XtreemNodes/include/NodeRenderer.h

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2022-10-22 17:03:43 +02:00
#ifndef NODERENDERER_H
#define NODERENDERER_H
#include "Base.h"
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
NodeRenderer()
{
}
virtual ~NodeRenderer()
{
}
renderNode(int x, int y, int z)
{
glBegin(GL_QUADS);
// Front
if(nodeManager.isAir(x, y, z - 1))
{
glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
}
// Back
if(nodeManager.isAir(x, y, z + 1))
{
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
}
// Right
if(nodeManager.isAir(x + 1, y, z))
{
glColor3f(.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(nodeManager.isAir(x - 1, y, z))
{
glColor3f(1.0F, .0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(1.0F, .0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, .0F, .0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, .0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
// Bottom
if(nodeManager.getNodeAt(x, y - 1, z) == 0)
{
glColor3f(1.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Top
if(nodeManager.getNodeAt(x, y + 1, z) == 0)
{
glColor3f(.0F, .0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, .0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.0F, .0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, .0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
glEnd();
}
protected:
private:
};
#endif