XtreemNodes/include/NodeRenderer.h

145 lines
4.4 KiB
C++

#ifndef NODERENDERER_H
#define NODERENDERER_H
#include "Base.h"
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
NodeRenderer()
{
}
virtual ~NodeRenderer()
{
}
int renderNode(int x, int y, int z)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
glColor3f(1.0F, 1.0F, 1.0F);
glBegin(GL_QUADS);
// Front
if(blockManager.isAir(x, y, z - 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Back
if(blockManager.isAir(x, y, z + 1))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
}
// Right
if(blockManager.isAir(x + 1, y, z))
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(blockManager.isAir(x - 1, y, z))
{
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.6F, .6F, .6F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
// Bottom
//printf("\n\nx: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
if(blockManager.isAir(x, y - 1, z))
{
//printf("\nWUT? x: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Top
if(blockManager.isAir(x, y + 1, z))
{
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
glEnd();
return 1;
}
protected:
private:
};
#endif