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tightens ogl state handling (also fixes unreadably thick text for stats display)
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parent
9046e5e89c
commit
de4734d6fb
2 changed files with 15 additions and 12 deletions
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@ -527,8 +527,6 @@ void display(void)
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{
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PerfStat("display");
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glEnable (GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LINE_SMOOTH);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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@ -559,14 +557,12 @@ void display(void)
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-myHead.getRenderPitch(), glm::vec3(1.0f,0.0f,0.0f)) );
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glLoadMatrixf( glm::value_ptr(fov.getWorldViewerXform()) );
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glRotatef(myHead.getRenderPitch(), 1, 0, 0);
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glRotatef(myHead.getRenderYaw(), 0, 1, 0);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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if (::starsOn) {
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// should be the first rendering pass - w/o depth buffer / lighting
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stars.render(fov);
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}
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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@ -670,8 +666,12 @@ void display(void)
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if (display_levels) serialPort.renderLevels(WIDTH,HEIGHT);
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// Display miscellaneous text stats onscreen
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if (stats_on) display_stats();
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if (stats_on) {
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glLineWidth(1.0f);
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glPointSize(1.0f);
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display_stats();
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}
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// Draw number of nearby people always
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char agents[100];
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sprintf(agents, "Agents nearby: %ld\n", agentList.getAgents().size());
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@ -106,8 +106,8 @@ namespace starfield {
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this->glUpload(n);
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}
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~Renderer()
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{
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~Renderer() {
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delete[] _arrData;
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delete[] _arrTile;
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delete[] _arrBatchCount;
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@ -119,8 +119,7 @@ namespace starfield {
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void render(float perspective,
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float aspect,
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mat4 const& orientation,
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BrightnessLevel minBright)
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{
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BrightnessLevel minBright) {
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// fprintf(stderr, "
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// Stars.cpp: rendering at minimal brightness %d\n", minBright);
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@ -479,6 +478,9 @@ namespace starfield {
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// fprintf(stderr, "Stars.cpp: Batch #%d - %d stars @ %d\n", i,
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// _arrBatchOffs[i], _arrBatchCount[i]);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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// setup modelview matrix (identity)
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -507,6 +509,7 @@ namespace starfield {
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glBindVertexArray(0);
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glUseProgram(0);
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glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glDisable(GL_POINT_SMOOTH);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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