XtreemNodes/include/NodeRenderer.h
2023-09-23 21:19:52 +00:00

286 lines
12 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, int tex)
{
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
Position2D textureCoordinate;
textureCoordinate.x = tex - (16 * floor(tex / 16));
textureCoordinate.z = floor(tex / 16) + 1;
//glColor3f(light, light, light);
glBegin(GL_TRIANGLES);
// Front
if(blockManager.isAir(x, y, z - 1))
{
/*glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + .0F, z + .0F);*/
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F); // Bottom vertices
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
}
// Back
if(blockManager.isAir(x, y, z + 1))
{
/*glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + .0F, z + 1.0F);*/
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Right
if(blockManager.isAir(x + 1, y, z))
{
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Left
if(blockManager.isAir(x - 1, y, z))
{
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
//glColor3f(.6F, .6F, .6F);
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
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);*/
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
//glColor3i(100, 100, 100);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + .0F);
//glColor3i(255, 255, 255);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
//glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .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(y > 0 && 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(.0625F * textureCoordinate, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);*/
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate.x);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
}
// Top
if(blockManager.isNodeClear(x, y + 1, z))
{
/*glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0F, .0625F * textureCoordinate);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
}
glEnd();
return 1;
}
protected:
private:
};
#endif