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Diffstat (limited to 'src/render')
-rw-r--r--src/render/draw.cc39
1 files changed, 18 insertions, 21 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc
index 26655e0..7a780bf 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -174,7 +174,7 @@ void draw_model_evertex(core::Entity *entity)
Stats::tris += count/3;
}
}
-
+/*
void draw_model_engines(core::EntityControlable *entity)
{
model::Model *model = entity->model();
@@ -228,11 +228,12 @@ void draw_model_shield(core::EntityControlable *entity)
//gl::pop();
}
+*/
/* ----- Render passes --------------------------------------------- */
/* calculate entity visibility */
-void pass_prepare()
+void pass_prepare(float seconds)
{
std::map<unsigned int, core::Entity *>::iterator it;
for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
@@ -257,21 +258,17 @@ void pass_prepare()
}
}
- // update client state
if (!entity->state()) {
- entity->entity_clientstate = new core::ClientState();
- entity->state()->assign(entity);
+ entity->entity_clientstate = new core::ClientState(entity);
}
- entity->state()->state_visible = false;
- entity->state()->state_detailvisible = false;
- if (!flag_is_set(entity->flags(), core::Entity::Static)) {
- entity->state()->state_location = entity->state()->previouslocation() +
- (entity->location() - entity->state()->previouslocation()) * core::game()->timeoffset();
- }
+ entity->state()->state_visible = true;
+ entity->state()->state_detailvisible = false;
// calculate visibility for entities with models
if (entity->model()) {
+
+ entity->state()->state_visible = false;
float dq = math::distancesquared(camera_eye, entity->location());
if (dq <= drawfxdistance*drawfxdistance*entity->model()->radius()) {
@@ -285,9 +282,6 @@ void pass_prepare()
}
} else {
-
- entity->state()->state_visible = true;
-
if ((entity->type() == core::Entity::Globe) && flag_is_set(entity->flags(), core::Entity::Bright)) {
// bright globes set level light
@@ -298,7 +292,8 @@ void pass_prepare()
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
- }
+ }
+
}
}
@@ -313,7 +308,7 @@ void draw_pass_default()
if (!entity->model()) {
gl::push();
gl::translate(entity->state()->location());
- gl::multmatrix(entity->axis());
+ gl::multmatrix(entity->state()->axis());
if (flag_is_set(entity->flags(), core::Entity::Bright)) {
gl::disable(GL_LIGHTING);
@@ -356,7 +351,7 @@ void draw_pass_model_vertex()
if (entity->model() && entity->state()->visible()) {
gl::push();
gl::translate(entity->state()->location());
- gl::multmatrix(entity->axis());
+ gl::multmatrix(entity->state()->axis());
draw_model_vertex(entity);
@@ -376,7 +371,7 @@ void draw_pass_model_evertex()
if (entity->model() && entity->state()->visible()) {
gl::push();
gl::translate(entity->state()->location());
- gl::multmatrix(entity->axis());
+ gl::multmatrix(entity->state()->axis());
draw_model_evertex(entity);
@@ -386,6 +381,7 @@ void draw_pass_model_evertex()
}
/* Draw model shields */
+/*
void draw_pass_model_shields() {
for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
@@ -398,7 +394,7 @@ void draw_pass_model_shields() {
if (entity->type() == core::Entity::Controlable) {
gl::push();
gl::translate(entity->state()->location());
- gl::multmatrix(entity->axis());
+ gl::multmatrix(entity->state()->axis());
draw_model_shield((core::EntityControlable *)entity);
gl::pop();
@@ -407,6 +403,7 @@ void draw_pass_model_shields() {
}
}
}
+*/
/* draw model lights and engines */
void draw_pass_model_fx()
@@ -518,7 +515,7 @@ void draw_pass_model_corona()
for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
core::Entity *entity = (*it).second;
- if (entity->state()->visible() && (entity->shape() != core::Entity::Sphere)) {
+ if ((entity->shape() != core::Entity::Sphere) && entity->state() && entity->state()->visible()) {
gl::push();
gl::translate(entity->state()->location());
math::Color color = entity->color();
@@ -582,7 +579,7 @@ void draw(math::Axis const &axis, math::Vector3f const &eye, math::Vector3f cons
camera_eye.assign(eye);
camera_axis.assign(axis);
- pass_prepare();
+ pass_prepare(seconds);
gl::enable(GL_DEPTH_TEST); // enable depth buffer writing
gl::enable(GL_CULL_FACE); // enable culling