/** * $Id$ * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ #include "BSP_MeshDrawer.h" #include "BSP_TMesh.h" #if defined(WIN32) || defined(__APPLE__) # ifdef WIN32 # include # include # include # else // WIN32 # include # endif // WIN32 #else // defined(WIN32) || defined(__APPLE__) # include # include #endif // defined(WIN32) || defined(__APPLE__) #include 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 & verts = mesh.VertexSet(); const vector &faces = mesh.FaceSet(); // just draw the edges for now. vector::const_iterator vertex_it = verts.begin(); vector::const_iterator faces_it = faces.begin(); vector::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() ); } }