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authorStijn Buys <ingar@osirion.org>2009-08-18 09:24:15 +0000
committerStijn Buys <ingar@osirion.org>2009-08-18 09:24:15 +0000
commitf030154fe727e25a2afe1f78b3998c2d2dba95e4 (patch)
treecd92baf9e4fa8a136523b9eb570e9811846c9250 /src/render/draw.cc
parent5636fad174f0bcff857c357c394c4cc8d424b302 (diff)
astyle cleanup, corrects not loading of material textures
Diffstat (limited to 'src/render/draw.cc')
-rw-r--r--src/render/draw.cc369
1 files changed, 189 insertions, 180 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc
index 4dc6e53..dea24bc 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -1,7 +1,7 @@
/*
render/draw.cc
- This file is part of the Osirion project and is distributed under
- the terms and conditions of the GNU General Public License version 2
+ This file is part of the Osirion project and is distributed under
+ the terms and conditions of the GNU General Public License version 2
*/
#include <sstream>
@@ -59,15 +59,15 @@ void pass_prepare(float seconds)
using namespace model;
// lighting settings for the default light GL_LIGHT0
- GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat ambient_light[] = { 0.01f, 0.01f, 0.01f, 1.0f };
GLfloat diffuse_light[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat specular_light[] = { 0.2f, 0.2f, 0.2f, 1.0f };
- for (size_t i=0; i <3; i++) {
- light_position[i] = Camera::eye()[i];
+ for (size_t i = 0; i < 3; i++) {
+ light_position[i] = Camera::eye()[i];
}
-
+
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_light);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light);
@@ -86,14 +86,14 @@ void pass_prepare(float seconds)
for (core::Zone::Content::iterator it = zone->content().begin(); it != zone->content().end(); it++) {
core::Entity *entity = (*it);
-
+
if (!ext_render(entity)) {
new RenderExt(entity);
}
entity->extension((size_t) core::Extension::Render)->frame(seconds);
// globes
- if (entity->type() == core::Entity::Globe) {
+ if (entity->type() == core::Entity::Globe) {
core::EntityGlobe *globe = static_cast<core::EntityGlobe *>(entity);
// add the globe to the globes list
@@ -109,14 +109,14 @@ void pass_prepare(float seconds)
GLfloat ambient_light[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat specular_light[] = { 0.2f, 0.2f, 0.2f, 1.0f };
- for (size_t i=0; i <3; i++) {
+ for (size_t i = 0; i < 3; i++) {
zone_light[i] = globe->location()[i];
zone_color[i] = globe->color()[i];
diffuse_light[i] = globe->color()[i] * 0.4;
}
zone_light[3] = 1.0f;
diffuse_light[3] = 1.0f;
-
+
glLightfv(GL_LIGHT1, GL_POSITION, zone_light);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient_light);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse_light);
@@ -132,18 +132,18 @@ void pass_prepare(float seconds)
/* ----- Skybox ---------------------------------------------------- */
void draw_sphere_inside(math::Color const & color, float radius)
-{
+{
gl::scale(radius, radius, radius);
gl::color(color);
- size_t index = (model::SPHERESEGMENTS) * (model::SPHERESEGMENTS-1);
- size_t count = (model::SPHERESEGMENTS)*2;
+ size_t index = (model::SPHERESEGMENTS) * (model::SPHERESEGMENTS - 1);
+ size_t count = (model::SPHERESEGMENTS) * 2;
// draw body
- for (int j=0; j < (model::SPHERESEGMENTS-1)/2; j++) {
+ for (int j = 0; j < (model::SPHERESEGMENTS - 1) / 2; j++) {
glDrawArrays(gl::QuadStrip, index, count);
index += count;
- Stats::quads += count/2-1;
+ Stats::quads += count / 2 - 1;
}
}
@@ -175,7 +175,7 @@ void draw_pass_sky()
gl::enable(GL_TEXTURE_2D);
gl::push();
- gl::translate(Camera::eye());
+ gl::translate(Camera::eye());
draw_sphere_inside(math::Color(), 1016.0f);
gl::pop();
@@ -186,33 +186,33 @@ void draw_pass_sky()
/* ---- Globes ----------------------------------------------------- */
void draw_sphere(math::Color const & color, float radius)
-{
+{
gl::scale(radius, radius, radius);
gl::color(color);
size_t index = 0;
- size_t count = (model::SPHERESEGMENTS)*2;
+ size_t count = (model::SPHERESEGMENTS) * 2;
// draw body
- for (int j=0; j < (model::SPHERESEGMENTS-1)/2; j++) {
+ for (int j = 0; j < (model::SPHERESEGMENTS - 1) / 2; j++) {
glDrawArrays(gl::QuadStrip, index, count);
index += count;
- Stats::quads += count/2-1;
+ Stats::quads += count / 2 - 1;
}
}
void draw_globe(const core::EntityGlobe* globe)
{
- /*
+ /*
Globes have to be rendered distance sorted, closest last.
Globes behind farplane are rescaled and repositioned.
*/
math::Vector3f location(globe->location());
float radius = globe->radius();
- if(globe->flag_is_set(core::Entity::Bright)) {
+ if (globe->flag_is_set(core::Entity::Bright)) {
// bright globe, render fullbright
- gl::disable(GL_LIGHTING);
+ gl::disable(GL_LIGHTING);
} else {
// disable camera light, level light only
gl::disable(GL_LIGHT0);
@@ -234,10 +234,10 @@ void draw_globe(const core::EntityGlobe* globe)
if (has_zone_light) {
// move zone light
float fake_light[4];
- for (size_t i=0; i < 3; i++) {
+ for (size_t i = 0; i < 3; i++) {
fake_light[i] = zone_light[i] + location[i] - globe->location()[i];
}
- fake_light[3] = 1.0f;
+ fake_light[3] = 1.0f;
glLightfv(GL_LIGHT1, GL_POSITION, fake_light);
}
}
@@ -255,7 +255,7 @@ void draw_globe(const core::EntityGlobe* globe)
gl::pop();
- if(globe->flag_is_set(core::Entity::Bright)) {
+ if (globe->flag_is_set(core::Entity::Bright)) {
math::Vector3f v = globe->location() - Camera::eye();
v.normalize();
@@ -264,7 +264,7 @@ void draw_globe(const core::EntityGlobe* globe)
// FIXME a corona is actually just a giant flare
if (!globe->render_texture) {
gl::enable(GL_TEXTURE_2D);
- }
+ }
Textures::bind("textures/fx/corona");
/*
if (ext_render(globe)->distance() <= farplane) {
@@ -274,23 +274,23 @@ void draw_globe(const core::EntityGlobe* globe)
math::Color color(globe->color());
color.a = a - 0.1f;
-
+
gl::color(color);
- gl::enable(GL_BLEND);
-
+ gl::enable(GL_BLEND);
+
gl::begin(gl::Quads);
- glTexCoord2f(0,1);
- gl::vertex(location+ (Camera::axis().up() - Camera::axis().left()) * radius * 4.0f);
- glTexCoord2f(0,0);
- gl::vertex(location+ (Camera::axis().up() + Camera::axis().left()) * radius * 4.0f);
- glTexCoord2f(1,0);
- gl::vertex(location+ (Camera::axis().up() * -1 + Camera::axis().left()) * radius * 4.0f);
- glTexCoord2f(1,1);
- gl::vertex(location+ (Camera::axis().up() * -1 - Camera::axis().left()) * radius * 4.0f);
+ glTexCoord2f(0, 1);
+ gl::vertex(location + (Camera::axis().up() - Camera::axis().left()) * radius * 4.0f);
+ glTexCoord2f(0, 0);
+ gl::vertex(location + (Camera::axis().up() + Camera::axis().left()) * radius * 4.0f);
+ glTexCoord2f(1, 0);
+ gl::vertex(location + (Camera::axis().up() * -1 + Camera::axis().left()) * radius * 4.0f);
+ glTexCoord2f(1, 1);
+ gl::vertex(location + (Camera::axis().up() * -1 - Camera::axis().left()) * radius * 4.0f);
gl::end();
-
+
Stats::quads++;
-
+
gl::disable(GL_BLEND);
/*
if (ext_render(globe)->distance() <= farplane) {
@@ -316,11 +316,11 @@ void draw_globe(const core::EntityGlobe* globe)
}
if (globe->flag_is_set(core::Entity::Bright)) {
- gl::enable(GL_LIGHTING);
+ gl::enable(GL_LIGHTING);
} else {
gl::enable(GL_LIGHT0);
}
-
+
if (globe->render_texture) {
gl::disable(GL_TEXTURE_2D);
}
@@ -349,52 +349,52 @@ void draw_entity_cube(const core::Entity* entity)
gl::color(entity->color());
gl::begin(gl::Quads);
-
+
// top
- gl::normal(0,0,1);
+ gl::normal(0, 0, 1);
gl::vertex(v0);
gl::vertex(v1);
- gl::vertex(v2);
+ gl::vertex(v2);
gl::vertex(v3);
// bottom
- gl::normal(0,0, -1);
+ gl::normal(0, 0, -1);
gl::vertex(v7);
gl::vertex(v6);
- gl::vertex(v5);
+ gl::vertex(v5);
gl::vertex(v4);
-
+
// sides
- gl::normal(1,0,0);
+ gl::normal(1, 0, 0);
gl::vertex(v1);
- gl::vertex(v0);
- gl::vertex(v4);
- gl::vertex(v5);
+ gl::vertex(v0);
+ gl::vertex(v4);
+ gl::vertex(v5);
- gl::normal(-1,0,0);
- gl::vertex(v3);
- gl::vertex(v2);
- gl::vertex(v6);
- gl::vertex(v7);
+ gl::normal(-1, 0, 0);
+ gl::vertex(v3);
+ gl::vertex(v2);
+ gl::vertex(v6);
+ gl::vertex(v7);
- gl::normal(0,1,0);
+ gl::normal(0, 1, 0);
gl::vertex(v2);
- gl::vertex(v1);
- gl::vertex(v5);
- gl::vertex(v6);
+ gl::vertex(v1);
+ gl::vertex(v5);
+ gl::vertex(v6);
- gl::normal(0,-1,0);
+ gl::normal(0, -1, 0);
gl::vertex(v0);
- gl::vertex(v3);
- gl::vertex(v7);
- gl::vertex(v4);
+ gl::vertex(v3);
+ gl::vertex(v7);
+ gl::vertex(v4);
gl::end();
}
void draw_entity_diamond(const core::Entity* entity)
{
- float radius = entity->radius()/2;
+ float radius = entity->radius() / 2;
/* ---- draw axis lines ---- */
gl::color(entity->color_second());
@@ -411,7 +411,7 @@ void draw_entity_diamond(const core::Entity* entity)
gl::vertex(-1.25f * radius, 0, 0);
gl::vertex(-2 * radius, 0, 0);
-
+
gl::vertex(0, -1.25f * radius, 0);
gl::vertex(0, -2 * radius, 0);
@@ -421,7 +421,7 @@ void draw_entity_diamond(const core::Entity* entity)
gl::end();
/* ---- draw rotating body lines ---- */
- float angle = (core::application()->time() + ext_render(entity)->fuzz() ) * 45.0f;
+ float angle = (core::application()->time() + ext_render(entity)->fuzz()) * 45.0f;
angle = angle - 360.0f * floorf(angle / 360.0f);
gl::rotate(angle, math::Vector3f::Zaxis());
@@ -430,19 +430,19 @@ void draw_entity_diamond(const core::Entity* entity)
}
gl::color(entity->color());
- gl::begin(gl::TriangleFan );
+ gl::begin(gl::TriangleFan);
gl::normal(0, 0 , 1);
gl::vertex(0, 0, radius);
- gl::normal(1, 0 ,0);
+ gl::normal(1, 0 , 0);
gl::vertex(radius, 0.0f, 0.0f);
gl::normal(0, 1, 0);
gl::vertex(0.0f, radius, 0.0f);
- gl::normal(-1, 0 ,0);
+ gl::normal(-1, 0 , 0);
gl::vertex(-radius, 0.0f, 0.0f);
gl::normal(0, -1, 0);
gl::vertex(0.0f, -radius, 0.0f);
- gl::normal(1, 0 ,0);
+ gl::normal(1, 0 , 0);
gl::vertex(radius, 0.0f, 0.0f);
gl::end();
@@ -450,20 +450,20 @@ void draw_entity_diamond(const core::Entity* entity)
gl::begin(gl::TriangleFan);
gl::normal(0, 0 , -1);
gl::vertex(0, 0, -radius);
-
+
gl::normal(1, 0, 0);
gl::vertex(radius, 0.0f, 0.0f);
gl::normal(0, -1, 0);
gl::vertex(0.0f, -radius, 0.0f);
- gl::normal(-1, 0 ,0);
+ gl::normal(-1, 0 , 0);
gl::vertex(-radius, 0.0f, 0.0f);
gl::normal(0, 1, 0);
gl::vertex(0.0f, radius, 0.0f);
- gl::normal(1, 0 ,0);
+ gl::normal(1, 0 , 0);
gl::vertex(radius, 0.0f, 0.0f);
gl::end();
@@ -478,16 +478,16 @@ void draw_entity_axis(const core::Entity* entity)
gl::begin(gl::Lines);
gl::color(entity->color_second());
- gl::vertex(r,0.0f,0.0f);
+ gl::vertex(r, 0.0f, 0.0f);
gl::color(entity->color());
- gl::vertex(-r,0.0f,0.0f);
+ gl::vertex(-r, 0.0f, 0.0f);
- gl::vertex(0.0f,r/2,0.0f);
- gl::vertex(0.0f,-r/2,0.0f);
+ gl::vertex(0.0f, r / 2, 0.0f);
+ gl::vertex(0.0f, -r / 2, 0.0f);
- gl::vertex(0.0f,0.0f,r);
- gl::vertex(0.0f,0.0f,-r);
- gl::end();
+ gl::vertex(0.0f, 0.0f, r);
+ gl::vertex(0.0f, 0.0f, -r);
+ gl::end();
}
void draw_pass_default()
@@ -505,11 +505,11 @@ void draw_pass_default()
gl::disable(GL_LIGHTING);
}
- switch(entity->shape()) {
+ switch (entity->shape()) {
case core::Entity::Sphere:
draw_entity_sphere(entity);
break;
-
+
case core::Entity::Diamond:
draw_entity_diamond(entity);
break;
@@ -519,10 +519,10 @@ void draw_pass_default()
break;
case core::Entity::Cube:
-
- default:
- draw_entity_cube(entity);
- break;
+
+ default:
+ draw_entity_cube(entity);
+ break;
}
if (entity->flag_is_set(core::Entity::Bright)) {
@@ -557,7 +557,7 @@ void draw_fragment(model::Fragment *fragment, bool draw_details)
}
if (r_normals->value()) {
- gl::begin(gl::Lines );
+ gl::begin(gl::Lines);
gl::color(1.0f, 0.0f, 0.0f);
@@ -580,8 +580,8 @@ void draw_fragment(model::Fragment *fragment, bool draw_details)
}
void draw_model_fragments(model::Model *model,
- const math::Color & color_primary, const math::Color & color_secondary,
- const bool detail, const bool power, const float thrust)
+ const math::Color & color_primary, const math::Color & color_secondary,
+ const bool detail, const bool power, const float thrust)
{
// default material, lighted and geometry color
const model::Material *material = 0;
@@ -593,7 +593,7 @@ void draw_model_fragments(model::Model *model,
// TODO this should probably be initialized somewhere else
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
for (model::Model::Groups::iterator git = model->groups().begin(); git != model->groups().end(); git++) {
@@ -602,8 +602,8 @@ void draw_model_fragments(model::Model *model,
if (group->transform()) {
gl::push();
-
- gl::translate(group->location());
+
+ gl::translate(group->location());
if (group->type() == model::FragmentGroup::Rotate) {
float rotation_angle = math::degrees360f(core::application()->time() * group->speed());
@@ -611,57 +611,63 @@ void draw_model_fragments(model::Model *model,
} else {
gl::multmatrix(group->axis());
}
-
+
const float s = group->scale();
if (s)
gl::scale(s, s, s);
}
for (model::FragmentGroup::iterator fit = group->begin(); fit != group->end(); fit++) {
-
+
model::Fragment *fragment = (*fit);
-
+
if (fragment->material() != material) {
material = fragment->material();
-
+
if (material) {
if (material->flags() & model::Material::Engine) {
-
-/* if (use_color_array) {
+
+ /*
+ if (use_color_array) {
glDisableClientState(GL_COLOR_ARRAY);
use_color_array = false;
- }*/
-
+ }
+ */
color.assign(model->enginecolor() * thrust);
-
+
} else if (material->flags() & model::Material::Tertiary) {
-/* if (use_color_array) {
+ /*
+ if (use_color_array) {
use_color_array = false;
glDisableClientState(GL_COLOR_ARRAY);
- }*/
-
+ }
+ */
+
if ((material->flags() & model::Material::Tertiary) == model::Material::Tertiary) {
for (size_t i = 0; i < 3; i++)
color[i] = (color_primary[i] + color_secondary[i]) / 2;
-
+
} else if ((material->flags() & model::Material::Secondary) == model::Material::Secondary) {
color.assign(color_secondary);
-
- } if ((material->flags() & model::Material::Primary) == model::Material::Primary) {
+
+ }
+ if ((material->flags() & model::Material::Primary) == model::Material::Primary) {
color.assign(color_primary);
}
-
+
color.r *= material->color().r;
color.g *= material->color().g;
color.b *= material->color().b;
} else {
-/* if (!use_color_array) {
+ /*
+ if (!use_color_array) {
glEnableClientState(GL_COLOR_ARRAY);
use_color_array = true;
- }*/
+ }
+ */
color.assign(material->color());
}
-
+
if (power && (material->flags() & model::Material::Bright)) {
if (use_light) {
gl::disable(GL_LIGHTING);
@@ -691,7 +697,7 @@ void draw_model_fragments(model::Model *model,
}
if (material->flags() & model::Material::Environment) {
-
+
if (!(material->flags() & model::Material::Texture)) {
// use sky as envmap if the material defines no texture
if (core::localplayer()->zone()->sky_texture()) {
@@ -707,7 +713,7 @@ void draw_model_fragments(model::Model *model,
if (!use_env) {
// enable env mapping
gl::enable(GL_TEXTURE_GEN_S);
- gl::enable(GL_TEXTURE_GEN_T);
+ gl::enable(GL_TEXTURE_GEN_T);
use_env = true;
}
@@ -716,7 +722,7 @@ void draw_model_fragments(model::Model *model,
if (use_env) {
// disable env mapping
gl::disable(GL_TEXTURE_GEN_S);
- gl::disable(GL_TEXTURE_GEN_T);
+ gl::disable(GL_TEXTURE_GEN_T);
use_env = false;
}
}
@@ -730,7 +736,6 @@ void draw_model_fragments(model::Model *model,
} else {
// material not found
-
if (use_light) {
// disable lighting
gl::disable(GL_LIGHTING);
@@ -740,7 +745,7 @@ void draw_model_fragments(model::Model *model,
if (use_env) {
// disable env mapping
gl::disable(GL_TEXTURE_GEN_S);
- gl::disable(GL_TEXTURE_GEN_T);
+ gl::disable(GL_TEXTURE_GEN_T);
use_env = false;
}
@@ -749,14 +754,16 @@ void draw_model_fragments(model::Model *model,
use_texture = false;
}
-/* if (!use_color_array) {
+ /*
+ if (!use_color_array) {
glEnableClientState(GL_COLOR_ARRAY);
use_color_array = true;
- }*/
+ }
+ */
color.assign(1.0f, 0.0f, 1.0f);
}
}
-
+
gl::color(color);
draw_fragment(fragment, detail);
}
@@ -782,9 +789,11 @@ void draw_model_fragments(model::Model *model,
use_texture = false;
}
-/* if (!use_color_array) {
+ /*
+ if (!use_color_array) {
glEnableClientState(GL_COLOR_ARRAY);
- }*/
+ }
+ */
}
void draw_model_fragments(core::Entity *entity)
@@ -859,7 +868,7 @@ void draw_model_axis(const core::Entity *entity)
const float r = entity->radius() * 1.5f;
gl::begin(gl::Lines);
-
+
gl::color(entity->color());
gl::vertex(-r, 0.0f, 0.0f);
@@ -876,14 +885,14 @@ void draw_model_axis(const core::Entity *entity)
gl::color(1.0f, 0.0f, 0.0f);
gl::vertex(worldaxis.forward() * -1 * r);
- gl::vertex(worldaxis.forward() * r);
+ gl::vertex(worldaxis.forward() * r);
gl::vertex(worldaxis.left() * -1 * r);
gl::vertex(worldaxis.left() * r);
-
+
gl::vertex(worldaxis.up() * -1 * r);
gl::vertex(worldaxis.up() * r);
-
+
gl::end();
}
@@ -929,7 +938,7 @@ void draw_pass_model_fx(float elapsed)
for (core::Zone::Content::iterator it = zone->content().begin(); it != zone->content().end(); it++) {
core::Entity *entity = (*it);
-
+
power = true;
if ((entity->type() == core::Entity::Controlable) || (entity->type() == core::Entity::Dynamic)) {
@@ -942,17 +951,17 @@ void draw_pass_model_fx(float elapsed)
if (entity->model() && ext_render(entity)->detailvisible() && power) {
- // disable culling by default
+ // disable culling by default
gl::disable(GL_CULL_FACE);
model::Cull current_cull = model::CullNone;
-
+
// default light texture
size_t current_texture = Textures::bind("textures/fx/flare00");
gl::enable(GL_TEXTURE_2D);
-
+
gl::begin(gl::Quads);
- // draw model lights
+ // draw model lights
for (model::Model::Lights::iterator lit = entity->model()->lights().begin(); lit != entity->model()->lights().end(); lit++) {
model::Light *light = (*lit);
@@ -992,7 +1001,7 @@ void draw_pass_model_fx(float elapsed)
color.assign(light->color());
}
color.a = a;
-
+
location.assign(entity->location() + (entity->axis() * light->location()));
light_size = 0.0625f * light->radius();
@@ -1005,19 +1014,19 @@ void draw_pass_model_fx(float elapsed)
// draw the quad
gl::color(color);
-
- glTexCoord2f(0,1);
+
+ glTexCoord2f(0, 1);
gl::vertex(location + (Camera::axis().up() - Camera::axis().left()) * light_size);
- glTexCoord2f(0,0);
+ glTexCoord2f(0, 0);
gl::vertex(location + (Camera::axis().up() + Camera::axis().left()) * light_size);
- glTexCoord2f(1,0);
+ glTexCoord2f(1, 0);
gl::vertex(location + (Camera::axis().up() * -1 + Camera::axis().left()) * light_size);
- glTexCoord2f(1,1);
+ glTexCoord2f(1, 1);
gl::vertex(location + (Camera::axis().up() * -1 - Camera::axis().left()) * light_size);
Stats::quads++;
-
+
}
-
+
// draw flares
for (model::Model::Flares::iterator flit = entity->model()->flares().begin(); flit != entity->model()->flares().end(); flit++) {
model::Flare *flare = (*flit);
@@ -1074,7 +1083,7 @@ void draw_pass_model_fx(float elapsed)
gl::end();
if (current_texture != flare->texture()) {
- current_texture = Textures::bind(flare->texture());
+ current_texture = Textures::bind(flare->texture());
}
if (current_cull != flare->cull()) {
@@ -1101,14 +1110,14 @@ void draw_pass_model_fx(float elapsed)
// draw the quad
gl::color(color);
-
- glTexCoord2f(0,1);
+
+ glTexCoord2f(0, 1);
gl::vertex(location + (flare_axis.up() + flare_axis.left()) * light_size);
- glTexCoord2f(0,0);
+ glTexCoord2f(0, 0);
gl::vertex(location + (flare_axis.up() - flare_axis.left()) * light_size);
- glTexCoord2f(1,0);
+ glTexCoord2f(1, 0);
gl::vertex(location + (flare_axis.up() * -1 - flare_axis.left()) * light_size);
- glTexCoord2f(1,1);
+ glTexCoord2f(1, 1);
gl::vertex(location + (flare_axis.up() * -1 + flare_axis.left()) * light_size);
Stats::quads++;
@@ -1129,7 +1138,7 @@ void draw_pass_model_fx(float elapsed)
if (current_cull == model::CullNone) {
gl::enable(GL_CULL_FACE);
}
-
+
if (particlesystem->cull() == model::CullBack) {
gl::cullface(GL_BACK);
current_cull = model::CullBack;
@@ -1185,26 +1194,26 @@ void draw_pass_spacegrid()
gl::push();
gl::translate(Camera::target());
- gl::color(0,0, 1.0f);
+ gl::color(0, 0, 1.0f);
gl::normal(0, 0, 1.0f);
gl::begin(gl::Lines);
- for (int i=-gridsize; i <= gridsize; i++) {
- gl::color(0,0, 0, 0);
- gl::vertex(i-dx, -gridsize-dy, z);
- gl::color(0,0, (gridsize-abs(i))*s, (gridsize-abs(i))*s);
- gl::vertex(i-dx, -dy, z );
- gl::vertex(i-dx, -dy ,z );
- gl::color(0,0, 0, 0);
- gl::vertex(i-dx, gridsize-dy, z);
-
- gl::vertex(-gridsize-dx, i-dy, z );
- gl::color(0,0, (gridsize-abs(i))*s, (gridsize-abs(i))*s);
- gl::vertex(-dx, i-dy, z);
- gl::vertex(-dx, i-dy, z);
- gl::color(0,0, 0, 0);
- gl::vertex(gridsize-dx, i-dy, z);
+ for (int i = -gridsize; i <= gridsize; i++) {
+ gl::color(0, 0, 0, 0);
+ gl::vertex(i - dx, -gridsize - dy, z);
+ gl::color(0, 0, (gridsize - abs(i))*s, (gridsize - abs(i))*s);
+ gl::vertex(i - dx, -dy, z);
+ gl::vertex(i - dx, -dy , z);
+ gl::color(0, 0, 0, 0);
+ gl::vertex(i - dx, gridsize - dy, z);
+
+ gl::vertex(-gridsize - dx, i - dy, z);
+ gl::color(0, 0, (gridsize - abs(i))*s, (gridsize - abs(i))*s);
+ gl::vertex(-dx, i - dy, z);
+ gl::vertex(-dx, i - dy, z);
+ gl::color(0, 0, 0, 0);
+ gl::vertex(gridsize - dx, i - dy, z);
}
gl::end();
@@ -1227,7 +1236,7 @@ void draw(float seconds)
glPolygonMode(GL_FRONT, GL_FILL);
}
- // set vertex array pointers
+ // set vertex array pointers
glVertexPointer(3, GL_FLOAT, 0, core::game()->vertexarray()->vertex());
glNormalPointer(GL_FLOAT, 0, core::game()->vertexarray()->normal());
glTexCoordPointer(3, GL_FLOAT, 0, core::game()->vertexarray()->texture());
@@ -1239,7 +1248,7 @@ void draw(float seconds)
glEnableClientState(GL_NORMAL_ARRAY);
// glDisableClientState(GL_COLOR_ARRAY);
- gl::disable(GL_DEPTH_TEST);
+ gl::disable(GL_DEPTH_TEST);
gl::depthmask(GL_FALSE); // disable depth buffer writing
draw_pass_sky(); // draw the skysphere
@@ -1259,7 +1268,7 @@ void draw(float seconds)
}
gl::enable(GL_LIGHTING); // enable lighting
-
+
draw_pass_globes(); // draw globes
draw_pass_default(); // draw entities without model
@@ -1275,12 +1284,12 @@ void draw(float seconds)
// disable resaling of normals
gl::disable(GL_RESCALE_NORMAL);
}
-
+
gl::enable(GL_BLEND);
gl::depthmask(GL_FALSE); // disable depth buffer writing
-
+
draw_pass_spacegrid(); // draw the blue spacegrid
-
+
if (!core::localplayer()->view()) {
Dust::draw(zone_color); // draw spacedust
}
@@ -1299,10 +1308,10 @@ void draw(float seconds)
gl::enable(GL_RESCALE_NORMAL);
}
- gl::enable(GL_LIGHTING);
-
+ gl::enable(GL_LIGHTING);
+
draw_pass_model_radius();
-
+
gl::disable(GL_LIGHTING);
if (r_normalize && r_normalize->value()) {
@@ -1313,15 +1322,15 @@ void draw(float seconds)
gl::disable(GL_RESCALE_NORMAL);
}
}
-
+
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
+
gl::disable(GL_COLOR_MATERIAL); // disable color tracking
gl::disable(GL_CULL_FACE); // disable culling
-
+
gl::depthmask(GL_TRUE); // enable depth buffer writing
gl::disable(GL_DEPTH_TEST); // disable depth buffer testing
// GL_BLEND must be enabled for the GUI
@@ -1330,7 +1339,7 @@ void draw(float seconds)
// draw HUD target world space geometry, like dock indicators
void draw_target(core::Entity *entity)
{
- model::Model *model = entity->model();
+ model::Model *model = entity->model();
if (!model)
return;
@@ -1347,13 +1356,13 @@ void draw_target(core::Entity *entity)
gl::multmatrix(entity->axis());
gl::color(0, 1.0f, 1.0f, 1.0f);
-
+
for (model::Model::Docks::iterator dit = model->docks().begin(); dit != model->docks().end(); dit++) {
model::Dock *dock = (*dit);
math::Vector3f maxbox(dock->location());
math::Vector3f minbox(dock->location());
- for (size_t i=0; i < 3; i++) {
+ for (size_t i = 0; i < 3; i++) {
maxbox[i] += 0.025;
minbox[i] -= 0.025;
}
@@ -1365,7 +1374,7 @@ void draw_target(core::Entity *entity)
gl::vertex(minbox.x(), minbox.y(), maxbox.z());
gl::vertex(maxbox.x(), minbox.y(), maxbox.z());
gl::end();
-
+
// bottom
gl::begin(gl::LineLoop);
gl::vertex(maxbox.x(), maxbox.y(), minbox.z());
@@ -1373,7 +1382,7 @@ void draw_target(core::Entity *entity)
gl::vertex(minbox.x(), minbox.y(), minbox.z());
gl::vertex(maxbox.x(), minbox.y(), minbox.z());
gl::end();
-
+
gl::begin(gl::Lines);
gl::vertex(maxbox.x(), maxbox.y(), maxbox.z());
gl::vertex(maxbox.x(), maxbox.y(), minbox.z());