netradiant-custom/contrib/bobtoolz/DVisDrawer.cpp
Garux 4382b5f6d9 * bobToolz::Vis Viewer repair (shows current vis cluster brush drawsurfaces in green and rest visible ones in other colours for Q3 and Wolf/QL .bsp):
don't crash on bsp w/o vis
		don't crash with origin in the void (includes inside of structural brush)(do reset)
		grab point to analyse from camera position with nothing selected; grab from any objects selection too
		fix rendering issues
		read surfaces written by q3map2 correctly + faster rendering code
		print number of loaded drawsurfaces to console for evaluation of optimization done
		fix a couple of of leaks and crashes after new/delete
2019-03-07 11:29:59 +03:00

136 lines
3.9 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// BobView.cpp: implementation of the DVisDrawer class.
//
//////////////////////////////////////////////////////////////////////
#include "DVisDrawer.h"
#include "iglrender.h"
#include "math/matrix.h"
#include <list>
#include "str.h"
#include "DPoint.h"
#include "misc.h"
#include "funchandlers.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DVisDrawer::DVisDrawer(){
m_list = NULL;
constructShaders();
GlobalShaderCache().attachRenderable( *this );
}
DVisDrawer::~DVisDrawer(){
GlobalShaderCache().detachRenderable( *this );
destroyShaders();
ClearPoints();
g_VisView = NULL;
}
//////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////
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_sort = OpenGLState::eSortOverlayFirst;
state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_COLOURCHANGE;
state.m_linewidth = 1;
GlobalOpenGLStateLibrary().insert( g_state_wireframe, state );
GlobalOpenGLStateLibrary().getDefaultState( state );
state.m_depthfunc = GL_LEQUAL;
state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_COLOURCHANGE | RENDER_DEPTHTEST;
GlobalOpenGLStateLibrary().insert( g_state_solid, state );
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::render( RenderStateFlags state ) const {
glEnable( GL_POLYGON_OFFSET_FILL );
for( const auto surf : *m_list ){
const DMetaSurf& s = *surf;
glColor4f( s.colour[0], s.colour[1], s.colour[2], 0.5f );
glVertexPointer( 3, GL_FLOAT, sizeof( vec3_t ), s.verts );
glDrawElements( GL_TRIANGLES, GLsizei( s.indicesN ), GL_UNSIGNED_INT, s.indices );
}
glDisable( GL_POLYGON_OFFSET_FILL );
glColor4f( 1, 1, 1, 1 );
}
void DVisDrawer::renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
if ( !m_list ) {
return;
}
renderer.SetState( m_shader_wireframe, Renderer::eWireframeOnly );
renderer.addRenderable( *this, g_matrix4_identity );
}
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.addRenderable( *this, g_matrix4_identity );
}
void DVisDrawer::SetList( DMetaSurfaces* pointList ){
ClearPoints();
m_list = pointList;
}
void DVisDrawer::ClearPoints(){
if ( m_list ) {
for ( auto deadPoint : *m_list )
delete deadPoint;
m_list->clear();
delete m_list;
m_list = 0;
}
}