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