//
//////////////////////////////////////////////////////////////////////
-#include "StdAfx.h"
-#include "DPoint.h"
#include "DVisDrawer.h"
+
+#include "iglrender.h"
+#include "math/matrix.h"
+
+#include <list>
+#include "str.h"
+
+#include "DPoint.h"
+#include "DWinding.h"
+
#include "misc.h"
#include "funchandlers.h"
//////////////////////////////////////////////////////////////////////
DVisDrawer::DVisDrawer(){
- refCount = 1;
- m_bHooked = FALSE;
m_list = NULL;
+
+ constructShaders();
+ GlobalShaderCache().attachRenderable( *this );
}
DVisDrawer::~DVisDrawer(){
- if ( m_bHooked ) {
- UnRegister();
- }
+ GlobalShaderCache().detachRenderable( *this );
+ destroyShaders();
g_VisView = NULL;
}
//////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////
+const char* g_state_solid = "$bobtoolz/visdrawer/solid";
+const char* g_state_wireframe = "$bobtoolz/visdrawer/wireframe";
-void DVisDrawer::Draw2D( VIEWTYPE vt ){
- if ( !m_list ) {
- return;
- }
-
- g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS );
-
- g_QglTable.m_pfn_qglDisable( GL_BLEND );
- g_QglTable.m_pfn_qglDisable( GL_LINE_SMOOTH );
+void DVisDrawer::constructShaders(){
+ OpenGLState state;
+ GlobalOpenGLStateLibrary().getDefaultState( state );
+ state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_COLOURCHANGE;
+ state.m_linewidth = 1;
- g_QglTable.m_pfn_qglPushMatrix();
+ GlobalOpenGLStateLibrary().insert( g_state_wireframe, state );
- switch ( vt )
- {
- case XY:
- break;
- case XZ:
- g_QglTable.m_pfn_qglRotatef( 270.0f, 1.0f, 0.0f, 0.0f );
- break;
- case YZ:
- g_QglTable.m_pfn_qglRotatef( 270.0f, 1.0f, 0.0f, 0.0f );
- g_QglTable.m_pfn_qglRotatef( 270.0f, 0.0f, 0.0f, 1.0f );
- break;
- }
+ GlobalOpenGLStateLibrary().getDefaultState( state );
+ state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_COLOURCHANGE | RENDER_SMOOTH | RENDER_DEPTHWRITE;
- g_QglTable.m_pfn_qglLineWidth( 1.0f );
- g_QglTable.m_pfn_qglColor4f( 1.0f, 0.0f, 0.0f, 0.5f );
+ GlobalOpenGLStateLibrary().insert( g_state_solid, state );
- g_QglTable.m_pfn_qglEnable( GL_BLEND );
- g_QglTable.m_pfn_qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- g_QglTable.m_pfn_qglDisable( GL_POLYGON_SMOOTH );
+ m_shader_solid = GlobalShaderCache().capture( g_state_solid );
+ m_shader_wireframe = GlobalShaderCache().capture( g_state_wireframe );
+}
- g_QglTable.m_pfn_qglDepthFunc( GL_ALWAYS );
+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
- list<DWinding *>::const_iterator l = m_list->begin();
+ std::list<DWinding *>::const_iterator l = m_list->begin();
for (; l != m_list->end(); l++ )
{
DWinding* w = *l;
- g_QglTable.m_pfn_qglColor4f( w->clr[0], w->clr[1], w->clr[2], 0.5f );
+ glColor4f( w->clr[0], w->clr[1], w->clr[2], 0.5f );
- g_QglTable.m_pfn_qglBegin( GL_POLYGON );
+ glBegin( GL_POLYGON );
for ( int i = 0; i < w->numpoints; i++ ) {
- g_QglTable.m_pfn_qglVertex3f( ( w->p[i] )[0], ( w->p[i] )[1], ( w->p[i] )[2] );
+ glVertex3f( ( w->p[i] )[0], ( w->p[i] )[1], ( w->p[i] )[2] );
}
- g_QglTable.m_pfn_qglEnd();
+ glEnd();
}
-
-
- g_QglTable.m_pfn_qglPopMatrix();
-
- g_QglTable.m_pfn_qglPopAttrib();
}
-void DVisDrawer::Draw3D(){
+void DVisDrawer::renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
if ( !m_list ) {
return;
}
- g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS );
+ renderer.SetState( m_shader_wireframe, Renderer::eWireframeOnly );
- g_QglTable.m_pfn_qglColor4f( 1.0, 0.0, 0.0, 0.5f );
-
-// g_QglTable.m_pfn_qglHint(GL_FOG_HINT, GL_NICEST);
-
-// g_QglTable.m_pfn_qglDisable(GL_CULL_FACE);
- g_QglTable.m_pfn_qglDisable( GL_LINE_SMOOTH );
-
-// g_QglTable.m_pfn_qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-// g_QglTable.m_pfn_qglShadeModel(GL_SMOOTH);
-
- g_QglTable.m_pfn_qglEnable( GL_BLEND );
- g_QglTable.m_pfn_qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- g_QglTable.m_pfn_qglDisable( GL_POLYGON_SMOOTH );
-
- g_QglTable.m_pfn_qglDepthFunc( GL_ALWAYS );
-
- //bleh
- list<DWinding *>::const_iterator l = m_list->begin();
-
- for (; l != m_list->end(); l++ )
- {
- DWinding* w = *l;
-
- g_QglTable.m_pfn_qglColor4f( w->clr[0], w->clr[1], w->clr[2], 0.5f );
+ renderer.addRenderable( *this, g_matrix4_identity );
+}
- g_QglTable.m_pfn_qglBegin( GL_POLYGON );
- for ( int i = 0; i < w->numpoints; i++ ) {
- g_QglTable.m_pfn_qglVertex3f( ( w->p[i] )[0], ( w->p[i] )[1], ( w->p[i] )[2] );
- }
- g_QglTable.m_pfn_qglEnd();
+void DVisDrawer::renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
+ if ( !m_list ) {
+ return;
}
- g_QglTable.m_pfn_qglPopAttrib();
-}
-
-void DVisDrawer::Register(){
- g_QglTable.m_pfnHookGL2DWindow( this );
- g_QglTable.m_pfnHookGL3DWindow( this );
- m_bHooked = TRUE;
-}
+ renderer.SetState( m_shader_solid, Renderer::eWireframeOnly );
+ renderer.SetState( m_shader_solid, Renderer::eFullMaterials );
-void DVisDrawer::UnRegister(){
- g_QglTable.m_pfnUnHookGL2DWindow( this );
- g_QglTable.m_pfnUnHookGL3DWindow( this );
- m_bHooked = FALSE;
+ renderer.addRenderable( *this, g_matrix4_identity );
}
-void DVisDrawer::SetList( list<DWinding*> *pointList ){
+void DVisDrawer::SetList( std::list<DWinding*> *pointList ){
if ( m_list ) {
ClearPoints();
}
}
void DVisDrawer::ClearPoints(){
- list<DWinding *>::const_iterator deadPoint = m_list->begin();
+ std::list<DWinding *>::const_iterator deadPoint = m_list->begin();
for (; deadPoint != m_list->end(); deadPoint++ )
delete *deadPoint;
m_list->clear();