forked from bartvdbraak/blender
5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
162 lines
3.2 KiB
C++
162 lines
3.2 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "BSP_MeshDrawer.h"
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#include "BSP_TMesh.h"
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#if defined(WIN32) || defined(__APPLE__)
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# ifdef WIN32
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# include <windows.h>
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# include <GL/gl.h>
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# include <GL/glu.h>
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# else // WIN32
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# include <AGL/gl.h>
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# endif // WIN32
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#else // defined(WIN32) || defined(__APPLE__)
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# include <GL/gl.h>
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# include <GL/glu.h>
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#endif // defined(WIN32) || defined(__APPLE__)
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#include <vector>
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using namespace std;
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void
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BSP_MeshDrawer::
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DrawMesh(
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BSP_TMesh &mesh,
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int render_mode
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){
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if (render_mode == e_none) return;
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// decompose polygons into triangles.
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glEnable(GL_LIGHTING);
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if (render_mode == e_wireframe || render_mode == e_wireframe_shaded) {
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glColor3f(0.0, 0.0, 0.0);
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if (render_mode == e_wireframe) {
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glDisable(GL_LIGHTING);
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} else {
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glEnable(GL_LIGHTING);
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.0,1.0);
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glBegin(GL_TRIANGLES);
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DrawPolies(mesh);
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glEnd();
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_LIGHTING);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glBegin(GL_TRIANGLES);
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DrawPolies(mesh);
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glEnd();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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} else {
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glEnable(GL_LIGHTING);
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glBegin(GL_TRIANGLES);
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DrawPolies(mesh);
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glEnd();
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}
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}
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void
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BSP_MeshDrawer::
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DrawPolies(
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BSP_TMesh &mesh
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){
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const vector<BSP_TVertex> & verts = mesh.VertexSet();
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const vector<BSP_TFace> &faces = mesh.FaceSet();
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// just draw the edges for now.
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vector<BSP_TVertex>::const_iterator vertex_it = verts.begin();
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vector<BSP_TFace>::const_iterator faces_it = faces.begin();
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vector<BSP_TFace>::const_iterator faces_end = faces.end();
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for (;faces_it != faces_end; ++faces_it ){
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glNormal3f(
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faces_it->m_normal.x(),
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faces_it->m_normal.y(),
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faces_it->m_normal.z()
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);
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glVertex3f(
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verts[faces_it->m_verts[0]].m_pos.x(),
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verts[faces_it->m_verts[0]].m_pos.y(),
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verts[faces_it->m_verts[0]].m_pos.z()
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);
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glVertex3f(
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verts[faces_it->m_verts[1]].m_pos.x(),
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verts[faces_it->m_verts[1]].m_pos.y(),
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verts[faces_it->m_verts[1]].m_pos.z()
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);
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glVertex3f(
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verts[faces_it->m_verts[2]].m_pos.x(),
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verts[faces_it->m_verts[2]].m_pos.y(),
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verts[faces_it->m_verts[2]].m_pos.z()
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);
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}
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}
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