/******************************************************************************* Copyright (c) 2005-2009 David Williams This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *******************************************************************************/ #include "OpenGLImmediateModeSupport.h" #include "OpenGLSupport.h" #include "SurfaceMesh.h" using namespace PolyVox; using namespace std; void renderRegionImmediateMode(PolyVox::SurfaceMesh& mesh, unsigned int uLodLevel) { const vector& vecVertices = mesh.getVertices(); const vector& vecIndices = mesh.getIndices(); int beginIndex = mesh.m_vecLodRecords[uLodLevel].beginIndex; int endIndex = mesh.m_vecLodRecords[uLodLevel].endIndex; glBegin(GL_TRIANGLES); //for(vector::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex) for(int index = beginIndex; index < endIndex; ++index) { const PositionMaterialNormal& vertex = vecVertices[vecIndices[index]]; const Vector3DFloat& v3dVertexPos = vertex.getPosition(); //const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength); const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast(mesh.m_Region.getLowerCorner()); uint8_t material = vertex.getMaterial() + 0.5; OpenGLColour colour = convertMaterialIDToColour(material); glColor3f(colour.red, colour.green, colour.blue); glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ()); glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ()); } glEnd(); }