rayzor

diff src/snode.cc @ 14:a9a948809c6f

starting the renderer screen, plus misc stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 13 Apr 2014 08:06:21 +0300
parents 964f8ea5f095
children 79609d482762
line diff
     1.1 --- a/src/snode.cc	Sat Apr 12 23:37:55 2014 +0300
     1.2 +++ b/src/snode.cc	Sun Apr 13 08:06:21 2014 +0300
     1.3 @@ -1,6 +1,7 @@
     1.4  #include <string.h>
     1.5  #include <assert.h>
     1.6  #include "snode.h"
     1.7 +#include "min3d.h"
     1.8  
     1.9  
    1.10  SceneNode::SceneNode()
    1.11 @@ -165,6 +166,8 @@
    1.12  // TODO: hierarchy
    1.13  void SceneNode::calc_matrix() const
    1.14  {
    1.15 +	if(xform_valid) return;
    1.16 +
    1.17  	xform.set_identity();
    1.18  	xform.translate(pivot.x, pivot.y, pivot.z);
    1.19  	xform = xform * rot.get_matrix();
    1.20 @@ -177,14 +180,52 @@
    1.21  
    1.22  void SceneNode::calc_inv_matrix() const
    1.23  {
    1.24 +	if(inv_xform_valid) return;
    1.25 +
    1.26  	calc_matrix();
    1.27  
    1.28  	inv_xform = xform.inverse();
    1.29  	inv_xform_valid = true;
    1.30  }
    1.31  
    1.32 -void SceneNode::draw() const
    1.33 +void SceneNode::pre_draw() const
    1.34  {
    1.35 +	m3d_matrix_mode(M3D_MODELVIEW);
    1.36 +	m3d_push_matrix();
    1.37 +	m3d_mult_matrix(get_matrix()[0]);
    1.38 +}
    1.39 +
    1.40 +void SceneNode::post_draw() const
    1.41 +{
    1.42 +	m3d_matrix_mode(M3D_MODELVIEW);
    1.43 +	m3d_pop_matrix();
    1.44 +}
    1.45 +
    1.46 +void SceneNode::draw(bool emph) const
    1.47 +{
    1.48 +	if(emph) {
    1.49 +		float avg_scale = (scale.x + scale.y + scale.z) / 3.0;
    1.50 +		m3d_push_matrix();
    1.51 +		m3d_scale(avg_scale / scale.x, avg_scale / scale.y, avg_scale / scale.z);
    1.52 +
    1.53 +		m3d_begin(M3D_LINES);
    1.54 +		m3d_color(1, 0, 0);
    1.55 +		m3d_vertex(0, 0, 0);
    1.56 +		m3d_vertex(0.5, 0, 0);
    1.57 +		m3d_color(0, 1, 0);
    1.58 +		m3d_vertex(0, 0, 0);
    1.59 +		m3d_vertex(0, 0.5, 0);
    1.60 +		m3d_color(0, 0, 1);
    1.61 +		m3d_vertex(0, 0, 0);
    1.62 +		m3d_vertex(0, 0, 0.5);
    1.63 +		m3d_end();
    1.64 +
    1.65 +		m3d_pop_matrix();
    1.66 +
    1.67 +		m3d_color(1, 0.8, 0.1);
    1.68 +	} else {
    1.69 +		m3d_color(0.9, 0.9, 0.9);
    1.70 +	}
    1.71  }
    1.72  
    1.73  bool SceneNode::intersect(const Ray &ray, float *dist) const