// Construction/Destruction
//////////////////////////////////////////////////////////////////////
-DVisDrawer::DVisDrawer(){
- m_list = NULL;
+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;
+ g_VisView = NULL;
}
//////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////
-const char* g_state_solid = "$bobtoolz/visdrawer/solid";
-const char* g_state_wireframe = "$bobtoolz/visdrawer/wireframe";
+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 {
- //bleh
- std::list<DWinding *>::const_iterator l = m_list->begin();
+void DVisDrawer::render(RenderStateFlags state) const
+{
+ //bleh
+ std::list<DWinding *>::const_iterator l = m_list->begin();
- for (; l != m_list->end(); l++ )
- {
- DWinding* w = *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] );
- }
- glEnd();
- }
+ 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 ) {
- return;
- }
+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 ) {
- return;
- }
+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 ) {
- ClearPoints();
- }
+void DVisDrawer::SetList(std::list<DWinding *> *pointList)
+{
+ if (m_list) {
+ ClearPoints();
+ }
- m_list = pointList;
+ m_list = pointList;
}
-void DVisDrawer::ClearPoints(){
- std::list<DWinding *>::const_iterator deadPoint = m_list->begin();
- for (; deadPoint != m_list->end(); deadPoint++ )
- delete *deadPoint;
- m_list->clear();
+void DVisDrawer::ClearPoints()
+{
+ std::list<DWinding *>::const_iterator deadPoint = m_list->begin();
+ for (; deadPoint != m_list->end(); deadPoint++) {
+ delete *deadPoint;
+ }
+ m_list->clear();
}