mirror of
https://github.com/UberGames/GtkRadiant.git
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6ee91d153e
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@44 8a3a26a2-13c4-0310-b231-cf6edde360e5
144 lines
3.8 KiB
C++
144 lines
3.8 KiB
C++
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// BobView.cpp: implementation of the DVisDrawer class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "DVisDrawer.h"
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#include "iglrender.h"
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#include "math/matrix.h"
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#include <list>
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#include "str.h"
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#include "DPoint.h"
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#include "DWinding.h"
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#include "misc.h"
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#include "funchandlers.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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DVisDrawer::DVisDrawer()
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{
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m_list = NULL;
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constructShaders();
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GlobalShaderCache().attachRenderable(*this);
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}
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DVisDrawer::~DVisDrawer()
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{
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GlobalShaderCache().detachRenderable(*this);
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destroyShaders();
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g_VisView = NULL;
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}
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//////////////////////////////////////////////////////////////////////
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// Implementation
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//////////////////////////////////////////////////////////////////////
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const char* g_state_solid = "$bobtoolz/visdrawer/solid";
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const char* g_state_wireframe = "$bobtoolz/visdrawer/wireframe";
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void DVisDrawer::constructShaders()
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{
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OpenGLState state;
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GlobalOpenGLStateLibrary().getDefaultState(state);
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state.m_state = RENDER_COLOURWRITE|RENDER_DEPTHWRITE|RENDER_COLOURCHANGE;
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state.m_linewidth = 1;
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GlobalOpenGLStateLibrary().insert(g_state_wireframe, state);
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GlobalOpenGLStateLibrary().getDefaultState(state);
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state.m_state = RENDER_FILL|RENDER_BLEND|RENDER_COLOURWRITE|RENDER_COLOURCHANGE|RENDER_SMOOTH|RENDER_DEPTHWRITE;
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GlobalOpenGLStateLibrary().insert(g_state_solid, state);
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m_shader_solid = GlobalShaderCache().capture(g_state_solid);
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m_shader_wireframe = GlobalShaderCache().capture(g_state_wireframe);
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}
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void DVisDrawer::destroyShaders()
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{
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GlobalShaderCache().release(g_state_solid);
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GlobalShaderCache().release(g_state_wireframe);
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GlobalOpenGLStateLibrary().erase(g_state_solid);
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GlobalOpenGLStateLibrary().erase(g_state_wireframe);
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}
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void DVisDrawer::render(RenderStateFlags state) const
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{
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//bleh
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std::list<DWinding *>::const_iterator l=m_list->begin();
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for(; l != m_list->end(); l++)
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{
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DWinding* w = *l;
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glColor4f(w->clr[0], w->clr[1], w->clr[2], 0.5f);
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glBegin(GL_POLYGON);
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for(int i = 0; i < w->numpoints; i++) {
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glVertex3f((w->p[i])[0], (w->p[i])[1], (w->p[i])[2]);
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}
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glEnd();
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}
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}
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void DVisDrawer::renderWireframe(Renderer& renderer, const VolumeTest& volume) const
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{
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if(!m_list)
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return;
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renderer.SetState(m_shader_wireframe, Renderer::eWireframeOnly);
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renderer.addRenderable(*this, g_matrix4_identity);
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}
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void DVisDrawer::renderSolid(Renderer& renderer, const VolumeTest& volume) const
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{
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if(!m_list)
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return;
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renderer.SetState(m_shader_solid, Renderer::eWireframeOnly);
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renderer.SetState(m_shader_solid, Renderer::eFullMaterials);
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renderer.addRenderable(*this, g_matrix4_identity);
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}
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void DVisDrawer::SetList(std::list<DWinding*> *pointList)
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{
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if(m_list)
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ClearPoints();
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m_list = pointList;
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}
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void DVisDrawer::ClearPoints()
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{
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std::list<DWinding *>::const_iterator deadPoint=m_list->begin();
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for(; deadPoint!=m_list->end(); deadPoint++)
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delete *deadPoint;
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m_list->clear();
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}
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