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