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-rwxr-xr-xsrc/ui/modelview.cc151
-rwxr-xr-xsrc/ui/modelview.h31
2 files changed, 165 insertions, 17 deletions
diff --git a/src/ui/modelview.cc b/src/ui/modelview.cc
index be56856..79544bb 100755
--- a/src/ui/modelview.cc
+++ b/src/ui/modelview.cc
@@ -21,14 +21,12 @@ namespace ui
GLenum modelview_gllight = GL_LIGHT0 + 7;
-ModelView::ModelView(Widget *parent, const char *modelname) : Widget(parent)
+ModelView::ModelView(Widget *parent) : Widget(parent)
{
set_border(false);
set_background(false);
set_label("modelview");
- set_modelname(modelname);
-
modelview_radius = 0.75f;
modelview_zoom = 1.0f;
modelview_dragging = false;
@@ -36,6 +34,8 @@ ModelView::ModelView(Widget *parent, const char *modelname) : Widget(parent)
modelview_axis.clear();
modelview_axis.change_direction(180);
modelview_axis.change_pitch(-15);
+
+ modelview_mode = Model;
}
ModelView::~ModelView()
@@ -47,19 +47,33 @@ void ModelView::print(const size_t indent) const
con_print << aux::pad_left(marker, indent*2) << label() << " \"" << modelname() << "\"" << std::endl;
}
-void ModelView::set_modelname(const char *modelname)
+void ModelView::set_globetexturename(const std::string & texturename, const bool bright, const std::string & coronaname)
{
- if (modelname)
- modelview_modelname.assign(modelname);
- else
- modelview_modelname.clear();
+ modelview_globetexturename.assign(texturename);
+ modelview_globecoronaname.assign(coronaname);
+ modelview_globebright = bright;
set_background(false);
+ modelview_axis.clear();
+ modelview_axis.change_direction(180);
+ modelview_axis.change_pitch(-15);
+ modelview_zoom = 1.0f;
+ modelview_modelname.clear();
+}
+
+void ModelView::set_modelname(const std::string & modelname)
+{
+ modelview_modelname.assign(modelname);
+
+ set_background(false);
modelview_axis.clear();
modelview_axis.change_direction(180);
modelview_axis.change_pitch(-15);
modelview_zoom = 1.0f;
+ modelview_globetexturename.clear();
+ modelview_globecoronaname.clear();
+ modelview_globebright = false;
}
void ModelView::set_colors(const math::Color & color_primary, const math::Color & color_secondary)
@@ -141,11 +155,126 @@ void ModelView::draw_background()
void ModelView::draw()
{
- if (!modelview_modelname.size()) {
+ if (!core::application()->connected() || !core::game()->time()) {
return;
}
- if (!core::application()->connected() || !core::game()->time()) {
+ switch (mode()) {
+
+ case Model:
+ draw_model();
+ break;
+ case Globe:
+ draw_globe();
+ break;
+ }
+}
+
+void ModelView::draw_globe()
+{
+ math::Vector2f center(global_location() + size() * 0.5f);
+
+ const float minscreen(math::min(root()->width(),root()->height()));
+ const float minwidget(math::min(width(), height()));
+ const float reference_radius = radius() * minwidget / minscreen;
+
+ // gl 3d mode
+ render::Camera::frustum_default(modelview_zoom, center.x(), center.y());
+
+ // reset lighting
+ render::pass_reset_lights();
+
+ // enable lighting
+ gl::enable(GL_LIGHTING);
+
+ gl::disable(GL_BLEND);
+ gl::depthmask(GL_TRUE); // enable writing to the depth buffer
+ gl::enable(GL_DEPTH_TEST); // enable depth test
+
+ gl::enable(GL_CULL_FACE); // enable culling
+ gl::enable(GL_COLOR_MATERIAL); // enable color tracking
+
+ // clear depth buffer
+ gl::clear(GL_DEPTH_BUFFER_BIT);
+
+ // enable vertex arrays
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ // we set up the light in camera space
+ for (size_t i = 0; i < 8; i++) {
+ // check if a light is available
+ if (!glIsEnabled(GL_LIGHT0 + i)) {
+ modelview_gllight = GL_LIGHT0 + i;
+ break;
+ }
+ }
+
+ GLfloat modelview_light[] = { -10.0f * reference_radius, 0, 0, 1.0f };
+ GLfloat ambient_light[] = { 0.1f, 0.1f, 0.1f, 1.0f };
+ GLfloat diffuse_light[] = { 0.75f, 0.75f, 0.75f, 1.0f };
+ GLfloat specular_light[] = { 0.75f, 0.75f, 0.75f, 1.0f };
+
+ glLightfv(modelview_gllight, GL_POSITION, modelview_light);
+ glLightfv(modelview_gllight, GL_AMBIENT, ambient_light);
+ glLightfv(modelview_gllight, GL_DIFFUSE, diffuse_light);
+ glLightfv(modelview_gllight, GL_SPECULAR, specular_light);
+
+ glLightf(modelview_gllight, GL_LINEAR_ATTENUATION, 0.05f);
+
+ gl::enable(modelview_gllight);
+
+ render::State::set_normalize(true);
+
+ // push transformation matrix to stack
+ gl::push();
+
+ if (modelview_globebright) {
+ gl::disable(GL_LIGHTING);
+
+ if (modelview_globecoronaname.size()) {
+ size_t corona_id = render::Textures::load("textures/corona/" + modelview_globecoronaname);
+ render::draw_globe_corona(math::Vector3f(0.0f, 0.0f, 0.0f), modelview_color_primary, reference_radius, corona_id);
+ }
+ }
+
+ gl::multmatrix(modelview_axis);
+
+ if (modelview_globetexturename.size()) {
+ // textured globe
+ render::Textures::bind("textures/" + modelview_globetexturename);
+ gl::enable(GL_TEXTURE_2D);
+ }
+
+ render::draw_sphere(modelview_color_primary, reference_radius);
+
+ gl::pop();
+
+ render::State::set_normalize(false);
+ gl::disable(modelview_gllight);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ gl::enable(GL_BLEND);
+ gl::disable(GL_TEXTURE_2D);
+ gl::disable(GL_COLOR_MATERIAL); // disable color tracking
+ gl::disable(GL_CULL_FACE); // disable culling
+ gl::depthmask(GL_FALSE); // enable depth buffer writing
+ gl::disable(GL_DEPTH_TEST); // disable depth buffer testing
+ gl::disable(GL_LIGHTING);
+
+ // gl 2d mode
+ render::Camera::ortho();
+
+
+}
+
+void ModelView::draw_model()
+{
+ if (!modelview_modelname.size()) {
return;
}
@@ -157,7 +286,7 @@ void ModelView::draw()
return;
}
- math ::Vector2f center(global_location() + size() * 0.5f);
+ math::Vector2f center(global_location() + size() * 0.5f);
const float minscreen(math::min(root()->width(),root()->height()));
const float minwidget(math::min(width(), height()));
diff --git a/src/ui/modelview.h b/src/ui/modelview.h
index f63dfa8..5596271 100755
--- a/src/ui/modelview.h
+++ b/src/ui/modelview.h
@@ -16,13 +16,19 @@ namespace ui
class ModelView : public Widget
{
public:
- ModelView(Widget *parent, const char *modelname = 0);
+ ModelView(Widget *parent);
~ModelView();
+
+ enum Mode { Model = 0, Globe = 1 };
inline std::string const &modelname() const {
return modelview_modelname;
}
+ inline Mode mode() const {
+ return modelview_mode;
+ }
+
inline float zoom() const {
return modelview_zoom;
}
@@ -31,11 +37,9 @@ public:
return modelview_radius;
}
- void set_modelname(const char *modelname);
-
- inline void set_modelname(const std::string & modelname) {
- set_modelname(modelname.c_str());
- }
+ void set_globetexturename(const std::string & texturename, const bool bright, const std::string & coronaname);
+
+ void set_modelname(const std::string & modelname);
void set_colors(const math::Color & color_primary, const math::Color & color_secondary);
@@ -53,6 +57,10 @@ public:
inline void set_radius(const float radius) {
modelview_radius = radius;
}
+
+ inline void set_mode(const Mode mode) {
+ modelview_mode = mode;
+ }
protected:
/// draw the widget
@@ -76,9 +84,20 @@ protected:
virtual void on_mousemove(const math::Vector2f &cursor);
private:
+ void draw_model();
+
+ void draw_globe();
+
+ Mode modelview_mode;
+
std::string modelview_modelname;
+ std::string modelview_globetexturename;
+ std::string modelview_globecoronaname;
+ bool modelview_globebright;
+
math::Color modelview_color_primary;
math::Color modelview_color_secondary;
+
float modelview_zoom;
float modelview_radius;