blender/intern/bsp/test/BSP_GhostTest/BSP_MeshDrawer.cpp
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

162 lines
3.2 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "BSP_MeshDrawer.h"
#include "BSP_TMesh.h"
#if defined(WIN32) || defined(__APPLE__)
# ifdef WIN32
# include <windows.h>
# include <GL/gl.h>
# include <GL/glu.h>
# else // WIN32
# include <AGL/gl.h>
# endif // WIN32
#else // defined(WIN32) || defined(__APPLE__)
# include <GL/gl.h>
# include <GL/glu.h>
#endif // defined(WIN32) || defined(__APPLE__)
#include <vector>
using namespace std;
void
BSP_MeshDrawer::
DrawMesh(
BSP_TMesh &mesh,
int render_mode
){
if (render_mode == e_none) return;
// decompose polygons into triangles.
glEnable(GL_LIGHTING);
if (render_mode == e_wireframe || render_mode == e_wireframe_shaded) {
glColor3f(0.0, 0.0, 0.0);
if (render_mode == e_wireframe) {
glDisable(GL_LIGHTING);
} else {
glEnable(GL_LIGHTING);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0,1.0);
glBegin(GL_TRIANGLES);
DrawPolies(mesh);
glEnd();
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_LIGHTING);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_TRIANGLES);
DrawPolies(mesh);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
} else {
glEnable(GL_LIGHTING);
glBegin(GL_TRIANGLES);
DrawPolies(mesh);
glEnd();
}
}
void
BSP_MeshDrawer::
DrawPolies(
BSP_TMesh &mesh
){
const vector<BSP_TVertex> & verts = mesh.VertexSet();
const vector<BSP_TFace> &faces = mesh.FaceSet();
// just draw the edges for now.
vector<BSP_TVertex>::const_iterator vertex_it = verts.begin();
vector<BSP_TFace>::const_iterator faces_it = faces.begin();
vector<BSP_TFace>::const_iterator faces_end = faces.end();
for (;faces_it != faces_end; ++faces_it ){
glNormal3f(
faces_it->m_normal.x(),
faces_it->m_normal.y(),
faces_it->m_normal.z()
);
glVertex3f(
verts[faces_it->m_verts[0]].m_pos.x(),
verts[faces_it->m_verts[0]].m_pos.y(),
verts[faces_it->m_verts[0]].m_pos.z()
);
glVertex3f(
verts[faces_it->m_verts[1]].m_pos.x(),
verts[faces_it->m_verts[1]].m_pos.y(),
verts[faces_it->m_verts[1]].m_pos.z()
);
glVertex3f(
verts[faces_it->m_verts[2]].m_pos.x(),
verts[faces_it->m_verts[2]].m_pos.y(),
verts[faces_it->m_verts[2]].m_pos.z()
);
}
}