/*
-BobToolz plugin for GtkRadiant
-Copyright (C) 2001 Gordon Biggans
+ BobToolz plugin for GtkRadiant
+ Copyright (C) 2001 Gordon Biggans
-This library is free software; you can redistribute it and/or
-modify it under the terms of the GNU Lesser General Public
-License as published by the Free Software Foundation; either
-version 2.1 of the License, or (at your option) any later version.
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
-This library 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
-Lesser General Public License for more details.
+ This library 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
+ Lesser General Public License for more details.
-You should have received a copy of the GNU Lesser General Public
-License along with this library; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-*/
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
// BobView.cpp: implementation of the DVisDrawer class.
//
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
-DVisDrawer::DVisDrawer()
-{
+DVisDrawer::DVisDrawer(){
m_list = NULL;
- constructShaders();
- GlobalShaderCache().attachRenderable(*this);
+ constructShaders();
+ GlobalShaderCache().attachRenderable( *this );
}
-DVisDrawer::~DVisDrawer()
-{
- GlobalShaderCache().detachRenderable(*this);
- destroyShaders();
+DVisDrawer::~DVisDrawer(){
+ GlobalShaderCache().detachRenderable( *this );
+ destroyShaders();
g_VisView = NULL;
}
const char* g_state_solid = "$bobtoolz/visdrawer/solid";
const char* g_state_wireframe = "$bobtoolz/visdrawer/wireframe";
-void DVisDrawer::constructShaders()
-{
- OpenGLState state;
- GlobalOpenGLStateLibrary().getDefaultState(state);
- state.m_state = RENDER_COLOURWRITE|RENDER_DEPTHWRITE|RENDER_COLOURCHANGE;
- state.m_linewidth = 1;
+void DVisDrawer::constructShaders(){
+ OpenGLState state;
+ GlobalOpenGLStateLibrary().getDefaultState( state );
+ state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_COLOURCHANGE;
+ state.m_linewidth = 1;
- GlobalOpenGLStateLibrary().insert(g_state_wireframe, state);
+ GlobalOpenGLStateLibrary().insert( g_state_wireframe, state );
- GlobalOpenGLStateLibrary().getDefaultState(state);
- state.m_state = RENDER_FILL|RENDER_BLEND|RENDER_COLOURWRITE|RENDER_COLOURCHANGE|RENDER_SMOOTH|RENDER_DEPTHWRITE;
+ GlobalOpenGLStateLibrary().getDefaultState( state );
+ state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_COLOURCHANGE | RENDER_SMOOTH | RENDER_DEPTHWRITE;
- GlobalOpenGLStateLibrary().insert(g_state_solid, state);
+ GlobalOpenGLStateLibrary().insert( g_state_solid, state );
- m_shader_solid = GlobalShaderCache().capture(g_state_solid);
- m_shader_wireframe = GlobalShaderCache().capture(g_state_wireframe);
+ m_shader_solid = GlobalShaderCache().capture( g_state_solid );
+ m_shader_wireframe = GlobalShaderCache().capture( g_state_wireframe );
}
-void DVisDrawer::destroyShaders()
-{
- GlobalShaderCache().release(g_state_solid);
- GlobalShaderCache().release(g_state_wireframe);
- GlobalOpenGLStateLibrary().erase(g_state_solid);
- GlobalOpenGLStateLibrary().erase(g_state_wireframe);
+void DVisDrawer::destroyShaders(){
+ GlobalShaderCache().release( g_state_solid );
+ GlobalShaderCache().release( g_state_wireframe );
+ GlobalOpenGLStateLibrary().erase( g_state_solid );
+ GlobalOpenGLStateLibrary().erase( g_state_wireframe );
}
-void DVisDrawer::render(RenderStateFlags state) const
-{
+void DVisDrawer::render( RenderStateFlags state ) const {
//bleh
- std::list<DWinding *>::const_iterator l=m_list->begin();
+ std::list<DWinding *>::const_iterator l = m_list->begin();
- for(; l != m_list->end(); l++)
+ for (; l != m_list->end(); l++ )
{
DWinding* w = *l;
- glColor4f(w->clr[0], w->clr[1], w->clr[2], 0.5f);
+ glColor4f( w->clr[0], w->clr[1], w->clr[2], 0.5f );
- glBegin(GL_POLYGON);
- for(int i = 0; i < w->numpoints; i++) {
- glVertex3f((w->p[i])[0], (w->p[i])[1], (w->p[i])[2]);
+ glBegin( GL_POLYGON );
+ for ( int i = 0; i < w->numpoints; i++ ) {
+ glVertex3f( ( w->p[i] )[0], ( w->p[i] )[1], ( w->p[i] )[2] );
}
glEnd();
}
}
-void DVisDrawer::renderWireframe(Renderer& renderer, const VolumeTest& volume) const
-{
- if(!m_list)
+void DVisDrawer::renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
+ if ( !m_list ) {
return;
+ }
- renderer.SetState(m_shader_wireframe, Renderer::eWireframeOnly);
+ renderer.SetState( m_shader_wireframe, Renderer::eWireframeOnly );
- renderer.addRenderable(*this, g_matrix4_identity);
+ renderer.addRenderable( *this, g_matrix4_identity );
}
-void DVisDrawer::renderSolid(Renderer& renderer, const VolumeTest& volume) const
-{
- if(!m_list)
+void DVisDrawer::renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
+ if ( !m_list ) {
return;
+ }
- renderer.SetState(m_shader_solid, Renderer::eWireframeOnly);
- renderer.SetState(m_shader_solid, Renderer::eFullMaterials);
+ renderer.SetState( m_shader_solid, Renderer::eWireframeOnly );
+ renderer.SetState( m_shader_solid, Renderer::eFullMaterials );
- renderer.addRenderable(*this, g_matrix4_identity);
+ renderer.addRenderable( *this, g_matrix4_identity );
}
-void DVisDrawer::SetList(std::list<DWinding*> *pointList)
-{
- if(m_list)
+void DVisDrawer::SetList( std::list<DWinding*> *pointList ){
+ if ( m_list ) {
ClearPoints();
+ }
m_list = pointList;
}
-void DVisDrawer::ClearPoints()
-{
- std::list<DWinding *>::const_iterator deadPoint=m_list->begin();
- for(; deadPoint!=m_list->end(); deadPoint++)
+void DVisDrawer::ClearPoints(){
+ std::list<DWinding *>::const_iterator deadPoint = m_list->begin();
+ for (; deadPoint != m_list->end(); deadPoint++ )
delete *deadPoint;
m_list->clear();
}