示例#1
0
void drawParts(vector<Part*> Parts) {
    
    
    for(int i = 0; i < Parts.size(); i++) {
        Part *p = Parts[i];
        
        if (p->isVisible) {
            
            glMaterialfv(GL_FRONT, GL_AMBIENT, p->getMaterialAmbient());
            glMaterialfv(GL_FRONT, GL_SPECULAR, p->getMaterialSpecular());
            glMaterialfv(GL_FRONT, GL_DIFFUSE, p->getMaterialDiffuse());
            glMaterialfv(GL_FRONT, GL_SHININESS, p->getMaterialShininess());
            
            glPushMatrix();
            
            
            for (std::vector<PartTransformation>::reverse_iterator rit = p->Transformations.rbegin(); rit != p->Transformations.rend(); ++rit)
            {
                PartTransformation op = *rit;
                switch(op.getOpType()) {
                    case OP_ROTATE:
                        glRotatef(op.getValues()[0], op.getValues()[1], op.getValues()[2], op.getValues()[3]);
                        break;
                        
                    case OP_SCALE:
                        glScalef(op.getValues()[0], op.getValues()[1], op.getValues()[2]);
                        break;
                        
                    case OP_TRANSLATE:
                        glTranslatef(op.getValues()[0], op.getValues()[1], op.getValues()[2]);
                        break;
                }

            }
            
            // start texturing if necessary
            if (p->isTextured()) {
                glEnable(GL_TEXTURE_2D);
                glBindTexture(GL_TEXTURE_2D, p->getTextureId());
                glEnableClientState(GL_TEXTURE_COORD_ARRAY);
                glTexCoordPointer(2, GL_FLOAT, 0, p->getTextureMap());
            }
            
            glEnableClientState(GL_NORMAL_ARRAY);
            glEnableClientState(GL_VERTEX_ARRAY);
            
      
            glNormalPointer(GL_FLOAT, 0, p->getMesh()->getNormals());
            glVertexPointer(NUM_POINTS_PER_VERTEX, GL_FLOAT, 0, p->getMesh()->getVerticies());
            glDrawArrays(GL_QUADS, 0, p->getMesh()->getNumVerticiesTotal());
            
            glDisableClientState(GL_VERTEX_ARRAY);
            glDisableClientState(GL_NORMAL_ARRAY);

            // clean up texturing if we started it
            if (p->isTextured()) {
                glDisableClientState(GL_TEXTURE_COORD_ARRAY);
                glDisable(GL_TEXTURE_2D);
            }
            
            if (p->getChildCount() > 0) {
                drawParts(p->getChildren());
            }
            
            glPopMatrix();
            
        }
        
    }
}