#include "preferences.h"
#include "xywindow.h"
+#include "camwindow.h"
#define DEBUG_RENDER 0
// create shader
{
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glsl";
createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glsl";
createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
}
// create shader
{
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glsl";
createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glsl";
createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
}
glGenProgramsARB( 1, &m_vertex_program );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glp";
createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
glGenProgramsARB( 1, &m_fragment_program );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glp";
createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
}
glGenProgramsARB( 1, &m_vertex_program );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glp";
createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
glGenProgramsARB( 1, &m_fragment_program );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glp";
createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
}
glGenProgramsNV( 1, &m_vertex_program );
glBindProgramNV( GL_VERTEX_PROGRAM_NV, m_vertex_program );
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.nv30";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.nv30";
createProgram( m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV );
glGenProgramsNV( 1, &m_fragment_program );
glBindProgramNV( GL_FRAGMENT_PROGRAM_NV, m_fragment_program );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.nv30";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.nv30";
createProgram( m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV );
}
break;
case '$':
- {
- OpenGLStateMap::iterator i = g_openglStates->find( name );
- if ( i != g_openglStates->end() ) {
- state = ( *i ).second;
- break;
+ {
+ OpenGLStateMap::iterator i = g_openglStates->find( name );
+ if ( i != g_openglStates->end() )
+ {
+ state = ( *i ).second;
+ break;
+ }
}
- }
+
if ( string_equal( name + 1, "POINT" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
state.m_sort = OpenGLState::eSortFullbright;
}
else if ( string_equal( name + 1, "CAM_HIGHLIGHT" ) ) {
- state.m_colour[0] = 1;
- state.m_colour[1] = 0;
- state.m_colour[2] = 0;
+ state.m_colour[0] = g_camwindow_globals.color_selbrushes3d[0];
+ state.m_colour[1] = g_camwindow_globals.color_selbrushes3d[1];
+ state.m_colour[2] = g_camwindow_globals.color_selbrushes3d[2];
state.m_colour[3] = 0.3f;
state.m_state = RENDER_FILL | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortHighlight;