Reindentation.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1655 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
33f3a2da8c
commit
d2dca1f1fe
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@ -46,14 +46,15 @@ static const sTemplate Template [] =
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{ L"L:", L"0", L"%",180,255, 0, 100 },
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{ L"L:", L"0", L"%",180,255, 0, 100 },
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};
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};
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//! constructor
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//! constructor
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CGUIColorSelectDialog::CGUIColorSelectDialog( const wchar_t* title, IGUIEnvironment* environment, IGUIElement* parent, s32 id)
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CGUIColorSelectDialog::CGUIColorSelectDialog(const wchar_t* title, IGUIEnvironment* environment, IGUIElement* parent, s32 id)
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: IGUIColorSelectDialog(environment, parent, id,
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: IGUIColorSelectDialog(environment, parent, id,
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core::rect<s32>((parent->getAbsolutePosition().getWidth()-CSD_WIDTH)/2,
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core::rect<s32>((parent->getAbsolutePosition().getWidth()-CSD_WIDTH)/2,
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(parent->getAbsolutePosition().getHeight()-CSD_HEIGHT)/2,
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(parent->getAbsolutePosition().getHeight()-CSD_HEIGHT)/2,
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(parent->getAbsolutePosition().getWidth()-CSD_WIDTH)/2+CSD_WIDTH,
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(parent->getAbsolutePosition().getWidth()-CSD_WIDTH)/2+CSD_WIDTH,
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(parent->getAbsolutePosition().getHeight()-CSD_HEIGHT)/2+CSD_HEIGHT)),
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(parent->getAbsolutePosition().getHeight()-CSD_HEIGHT)/2+CSD_HEIGHT)),
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Dragging(false)
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Dragging(false)
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{
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{
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#ifdef _DEBUG
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#ifdef _DEBUG
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IGUIElement::setDebugName("CGUIColorSelectDialog");
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IGUIElement::setDebugName("CGUIColorSelectDialog");
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@ -62,10 +63,9 @@ CGUIColorSelectDialog::CGUIColorSelectDialog( const wchar_t* title, IGUIEnvironm
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Text = title;
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Text = title;
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IGUISkin* skin = Environment->getSkin();
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IGUISkin* skin = Environment->getSkin();
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core::rect<s32> rec;
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s32 buttonw = environment->getSkin()->getSize(EGDS_WINDOW_BUTTON_WIDTH);
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const s32 buttonw = environment->getSkin()->getSize(EGDS_WINDOW_BUTTON_WIDTH);
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s32 posx = RelativeRect.getWidth() - buttonw - 4;
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const s32 posx = RelativeRect.getWidth() - buttonw - 4;
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CloseButton = Environment->addButton(core::rect<s32>(posx, 3, posx + buttonw, 3 + buttonw),
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CloseButton = Environment->addButton(core::rect<s32>(posx, 3, posx + buttonw, 3 + buttonw),
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this, -1, L"", skin ? skin->getDefaultText(EGDT_WINDOW_CLOSE) : L"Close");
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this, -1, L"", skin ? skin->getDefaultText(EGDT_WINDOW_CLOSE) : L"Close");
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@ -94,8 +94,6 @@ CGUIColorSelectDialog::CGUIColorSelectDialog( const wchar_t* title, IGUIEnvironm
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CancelButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_UPPERLEFT);
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CancelButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_UPPERLEFT);
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CancelButton->grab();
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CancelButton->grab();
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core::rect<s32> r;
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video::IVideoDriver* driver = Environment->getVideoDriver();
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video::IVideoDriver* driver = Environment->getVideoDriver();
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ColorRing.Texture = driver->getTexture ( "#colorring" );
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ColorRing.Texture = driver->getTexture ( "#colorring" );
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if ( 0 == ColorRing.Texture )
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if ( 0 == ColorRing.Texture )
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@ -104,8 +102,8 @@ CGUIColorSelectDialog::CGUIColorSelectDialog( const wchar_t* title, IGUIEnvironm
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Environment->getSkin()->getColor(EGDC_3D_SHADOW).color);
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Environment->getSkin()->getColor(EGDC_3D_SHADOW).color);
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}
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}
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r.UpperLeftCorner.X = 20;
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core::rect<s32> r(20,20, 0,0);
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r.UpperLeftCorner.Y = 20;
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ColorRing.Control = Environment->addImage(ColorRing.Texture, r.UpperLeftCorner, true, this);
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ColorRing.Control = Environment->addImage(ColorRing.Texture, r.UpperLeftCorner, true, this);
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ColorRing.Control->setSubElement(true);
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ColorRing.Control->setSubElement(true);
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ColorRing.Control->grab();
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ColorRing.Control->grab();
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@ -118,7 +116,7 @@ CGUIColorSelectDialog::CGUIColorSelectDialog( const wchar_t* title, IGUIEnvironm
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r.UpperLeftCorner.Y = Template[i].y;
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r.UpperLeftCorner.Y = Template[i].y;
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r.LowerRightCorner.X = r.UpperLeftCorner.X + 15;
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r.LowerRightCorner.X = r.UpperLeftCorner.X + 15;
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r.LowerRightCorner.Y = r.UpperLeftCorner.Y + 20;
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r.LowerRightCorner.Y = r.UpperLeftCorner.Y + 20;
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IGUIElement *t = Environment->addStaticText( Template[i].pre, r, false, false, this);
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IGUIElement *t = Environment->addStaticText(Template[i].pre, r, false, false, this);
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t->setSubElement(true);
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t->setSubElement(true);
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}
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}
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@ -162,7 +160,6 @@ CGUIColorSelectDialog::CGUIColorSelectDialog( const wchar_t* title, IGUIEnvironm
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}
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}
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//! destructor
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//! destructor
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CGUIColorSelectDialog::~CGUIColorSelectDialog()
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CGUIColorSelectDialog::~CGUIColorSelectDialog()
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{
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{
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@ -177,47 +174,34 @@ CGUIColorSelectDialog::~CGUIColorSelectDialog()
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for ( u32 i = 0; i != Battery.size ();++i )
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for ( u32 i = 0; i != Battery.size ();++i )
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{
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{
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Battery[i].Edit->drop ();
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Battery[i].Edit->drop();
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Battery[i].Scrollbar->drop ();
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Battery[i].Scrollbar->drop();
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}
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}
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if ( ColorRing.Control )
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if (ColorRing.Control)
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{
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ColorRing.Control->drop();
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ColorRing.Control->drop ();
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}
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}
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}
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//! renders a antialiased, colored ring
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//! renders a antialiased, colored ring
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void CGUIColorSelectDialog::buildColorRing( const core::dimension2d<s32> & dim, s32 supersample, const u32 borderColor )
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void CGUIColorSelectDialog::buildColorRing( const core::dimension2d<s32> & dim, s32 supersample, const u32 borderColor )
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{
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{
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video::CImage *RawTexture;
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const core::dimension2d<s32> d(dim.Width * supersample, dim.Height * supersample);
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video::CImage *RawTexture = new video::CImage(video::ECF_A8R8G8B8, d);
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core::dimension2d<s32> d;
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d.Width = dim.Width * supersample;
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d.Height = dim.Height * supersample;
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RawTexture = new video::CImage ( video::ECF_A8R8G8B8, d );
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RawTexture->fill ( 0x00808080 );
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RawTexture->fill ( 0x00808080 );
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u8 * data= (u8*) RawTexture->lock();
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u8 * data= (u8*) RawTexture->lock();
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const u32 pitch = RawTexture->getPitch ();
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const u32 pitch = RawTexture->getPitch();
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s32 radiusOut = ( d.Width / 2 ) - 4;
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const s32 radiusOut = ( d.Width / 2 ) - 4;
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const s32 fullR2 = radiusOut * radiusOut;
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const s32 fullR2 = radiusOut * radiusOut;
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video::SColor rgb(0xFF000000);
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video::SColorHSL hsl;
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video::SColorHSL hsl;
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video::SColor rgb;
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rgb.color = 0xFF000000;
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hsl.Luminance = 0.5f;
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hsl.Luminance = 0.5f;
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hsl.Saturation = 1.f;
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hsl.Saturation = 1.f;
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core::position2d<s32> p;
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core::position2d<s32> p;
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u32 *dst;
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u32 *dst;
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for ( p.Y = -radiusOut; p.Y <= radiusOut; p.Y += 1 )
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for ( p.Y = -radiusOut; p.Y <= radiusOut; p.Y += 1 )
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@ -237,25 +221,24 @@ void CGUIColorSelectDialog::buildColorRing( const core::dimension2d<s32> & dim,
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{
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{
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// dotproduct u ( x,y ) * v ( 1, 0 ) = cosinus(a)
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// dotproduct u ( x,y ) * v ( 1, 0 ) = cosinus(a)
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f32 r = (f32) sqrt ( (f32) r2 );
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const f32 r = sqrtf((f32) r2);
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// normalize, dotproduct = xnorm
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// normalize, dotproduct = xnorm
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f32 t = (f32) 1.0 / r;
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const f32 xn = -p.X * core::reciprocal(r);
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f32 xn = -p.X * t;
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hsl.Hue = (f32) acos ( xn );
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hsl.Hue = acosf(xn);
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if ( p.Y > 0 )
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if ( p.Y > 0 )
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hsl.Hue = (2.f * core::PI ) - hsl.Hue;
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hsl.Hue = (2.f * core::PI ) - hsl.Hue;
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hsl.Hue -= core::PI / 2.f;
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hsl.Hue -= core::PI / 2.f;
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f32 rTest = r / radiusOut;
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const f32 rTest = r / radiusOut;
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/*
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/*
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if ( rTest < 0.25f )
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if ( rTest < 0.25f )
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{
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{
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hsl.Luminance = rTest / 0.25f;
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hsl.Luminance = rTest / 0.25f;
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hsl.Saturation = 0.f;
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hsl.Saturation = 0.f;
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hsl.settoRGB ( rgb );
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hsl.toRGB ( rgb );
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*dst = rgb.color;
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*dst = rgb.color;
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}
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}
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else
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else
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hsl.Saturation = ( rTest - 0.25f ) / 0.15f;
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hsl.Saturation = ( rTest - 0.25f ) / 0.15f;
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hsl.Luminance = 1.f - ( hsl.Saturation / 2.4f );
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hsl.Luminance = 1.f - ( hsl.Saturation / 2.4f );
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hsl.Luminance = 0.5f;
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hsl.Luminance = 0.5f;
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hsl.settoRGB ( rgb );
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hsl.toRGB ( rgb );
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// *dst = rgb.color;
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// *dst = rgb.color;
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}
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}
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else
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else
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{
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{
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hsl.Luminance = 0.5f;
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hsl.Luminance = 0.5f;
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hsl.Saturation = 1.f;
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hsl.Saturation = 1.f;
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hsl.settoRGB ( rgb );
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hsl.toRGB ( rgb );
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*dst = rgb.color;
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*dst = rgb.color;
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}
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}
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else
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else
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{
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{
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hsl.Luminance = 0.5f - ( ( rTest - 0.75f ) / 0.75f );
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hsl.Luminance = 0.5f - ( ( rTest - 0.75f ) / 0.75f );
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hsl.Saturation = 1.f;
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hsl.Saturation = 1.f;
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hsl.settoRGB ( rgb );
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hsl.toRGB ( rgb );
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*dst = rgb.color;
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*dst = rgb.color;
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}
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}
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*/
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*/
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alpha = 255 - alpha;
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alpha = 255 - alpha;
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*dst = *dst & 0x00ffffff | (alpha << 24);
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*dst = *dst & 0x00ffffff | (alpha << 24);
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}
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}
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}
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}
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}
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}
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}
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}
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RawTexture->unlock ();
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RawTexture->unlock ();
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@ -316,26 +297,23 @@ void CGUIColorSelectDialog::buildColorRing( const core::dimension2d<s32> & dim,
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if ( supersample > 1 )
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if ( supersample > 1 )
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{
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{
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video::CImage * filter = new video::CImage(video::ECF_A8R8G8B8, dim );
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video::CImage * filter = new video::CImage(video::ECF_A8R8G8B8, dim );
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RawTexture->copyToScalingBoxFilter ( filter, 0 );
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RawTexture->copyToScalingBoxFilter(filter, 0);
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RawTexture->drop ();
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RawTexture->drop();
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RawTexture = filter;
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RawTexture = filter;
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}
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}
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video::IVideoDriver* driver = Environment->getVideoDriver();
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video::IVideoDriver* driver = Environment->getVideoDriver();
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bool generateMipLevels = driver->getTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS );
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bool generateMipLevels = driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
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driver->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, false);
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driver->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, false);
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ColorRing.Texture = driver->addTexture ( "#colorring", RawTexture );
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ColorRing.Texture = driver->addTexture ("#colorring", RawTexture);
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RawTexture->drop ();
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RawTexture->drop();
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driver->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, generateMipLevels);
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driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, generateMipLevels);
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}
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}
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//! called if an event happened.
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//! called if an event happened.
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bool CGUIColorSelectDialog::OnEvent(const SEvent& event)
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bool CGUIColorSelectDialog::OnEvent(const SEvent& event)
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{
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{
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@ -352,10 +330,8 @@ bool CGUIColorSelectDialog::OnEvent(const SEvent& event)
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{
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{
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if ( event.GUIEvent.Caller == Battery[i].Scrollbar )
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if ( event.GUIEvent.Caller == Battery[i].Scrollbar )
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{
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{
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s32 pos = Battery[i].Scrollbar->getPos ();
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const s32 value = Template[i].range_down + Battery[i].Scrollbar->getPos();
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s32 value = Template[i].range_down + ( pos );
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Battery[i].Edit->setText(core::stringw(value).c_str());
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core::stringw s ( value );
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Battery[i].Edit->setText ( s.c_str() );
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}
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}
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}
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}
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return true;
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return true;
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@ -385,7 +361,6 @@ bool CGUIColorSelectDialog::OnEvent(const SEvent& event)
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case EGET_LISTBOX_SELECTED_AGAIN:
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case EGET_LISTBOX_SELECTED_AGAIN:
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default:
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default:
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break;
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break;
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}
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}
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break;
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break;
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case EET_MOUSE_INPUT_EVENT:
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case EET_MOUSE_INPUT_EVENT:
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@ -437,11 +412,8 @@ void CGUIColorSelectDialog::draw()
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return;
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return;
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IGUISkin* skin = Environment->getSkin();
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IGUISkin* skin = Environment->getSkin();
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core::rect<s32> rect = skin->draw3DWindowBackground(this, true, skin->getColor(EGDC_ACTIVE_BORDER),
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core::rect<s32> rect = AbsoluteRect;
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AbsoluteRect, &AbsoluteClippingRect);
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rect = skin->draw3DWindowBackground(this, true, skin->getColor(EGDC_ACTIVE_BORDER),
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rect, &AbsoluteClippingRect);
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if (Text.size())
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if (Text.size())
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{
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{
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font->draw(Text.c_str(), rect, skin->getColor(EGDC_ACTIVE_CAPTION), false, true,
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font->draw(Text.c_str(), rect, skin->getColor(EGDC_ACTIVE_CAPTION), false, true,
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&AbsoluteClippingRect);
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&AbsoluteClippingRect);
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}
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}
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IGUIFont* font = Environment->getBuiltInFont();
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if (font)
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font->draw(L"+", core::rect<s32>(20,20,50,50), video::SColor(), false, false,
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&AbsoluteClippingRect);
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IGUIElement::draw();
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IGUIElement::draw();
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}
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}
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//! sends the event that the file has been selected.
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//! sends the event that the file has been selected.
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void CGUIColorSelectDialog::sendSelectedEvent()
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void CGUIColorSelectDialog::sendSelectedEvent()
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{
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{
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@ -471,6 +445,7 @@ void CGUIColorSelectDialog::sendSelectedEvent()
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Parent->OnEvent(event);
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Parent->OnEvent(event);
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}
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}
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//! sends the event that the file choose process has been canceld
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//! sends the event that the file choose process has been canceld
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void CGUIColorSelectDialog::sendCancelEvent()
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void CGUIColorSelectDialog::sendCancelEvent()
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{
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{
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@ -482,7 +457,9 @@ void CGUIColorSelectDialog::sendCancelEvent()
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Parent->OnEvent(event);
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Parent->OnEvent(event);
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}
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}
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} // end namespace gui
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} // end namespace gui
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} // end namespace irr
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_GUI_
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#endif // _IRR_COMPILE_WITH_GUI_
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@ -137,7 +137,7 @@ bool CQ3LevelMesh::loadFile(io::IReadFile* file)
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loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP
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loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP
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loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP
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loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP
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loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf
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loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf
|
||||||
loadShaders(&Lumps[kShaders], file ); // load the shaderes
|
loadShaders(&Lumps[kShaders], file ); // load the shaders
|
||||||
|
|
||||||
PatchTesselation = 8;
|
PatchTesselation = 8;
|
||||||
|
|
||||||
|
@ -1540,7 +1540,7 @@ void CQ3LevelMesh::InitShader()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//!. script callback for shaders
|
//! script callback for shaders
|
||||||
//! i'm having troubles with the reference counting, during callback.. resorting..
|
//! i'm having troubles with the reference counting, during callback.. resorting..
|
||||||
void CQ3LevelMesh::ReleaseShader()
|
void CQ3LevelMesh::ReleaseShader()
|
||||||
{
|
{
|
||||||
|
@ -1552,6 +1552,7 @@ void CQ3LevelMesh::ReleaseShader()
|
||||||
ShaderFile.clear();
|
ShaderFile.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void CQ3LevelMesh::ReleaseEntity()
|
void CQ3LevelMesh::ReleaseEntity()
|
||||||
{
|
{
|
||||||
for ( u32 i = 0; i!= Entity.size(); ++i )
|
for ( u32 i = 0; i!= Entity.size(); ++i )
|
||||||
|
@ -1559,7 +1560,6 @@ void CQ3LevelMesh::ReleaseEntity()
|
||||||
Entity[i].VarGroup->drop();
|
Entity[i].VarGroup->drop();
|
||||||
}
|
}
|
||||||
Entity.clear();
|
Entity.clear();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -1571,7 +1571,6 @@ void CQ3LevelMesh::scriptcallback_entity( quake3::SVarGroupList *& grouplist )
|
||||||
if ( grouplist->VariableGroup.size() != 2 )
|
if ( grouplist->VariableGroup.size() != 2 )
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
|
||||||
element.name = grouplist->VariableGroup[1].get( "classname" );
|
element.name = grouplist->VariableGroup[1].get( "classname" );
|
||||||
|
|
||||||
grouplist->grab();
|
grouplist->grab();
|
||||||
|
@ -1692,6 +1691,7 @@ void CQ3LevelMesh::loadTextures()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// delete all buffers without geometry in it.
|
// delete all buffers without geometry in it.
|
||||||
void CQ3LevelMesh::cleanMeshes()
|
void CQ3LevelMesh::cleanMeshes()
|
||||||
{
|
{
|
||||||
|
|
|
@ -247,7 +247,6 @@ void CQuake3ShaderSceneNode::render()
|
||||||
{
|
{
|
||||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||||
|
|
||||||
|
|
||||||
bool isTransparentPass =
|
bool isTransparentPass =
|
||||||
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
||||||
|
|
||||||
|
@ -270,7 +269,7 @@ void CQuake3ShaderSceneNode::render()
|
||||||
for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size(); ++stage )
|
for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size(); ++stage )
|
||||||
//for ( u32 stage = 2; stage < 3; ++stage )
|
//for ( u32 stage = 2; stage < 3; ++stage )
|
||||||
{
|
{
|
||||||
SQ3Texture &q = Q3Texture [ stage];
|
SQ3Texture &q = Q3Texture[stage];
|
||||||
|
|
||||||
// advance current stage
|
// advance current stage
|
||||||
core::matrix4 texture;
|
core::matrix4 texture;
|
||||||
|
@ -283,7 +282,7 @@ void CQuake3ShaderSceneNode::render()
|
||||||
// current stage
|
// current stage
|
||||||
group = Shader->getGroup( stage );
|
group = Shader->getGroup( stage );
|
||||||
|
|
||||||
material.setTexture(0, q.Texture [ q.TextureIndex ]);
|
material.setTexture(0, q.Texture[ q.TextureIndex ]);
|
||||||
material.ZBuffer = quake3::getDepthFunction( group->get( "depthfunc" ) );
|
material.ZBuffer = quake3::getDepthFunction( group->get( "depthfunc" ) );
|
||||||
|
|
||||||
if ( group->getIndex( "depthwrite" ) >= 0 )
|
if ( group->getIndex( "depthwrite" ) >= 0 )
|
||||||
|
@ -321,7 +320,6 @@ void CQuake3ShaderSceneNode::render()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
*/
|
*/
|
||||||
void CQuake3ShaderSceneNode::vertextransform_wave( f32 dt, quake3::SModifierFunction &function )
|
void CQuake3ShaderSceneNode::vertextransform_wave( f32 dt, quake3::SModifierFunction &function )
|
||||||
|
|
|
@ -124,7 +124,7 @@ namespace scene
|
||||||
//! \param lookat: Position where the camera will look at. Also known as target.
|
//! \param lookat: Position where the camera will look at. Also known as target.
|
||||||
//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
|
//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
|
||||||
//! the camera will move too.
|
//! the camera will move too.
|
||||||
//! \return Returns pointer to interface to camera
|
//! \return Pointer to interface to camera
|
||||||
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
|
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
|
||||||
const core::vector3df& position = core::vector3df(0,0,0),
|
const core::vector3df& position = core::vector3df(0,0,0),
|
||||||
const core::vector3df& lookat = core::vector3df(0,0,0), s32 id=-1);
|
const core::vector3df& lookat = core::vector3df(0,0,0), s32 id=-1);
|
||||||
|
@ -147,7 +147,8 @@ namespace scene
|
||||||
//! turned on. (This is the default setting in most scene nodes).
|
//! turned on. (This is the default setting in most scene nodes).
|
||||||
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
|
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
|
||||||
const core::vector3df& position = core::vector3df(0,0,0),
|
const core::vector3df& position = core::vector3df(0,0,0),
|
||||||
video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f), f32 range=100.0f, s32 id=-1);
|
video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
|
||||||
|
f32 range=100.0f, s32 id=-1);
|
||||||
|
|
||||||
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
|
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
|
||||||
//! which always looks to the camera. It is usually used for things like explosions, fire,
|
//! which always looks to the camera. It is usually used for things like explosions, fire,
|
||||||
|
@ -258,7 +259,7 @@ namespace scene
|
||||||
//! of all scene nodes. The root scene node is a special scene node which
|
//! of all scene nodes. The root scene node is a special scene node which
|
||||||
//! only exists to manage all scene nodes. It is not rendered and cannot
|
//! only exists to manage all scene nodes. It is not rendered and cannot
|
||||||
//! be removed from the scene.
|
//! be removed from the scene.
|
||||||
//! \return Returns a pointer to the root scene node.
|
//! \return Pointer to the root scene node.
|
||||||
virtual ISceneNode* getRootSceneNode();
|
virtual ISceneNode* getRootSceneNode();
|
||||||
|
|
||||||
//! Returns the current active camera.
|
//! Returns the current active camera.
|
||||||
|
@ -272,7 +273,7 @@ namespace scene
|
||||||
|
|
||||||
//! creates a rotation animator, which rotates the attached scene node around itself.
|
//! creates a rotation animator, which rotates the attached scene node around itself.
|
||||||
//! \param rotationPerSecond: Specifies the speed of the animation
|
//! \param rotationPerSecond: Specifies the speed of the animation
|
||||||
//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
|
//! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||||
//! and the animator will animate it.
|
//! and the animator will animate it.
|
||||||
virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
|
virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue