#include "Renderer.h" #include "PlayerStart.h" #include void Renderer::drawGrid(const Rectangle &rect, float scale) { float depth = log10f(scale)-0.75f; float depth2 = floorf(depth); float step = powf(0.1f, depth2); float f; int i; float x1 = rect.getVertex1().getX(), y1 = rect.getVertex1().getY(); float x2 = rect.getVertex2().getX(), y2 = rect.getVertex2().getY(); glBegin(GL_LINES); for(i = 0; 0.4f*(depth-depth2+i-1) < 0.5f; i++) { f = fminf(0.4f*(depth-depth2+i), 0.5f); glColor3f(f, f, f); for(f = x1 - fmodf(x1, step) - step; f <= x2; f+=step) { glVertex2f(f, y1); glVertex2f(f, y2); } for(f = y1 - fmodf(y1, step) - step; f <= y2; f+=step) { glVertex2f(x1, f); glVertex2f(x2, f); } step *= 10; } glEnd(); } void Renderer::fillPolygon(const Polygon &polygon) { std::vector triangles; polygon.triangulate(triangles); glBegin(GL_TRIANGLES); for(std::vector::iterator t = triangles.begin(); t != triangles.end(); t++) { glVertex2f(t->getVertexA().getX(), t->getVertexA().getY()); glVertex2f(t->getVertexB().getX(), t->getVertexB().getY()); glVertex2f(t->getVertexC().getX(), t->getVertexC().getY()); } glEnd(); } void Renderer::drawPolygon(const Polygon &polygon, bool close) { glBegin(close ? GL_LINE_LOOP : GL_LINE_STRIP); for(Polygon::const_iterator vertex = polygon.begin(); vertex != polygon.end(); vertex++) glVertex2f(vertex->getX(), vertex->getY()); glEnd(); } void Renderer::drawCircle(const Vertex &m, float r, int n) { glBegin(GL_LINE_LOOP); for(int i = 0; i < n; i++) glVertex2f(m.getX()+r*cosf(2*M_PI*i/n), m.getY()+r*sinf(2*M_PI*i/n)); glEnd(); } void Renderer::drawCross(const Vertex &m, float r) { glBegin(GL_LINES); glVertex2f(m.getX()-r*M_SQRT1_2, m.getY()-r*M_SQRT1_2); glVertex2f(m.getX()+r*M_SQRT1_2, m.getY()+r*M_SQRT1_2); glVertex2f(m.getX()+r*M_SQRT1_2, m.getY()-r*M_SQRT1_2); glVertex2f(m.getX()-r*M_SQRT1_2, m.getY()+r*M_SQRT1_2); glEnd(); } void Renderer::renderObject(const LevelObject &object, bool selected, bool highlighted, float scale) { if(object.isOfType("Room")) renderRoom(*(Room*)&object, selected, highlighted, scale); else if(object.isOfType("PlayerStart")) renderPlayerStart(*(PlayerStart*)&object, selected, highlighted, scale); } void Renderer::renderRoom(const Room &room, bool selected, bool highlighted, float scale) { if(selected) glColor4f(0.0f, 0.7f, 1.0f, 0.2f); else glColor4f(0.0f, 0.7f, 1.0f, 0.3f); fillPolygon(room); if(selected) { glColor4f(1.0f, 1.0f, 1.0f, 0.9f); glLineWidth(2.0f); } else if(highlighted) { glColor4f(0.0f, 0.7f, 1.0f, 0.7f); glLineWidth(2.0f); } else { glColor4f(0.0f, 0.7f, 1.0f, 0.7f); glLineWidth(1.0f); } drawPolygon(room); } void Renderer::renderPlayerStart(const PlayerStart &start, bool selected, bool highlighted, float scale) { if(selected) { glColor4f(1.0f, 1.0f, 1.0f, 0.9f); glLineWidth(2.0f); } else if(highlighted) { glColor4f(0.0f, 0.7f, 0.7f, 0.7f); glLineWidth(2.0f); } else { glColor4f(0.0f, 0.7f, 0.7f, 0.7f); glLineWidth(1.0f); } drawCircle(Vertex(start.getX(), start.getZ()), 0.3f, 128); glLineWidth(2.0f); glColor4f(1.0f, 1.0f, 1.0f, 0.7f); drawCross(Vertex(start.getX(), start.getZ()), 0.5f/sqrtf(scale)); } void Renderer::render(const Level &level, const Rectangle &rect, float scale) { glClear(GL_COLOR_BUFFER_BIT); glLineWidth(1.0f); glPointSize(10.0f); drawGrid(rect, scale); for(Level::const_iterator object = level.begin(); object != level.end(); object++) { renderObject(**object, (&**object == editManager->getSelectedObject()), (&**object == editManager->getHighlightedObject()), scale); } }