]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - contrib/bobtoolz/DVisDrawer.cpp
reformat code! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / contrib / bobtoolz / DVisDrawer.cpp
index 9dc37db5f016fa97d92c907ab91da97fcc34aa78..3699a4775bf6c20ece19b6c59cab06420f83a508 100644 (file)
 // 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 charg_state_solid = "$bobtoolz/visdrawer/solid";
-const charg_state_wireframe = "$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();
 }