blob: 558e41588463b592b23a0824edd684dcd5573ea8 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
|
/*
* Renderer.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Renderer.h"
#include "BSPTree.h"
#include "gl.h"
namespace Zoom {
void Renderer::render(const BSPTree &tree) {
vmml::mat4f transform, inverseTransform;
glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);
transform.inverse(inverseTransform);
vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;
glBegin(GL_TRIANGLES);
tree.visit(renderVisitor, viewPoint);
glEnd();
}
void Renderer::render(const std::list<BSPTree::TriangleRecord> &triangles) {
glBegin(GL_TRIANGLES);
for(std::list<BSPTree::TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
renderTriangle(t->triangle);
}
glEnd();
}
void Renderer::renderTriangle(const Triangle &t) {
glColor4fv(t.getColor().array);
if(t.getTexture() != lastTexture) {
glEnd();
if(t.getTexture()) {
glBindTexture(GL_TEXTURE_2D, t.getTexture());
if(!lastTexture) {
glEnable(GL_TEXTURE_2D);
}
}
else {
glDisable(GL_TEXTURE_2D);
}
lastTexture = t.getTexture();
glBegin(GL_TRIANGLES);
}
for(int i = 0; i < 3; ++i) {
glTexCoord2fv(t.getTexCoords(i).array);
glNormal3fv(t.getNormal(i).array);
glVertex3fv(t.getVertex(i).array);
}
}
}
|