Logo Search packages:      
Sourcecode: blender version File versions  Download package

GlutMeshDrawer.h

/**
 * $Id: GlutMeshDrawer.h,v 1.5 2003/05/01 19:52:02 sirdude Exp $
 * ***** BEGIN GPL/BL DUAL 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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/BL DUAL LICENSE BLOCK *****
 */

#ifndef NAN_INCLUDED_GlutMeshDrawer_h
#define NAN_INCLUDED_GlutMeshDrawer_h

#include "common/GlutDrawer.h"
#include "LOD_decimation.h"
#include "MyGlutMouseHandler.h"
#include <math.h>
#include <iostream>
#include <iterator>
#if defined(WIN32) || defined(__APPLE__)
#ifdef WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#else // WIN32
// __APPLE__ is defined
#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>
// a concrete mesh drawer

00057 class GlutMeshDrawer : public GlutDrawer
{
public :
      static
            GlutMeshDrawer *
      New(
      ) {
            return new GlutMeshDrawer();
      }

      // set the mesh to draw

            void
      SetLODInfo( 
            LOD_Decimation_InfoPtr info
      ){
            m_info = info;
      }
      
            void
      SetMouseHandler(
            MyGlutMouseHandler *mouse_handler
      ) {
            m_mouse_handler = mouse_handler;
      }


      // inherited from GlutDrawer
            void
      Draw(
      ) {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
              glPopMatrix();
              glPushMatrix();
              glRotatef(m_mouse_handler->AngleX(), 0.0, 1.0, 0.0);
              glRotatef(m_mouse_handler->AngleY(), 1.0, 0.0, 0.0);
                  
        DrawScene();
      }

      ~GlutMeshDrawer(
      ){
            // nothing to do
      };          
      
private :

            void
      DrawScene(
      ){
            
            float * verts = m_info->vertex_buffer;
            const int num_verts = m_info->vertex_num;

            float * vertex_normals = m_info->vertex_normal_buffer;


            int * index = m_info->triangle_index_buffer;
            const int num_faces = m_info->face_num;

            glBegin(GL_TRIANGLES);

            float mat_spec1[] = {1.0,1.0,1.0,1.0};
            float mat_spec2[] = {1.0,0.0,1.0,1.0};
            float mat_spec3[] = {1.0,1.0,0.0,1.0};
            float mat_spec4[] = {0.0,0.0,1.0,1.0};

      

            int i;
            for (i= 0; i < num_faces; i++) {
#if 0
                  int col = i%4;
                  if (col == 0) {
                        glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_spec1);
                  } else 
                  if (col == 1) {
                        glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_spec2);
                  } else 
                  if (col == 2) {
                        glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_spec3);
                  } else 
                  if (col == 3) {
                        glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_spec4);
                  }
#endif
                  glNormal3fv(vertex_normals + 3*index[3*i]);           
                  glVertex3fv(verts + 3*index[3*i]);

                  glNormal3fv(vertex_normals + 3*index[3*i + 1]);
                  glVertex3fv(verts + 3*index[3*i + 1]);

                  glNormal3fv(vertex_normals + 3*index[3*i + 2]);
                  glVertex3fv(verts + 3*index[3*i + 2]);

            }
            glEnd();


      };



private :

      LOD_Decimation_InfoPtr m_info;

      MyGlutMouseHandler * m_mouse_handler;

      GlutMeshDrawer (
      ) : m_info (NULL) {
      };
      
};


#endif


Generated by  Doxygen 1.6.0   Back to index