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BSP_MeshDrawer.cpp

/**
 * $Id$
 * ***** 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()
            );
      }
}
      










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