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#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();
}