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authorStijn Buys <ingar@osirion.org>2009-04-16 19:36:15 +0000
committerStijn Buys <ingar@osirion.org>2009-04-16 19:36:15 +0000
commit6ab4021827e91303ac6fe2276f5567810b7e0496 (patch)
tree82c50c5a4bdc63da51c5bee9c122d165fd872aa6 /src/render
parenta95028547981614e06ea7a6d22b853b85418cea3 (diff)
updated a few help messages, added 3d modelview to the buy menu
Diffstat (limited to 'src/render')
-rw-r--r--src/render/camera.cc24
-rw-r--r--src/render/camera.h9
-rw-r--r--src/render/draw.cc6
-rw-r--r--src/render/draw.h5
4 files changed, 37 insertions, 7 deletions
diff --git a/src/render/camera.cc b/src/render/camera.cc
index ba056d0..092cc26 100644
--- a/src/render/camera.cc
+++ b/src/render/camera.cc
@@ -374,6 +374,30 @@ void Camera::frustum()
gl::translate(-1.0f * camera_eye);
}
+void Camera::frustum_default(float distance, float cx, float cy)
+{
+ // Change to the projection matrix and set our viewing volume large enough for the skysphere
+ gl::matrixmode(GL_PROJECTION);
+ gl::loadidentity();
+
+ // note: the factor 2.0f probably has to be 1.0f/frustum_size
+ gl::translate(2.0f*(-State::width() * 0.5f + cx)/State::width() , 2.0f*(State::height() * 0.5f - cy)/State::height(), 0.0f);
+
+ gl::frustum(-camera_frustum_size, camera_frustum_size, -camera_frustum_size/State::aspect(), camera_frustum_size/State::aspect(), camera_frustum_front, 1023.0f);
+
+ gl::matrixmode(GL_MODELVIEW);
+ gl::loadidentity();
+
+ // map world coordinates to opengl coordinates
+ gl::rotate(90.0f, 0.0f, 1.0f, 0.0f);
+ gl::rotate(-90.0f, 1.0f , 0.0f, 0.0f);
+
+ gl::translate(distance+1.0f, 0.0f, 0.0f);
+
+ // extra model rotation
+ gl::rotate(-core::application()->time() / 8.0f *360.0f , 0.0f, 0.0f, 1.0f);
+}
+
void Camera::ortho()
{
// switch to orthographic projection
diff --git a/src/render/camera.h b/src/render/camera.h
index 400c4b0..349aef8 100644
--- a/src/render/camera.h
+++ b/src/render/camera.h
@@ -43,11 +43,16 @@ public:
/// progress the camera
static void frame(float elapsed);
- /// enable frustum projection
- /** The frustum projection is used to draw the world
+ /// enable camera frustum projection
+ /** The camera frustum projection is used to draw the world
*/
static void frustum();
+ /// enable default frustum projection
+ /** The default frustum projection is used to draw Gui 3D models
+ */
+ static void frustum_default(float distance, float cx, float cy);
+
/// enable orthographic projection
/** The ortographic projetion is used to draw the user interface
*/
diff --git a/src/render/draw.cc b/src/render/draw.cc
index 6762b64..5784347 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -539,12 +539,8 @@ 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 = true, const bool power = true, const float thrust = 0.0f)
+ const bool detail, const bool power, const float thrust)
{
-
- if (!model)
- return;
-
// default material, lighted and geometry color
const model::Material *material = 0;
bool use_light = true; // gl::disable(GL_LIGHTING) is set
diff --git a/src/render/draw.h b/src/render/draw.h
index bb42067..14a9767 100644
--- a/src/render/draw.h
+++ b/src/render/draw.h
@@ -26,6 +26,11 @@ void reset();
/// draw a sphere
void draw_sphere(math::Color const & color, float radius);
+/// draw a model
+void draw_model_fragments(model::Model *model,
+ const math::Color & color_primary, const math::Color & color_secondary,
+ const bool detail = true, const bool power = true, const float thrust = 0.0f);
+
class Stats {
public:
static void clear();