Esempio n. 1
0
void CFeatureDrawer::Draw()
{
	if(globalRendering->drawFog) {
		glEnable(GL_FOG);
		glFogfv(GL_FOG_COLOR, mapInfo->atmosphere.fogColor);
	}

	GML_RECMUTEX_LOCK(feat); // Draw

	CBaseGroundDrawer* gd = readmap->GetGroundDrawer();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);

		glBindTexture(GL_TEXTURE_2D, gd->infoTex);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}


	unitDrawer->SetupForUnitDrawing();
	GetVisibleFeatures(0, true);

	for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
		opaqueModelRenderers[modelType]->PushRenderState();
		DrawOpaqueFeatures(modelType);
		opaqueModelRenderers[modelType]->PopRenderState();
	}

	unitDrawer->CleanUpUnitDrawing();

	farTextureHandler->Draw();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_FOG);

	DrawFeatureStats();
}
Esempio n. 2
0
void CFeatureDrawer::Draw()
{
	ISky::SetupFog();

	GML_RECMUTEX_LOCK(feat); // Draw

	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

		glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);

		glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	unitDrawer->SetupForUnitDrawing(false);
	GetVisibleFeatures(0, true);

	for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
		opaqueModelRenderers[modelType]->PushRenderState();
		DrawOpaqueFeatures(modelType);
		opaqueModelRenderers[modelType]->PopRenderState();
	}

	unitDrawer->CleanUpUnitDrawing(false);

	farTextureHandler->Draw();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_FOG);
#ifdef USE_GML
	DrawFeatureStats();
#endif
}