <neofx/math.h>
#include <zoom/level.h>
#include <zoom/light.h>
#include <zoom/player.h>
#include <zoom/render.h>
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();
}
|