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-//=============================================================================
-//
-// Glagen : a planet sized landscape generator
-// Copyright (C) 2002 Julien Guertault, Hugues Hiegel, Meng-Tih Lam
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-//
-//=============================================================================
-//
-// Glagen : GPL LAndscape GENerator
-//
-// triangle.cc for Glagen : made by Zavie (Julien Guertault)
-//
-// www.glagen.org
-//
-//=============================================================================
-
-#ifndef DARWIN
-# include <GL/gl.h>
-# include <GL/glu.h>
-#else
-# include <gl.h>
-# include <glu.h>
-#endif
-
-#include "data_glagen.hh"
-#include "dot.hh"
-#include "triangle.hh"
-
-//
-// Manage the T-case (when the has a 4th point)
-//
-bool Triangle :: T_case (const unsigned int id)
-{
- Dot *middle;
- Triangle *child1;
- Triangle *child2;
-
- // Is there a triangle on this side ?
- if (_neighbor_ab != NULL)
-
- // Then is it split ?
- if (_neighbor_ab->Is_split ())
- {
- // Find the dangling vertex
- child1 = _neighbor_ab->Child (_a);
- child2 = _neighbor_ab->Child (_b);
- if (child1->B () == child2->C ())
- middle = child1->B ();
- else
- middle = child1->C ();
-
- // Display two triangles instead of just one
- glBegin (GL_TRIANGLES);
- _b->Display (id);
- _c->Display (id);
- middle->Display (id);
- _c->Display (id);
- _a->Display (id);
- middle->Display (id);
- glEnd ();
-
- // The T case is fixed
- return true;
- }
- if (_neighbor_bc != NULL)
- if (_neighbor_bc->Is_split ())
- {
- child1 = _neighbor_bc->Child (_b);
- child2 = _neighbor_bc->Child (_c);
- if (child1->B () == child2->C ())
- middle = child1->B ();
- else
- middle = child1->C ();
- glBegin (GL_TRIANGLES);
- _a->Display (id);
- _b->Display (id);
- middle->Display (id);
- _c->Display (id);
- _a->Display (id);
- middle->Display (id);
- glEnd ();
- return true;
- }
- if (_neighbor_ca != NULL)
- if (_neighbor_ca->Is_split ())
- {
- child1 = _neighbor_ca->Child (_c);
- child2 = _neighbor_ca->Child (_a);
- if (child1->B () == child2->C ())
- middle = child1->B ();
- else
- middle = child1->C ();
- glBegin (GL_TRIANGLES);
- _b->Display (id);
- _c->Display (id);
- middle->Display (id);
- _a->Display (id);
- _b->Display (id);
- middle->Display (id);
- glEnd ();
- return true;
- }
- // In fact there's no T-case for this triangle
- return false;
-}
-
-//
-// Display the faces included in the triangle (general case)
-//
-void Triangle :: Display (const unsigned int id)
-{
- // Test if this triangle has been visited yet
- if (step == glagen.step)
- return;
- step = glagen.step;
-
- if (glagen.display_all == true || _visible == true)
- {
- // If the triangle has childs, we visit them instead
- if (_child_center != NULL)
- {
- _child_a->Display (id);
- _child_b->Display (id);
- _child_c->Display (id);
- _child_center->Display (id);
- }
- else
- {
- // T-case managment
- if (false == T_case (id))
- {
- if (glagen.display_normal == true)
- {
- float x = (_a->x () + _b->x () + _c->x ()) / 3;
- float y = (_a->y () + _b->y () + _c->y ()) / 3;
- float z = (_a->z () + _b->z () + _c->z ()) / 3;
-
- // Display the normal vector
- if (glagen.light)
- glDisable(GL_LIGHTING);
- glBegin (GL_LINES);
- glColor3f(1.0, 0.2, 0.0);
- glVertex3f(x, y, z);
- glVertex3f(x + _normal_real.X () / 100,
- y + _normal_real.Y () / 100,
- z + _normal_real.Z () / 100);
- glEnd ();
- if (glagen.light)
- glEnable(GL_LIGHTING);
- }
- // Could it be more simple ?
- glBegin (GL_TRIANGLES);
- _a->Display (id);
- _b->Display (id);
- _c->Display (id);
- glEnd ();
- }
- }
- }
- // Recursive call at the top of the three
- if (NULL == Father ())
- {
- _neighbor_ab->Display (id);
- _neighbor_bc->Display (id);
- _neighbor_ca->Display (id);
- }
-}