void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j) { if (draw_hidden) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); } else { glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (line_width != 1) glLineWidth((float)line_width); CVector3D pos; glBegin(GL_QUADS); glColor4fv(colour.FloatArray()); m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); glEnd(); if (line_width != 1) glLineWidth(1.0f); }
void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j) { // TODO: if this is unpleasantly slow, make it much more efficient // (e.g. buffering data and making a single draw call? or at least // far fewer calls than it makes now) if (draw_hidden) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); } else { glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderTile for GLES #else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); CVector3D pos; glBegin(GL_TRIANGLES); glColor4fv(colour.FloatArray()); if (m_Terrain->GetTriangulationDir(i, j)) { m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); } else { m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); } glEnd(); #endif }