-const char* g_state_solid = "$plugins/prtview/solid";
-const char* g_state_solid_outline = "$plugins/prtview/solid_outline";
-const char* g_state_wireframe = "$plugins/prtview/wireframe";
-Shader* g_shader_solid = 0;
-Shader* g_shader_solid_outline = 0;
-Shader* g_shader_wireframe = 0;
-
-void Portals_constructShaders(){
- OpenGLState state;
- GlobalOpenGLStateLibrary().getDefaultState( state );
- state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
- state.m_sort = OpenGLState::eSortOverlayFirst;
- state.m_linewidth = portals.width_2d * 0.5f;
- state.m_colour[0] = portals.fp_color_2d[0];
- state.m_colour[1] = portals.fp_color_2d[1];
- state.m_colour[2] = portals.fp_color_2d[2];
- state.m_colour[3] = portals.fp_color_2d[3];
- if ( portals.aa_2d ) {
- state.m_state |= RENDER_BLEND | RENDER_LINESMOOTH;
- }
- GlobalOpenGLStateLibrary().insert( g_state_wireframe, state );
-
- GlobalOpenGLStateLibrary().getDefaultState( state );
- state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_COLOURCHANGE | RENDER_SMOOTH;
-
- if ( portals.aa_3d ) {
- state.m_state |= RENDER_POLYGONSMOOTH;
- }
-
- switch ( portals.zbuffer )
- {
- case 1:
- state.m_state |= RENDER_DEPTHTEST;
- break;
- case 2:
- break;
- default:
- state.m_state |= RENDER_DEPTHTEST;
- state.m_state |= RENDER_DEPTHWRITE;
- }
-
- if ( portals.fog ) {
- state.m_state |= RENDER_FOG;
-
- state.m_fog.mode = GL_EXP;
- state.m_fog.density = 0.001f;
- state.m_fog.start = 10.0f;
- state.m_fog.end = 10000.0f;
- state.m_fog.index = 0;
- state.m_fog.colour[0] = portals.fp_color_fog[0];
- state.m_fog.colour[1] = portals.fp_color_fog[1];
- state.m_fog.colour[2] = portals.fp_color_fog[2];
- state.m_fog.colour[3] = portals.fp_color_fog[3];
- }
-
- GlobalOpenGLStateLibrary().insert( g_state_solid, state );
-
- GlobalOpenGLStateLibrary().getDefaultState( state );
- state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
- state.m_sort = OpenGLState::eSortOverlayFirst;
- state.m_linewidth = portals.width_3d * 0.5f;
- state.m_colour[0] = portals.fp_color_3d[0];
- state.m_colour[1] = portals.fp_color_3d[1];
- state.m_colour[2] = portals.fp_color_3d[2];
- state.m_colour[3] = portals.fp_color_3d[3];
-
- if ( portals.aa_3d ) {
- state.m_state |= RENDER_LINESMOOTH;
- }
-
- switch ( portals.zbuffer )
- {
- case 1:
- state.m_state |= RENDER_DEPTHTEST;
- break;
- case 2:
- break;
- default:
- state.m_state |= RENDER_DEPTHTEST;
- state.m_state |= RENDER_DEPTHWRITE;
- }
-
- if ( portals.fog ) {
- state.m_state |= RENDER_FOG;
-
- state.m_fog.mode = GL_EXP;
- state.m_fog.density = 0.001f;
- state.m_fog.start = 10.0f;
- state.m_fog.end = 10000.0f;
- state.m_fog.index = 0;
- state.m_fog.colour[0] = portals.fp_color_fog[0];
- state.m_fog.colour[1] = portals.fp_color_fog[1];
- state.m_fog.colour[2] = portals.fp_color_fog[2];
- state.m_fog.colour[3] = portals.fp_color_fog[3];
- }
-
- GlobalOpenGLStateLibrary().insert( g_state_solid_outline, state );
-
- g_shader_solid = GlobalShaderCache().capture( g_state_solid );
- g_shader_solid_outline = GlobalShaderCache().capture( g_state_solid_outline );
- g_shader_wireframe = GlobalShaderCache().capture( g_state_wireframe );
+const char *g_state_solid = "$plugins/prtview/solid";
+const char *g_state_solid_outline = "$plugins/prtview/solid_outline";
+const char *g_state_wireframe = "$plugins/prtview/wireframe";
+Shader *g_shader_solid = 0;
+Shader *g_shader_solid_outline = 0;
+Shader *g_shader_wireframe = 0;
+
+void Portals_constructShaders()
+{
+ OpenGLState state;
+ GlobalOpenGLStateLibrary().getDefaultState(state);
+ state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+ state.m_sort = OpenGLState::eSortOverlayFirst;
+ state.m_linewidth = portals.width_2d * 0.5f;
+ state.m_colour[0] = portals.fp_color_2d[0];
+ state.m_colour[1] = portals.fp_color_2d[1];
+ state.m_colour[2] = portals.fp_color_2d[2];
+ state.m_colour[3] = portals.fp_color_2d[3];
+ if (portals.aa_2d) {
+ state.m_state |= RENDER_BLEND | RENDER_LINESMOOTH;
+ }
+ GlobalOpenGLStateLibrary().insert(g_state_wireframe, state);
+
+ GlobalOpenGLStateLibrary().getDefaultState(state);
+ state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_COLOURCHANGE | RENDER_SMOOTH;
+
+ if (portals.aa_3d) {
+ state.m_state |= RENDER_POLYGONSMOOTH;
+ }
+
+ switch (portals.zbuffer) {
+ case 1:
+ state.m_state |= RENDER_DEPTHTEST;
+ break;
+ case 2:
+ break;
+ default:
+ state.m_state |= RENDER_DEPTHTEST;
+ state.m_state |= RENDER_DEPTHWRITE;
+ }
+
+ if (portals.fog) {
+ state.m_state |= RENDER_FOG;
+
+ state.m_fog.mode = GL_EXP;
+ state.m_fog.density = 0.001f;
+ state.m_fog.start = 10.0f;
+ state.m_fog.end = 10000.0f;
+ state.m_fog.index = 0;
+ state.m_fog.colour[0] = portals.fp_color_fog[0];
+ state.m_fog.colour[1] = portals.fp_color_fog[1];
+ state.m_fog.colour[2] = portals.fp_color_fog[2];
+ state.m_fog.colour[3] = portals.fp_color_fog[3];
+ }
+
+ GlobalOpenGLStateLibrary().insert(g_state_solid, state);
+
+ GlobalOpenGLStateLibrary().getDefaultState(state);
+ state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+ state.m_sort = OpenGLState::eSortOverlayFirst;
+ state.m_linewidth = portals.width_3d * 0.5f;
+ state.m_colour[0] = portals.fp_color_3d[0];
+ state.m_colour[1] = portals.fp_color_3d[1];
+ state.m_colour[2] = portals.fp_color_3d[2];
+ state.m_colour[3] = portals.fp_color_3d[3];
+
+ if (portals.aa_3d) {
+ state.m_state |= RENDER_LINESMOOTH;
+ }
+
+ switch (portals.zbuffer) {
+ case 1:
+ state.m_state |= RENDER_DEPTHTEST;
+ break;
+ case 2:
+ break;
+ default:
+ state.m_state |= RENDER_DEPTHTEST;
+ state.m_state |= RENDER_DEPTHWRITE;
+ }
+
+ if (portals.fog) {
+ state.m_state |= RENDER_FOG;
+
+ state.m_fog.mode = GL_EXP;
+ state.m_fog.density = 0.001f;
+ state.m_fog.start = 10.0f;
+ state.m_fog.end = 10000.0f;
+ state.m_fog.index = 0;
+ state.m_fog.colour[0] = portals.fp_color_fog[0];
+ state.m_fog.colour[1] = portals.fp_color_fog[1];
+ state.m_fog.colour[2] = portals.fp_color_fog[2];
+ state.m_fog.colour[3] = portals.fp_color_fog[3];
+ }
+
+ GlobalOpenGLStateLibrary().insert(g_state_solid_outline, state);
+
+ g_shader_solid = GlobalShaderCache().capture(g_state_solid);
+ g_shader_solid_outline = GlobalShaderCache().capture(g_state_solid_outline);
+ g_shader_wireframe = GlobalShaderCache().capture(g_state_wireframe);