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https://github.com/panda3d/panda3d.git
synced 2025-10-18 12:43:44 -04:00
bunch of mostly cosmetic minor changes
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2c68103c97
commit
f26230de05
@ -1989,7 +1989,7 @@ draw_point(GeomPoint *geom, GeomContext *gc) {
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GeomBindType bind;
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PTA_ushort vindexes,nindexes,tindexes,cindexes;
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geom->get_coords(coords,bind,vindexes);
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geom->get_coords(coords,vindexes);
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geom->get_normals(norms,bind,nindexes);
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geom->get_colors(colors,bind,cindexes);
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geom->get_texcoords(texcoords,bind,tindexes);
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@ -2795,10 +2795,10 @@ draw_tri(GeomTri *geom, GeomContext *gc) {
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PTA_Normalf norms;
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PTA_Colorf colors;
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PTA_TexCoordf texcoords;
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GeomBindType TexCoordBinding,ColorBinding,NormalBinding,junk1;
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GeomBindType TexCoordBinding,ColorBinding,NormalBinding;
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PTA_ushort vindexes,nindexes,tindexes,cindexes;
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geom->get_coords(coords,junk1,vindexes);
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geom->get_coords(coords,vindexes);
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geom->get_normals(norms,NormalBinding,nindexes);
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geom->get_colors(colors,ColorBinding,cindexes);
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geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
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@ -3141,10 +3141,10 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
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PTA_Normalf norms;
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PTA_Colorf colors;
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PTA_TexCoordf texcoords;
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GeomBindType TexCoordBinding,ColorBinding,NormalBinding,junk1;
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GeomBindType TexCoordBinding,ColorBinding,NormalBinding;
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PTA_ushort vindexes,nindexes,tindexes,cindexes;
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geom->get_coords(coords,junk1,vindexes);
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geom->get_coords(coords,vindexes);
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geom->get_normals(norms,NormalBinding,nindexes);
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geom->get_colors(colors,ColorBinding,cindexes);
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geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
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@ -3184,7 +3184,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
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_perVertex = PER_COORD;
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_perPrim = _perComp = 0;
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switch (geom->get_binding(G_NORMAL)) {
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switch (NormalBinding) {
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case G_PER_VERTEX:
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_perVertex |= PER_NORMAL;
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break;
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@ -3196,7 +3196,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
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break;
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}
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switch (geom->get_binding(G_COLOR)) {
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switch (ColorBinding) {
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case G_PER_VERTEX:
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_perVertex |= PER_COLOR;
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break;
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@ -3208,7 +3208,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
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break;
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}
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if (geom->get_binding(G_TEXCOORD) == G_PER_VERTEX)
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if (TexCoordBinding == G_PER_VERTEX)
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_perVertex |= PER_TEXCOORD;
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size_t vertex_size = draw_prim_setup(geom);
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@ -3225,11 +3225,11 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
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int nVerts;
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if(pLengthArr==NULL) {
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// we've been called by draw_quad, which has no lengths array
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nVerts=4;
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} else {
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if(pLengthArr!=NULL) {
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nVerts = *(pLengthArr++);
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} else {
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// we've been called by draw_quad, which has no lengths array
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nVerts=4;
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}
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#ifdef _DEBUG
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@ -3266,7 +3266,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
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}
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if(!_bDrawPrimDoSetupVertexBuffer) {
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HRESULT hr = _d3dDevice->DrawPrimitive(trilisttype, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
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hr = _d3dDevice->DrawPrimitive(trilisttype, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
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TestDrawPrimFailure(DrawPrim,hr,_pDD,nVerts,nVerts-2);
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} else {
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COPYVERTDATA_2_VERTEXBUFFER(trilisttype,nVerts);
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@ -4521,56 +4521,6 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
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// The light position will be relative to the current matrix, so
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// we have to know what the current matrix is. Find a better
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// solution later.
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#ifdef WBD_GL_MODE
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug()
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<< "glMatrixMode(GL_MODELVIEW)" << endl;
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dxgsg_cat.debug()
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<< "glPushMatrix()" << endl;
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dxgsg_cat.debug()
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<< "glLoadIdentity()" << endl;
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#endif
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf(LMatrix4f::convert_mat(_coordinate_system, CS_yup_left)
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.get_data());
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GLenum id = get_light_id( _cur_light_id );
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Colorf black(0, 0, 0, 1);
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glLightfv(id, GL_AMBIENT, black.get_data());
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glLightfv(id, GL_DIFFUSE, light->get_color().get_data());
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glLightfv(id, GL_SPECULAR, light->get_specular().get_data());
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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LPoint3f pos = get_rel_pos( light, _current_projection_node );
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LPoint4f fpos( pos[0], pos[1], pos[2], 1 );
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glLightfv( id, GL_POSITION, fpos.get_data() );
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// GL_SPOT_DIRECTION is not significant when cutoff == 180
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// Exponent == 0 implies uniform light distribution
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glLightf( id, GL_SPOT_EXPONENT, 0 );
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// Cutoff == 180 means uniform point light source
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glLightf( id, GL_SPOT_CUTOFF, 180.0 );
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glLightf( id, GL_CONSTANT_ATTENUATION,
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light->get_constant_attenuation() );
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glLightf( id, GL_LINEAR_ATTENUATION,
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light->get_linear_attenuation() );
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glLightf( id, GL_QUADRATIC_ATTENUATION,
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light->get_quadratic_attenuation() );
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glPopMatrix();
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug()
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<< "glPopMatrix()" << endl;
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#endif
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#else
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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D3DLIGHT7 alight;
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@ -4589,10 +4539,8 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
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alight.dvAttenuation0 = (D3DVALUE)light->get_constant_attenuation();
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alight.dvAttenuation1 = (D3DVALUE)light->get_linear_attenuation();
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alight.dvAttenuation2 = (D3DVALUE)light->get_quadratic_attenuation();
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HRESULT res = _d3dDevice->SetLight(_cur_light_id, &alight);
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#endif // WBD_GL_MODE
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}
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////////////////////////////////////////////////////////////////////
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@ -4604,53 +4552,6 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
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// The light position will be relative to the current matrix, so
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// we have to know what the current matrix is. Find a better
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// solution later.
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#ifdef WBD_GL_MODE
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug()
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<< "glMatrixMode(GL_MODELVIEW)" << endl;
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dxgsg_cat.debug()
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<< "glPushMatrix()" << endl;
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dxgsg_cat.debug()
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<< "glLoadIdentity()" << endl;
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#endif
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf(LMatrix4f::convert_mat(_coordinate_system, CS_yup_left)
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.get_data());
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GLenum id = get_light_id( _cur_light_id );
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Colorf black(0, 0, 0, 1);
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glLightfv(id, GL_AMBIENT, black.get_data());
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glLightfv(id, GL_DIFFUSE, light->get_color().get_data());
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glLightfv(id, GL_SPECULAR, light->get_specular().get_data());
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// Position needs to specify x, y, z, and w
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// w == 0 implies light is at infinity
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LPoint3f dir = get_rel_forward( light, _current_root_node,
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_coordinate_system );
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LPoint4f pos( -dir[0], -dir[1], -dir[2], 0 );
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glLightfv( id, GL_POSITION, pos.get_data() );
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// GL_SPOT_DIRECTION is not significant when cutoff == 180
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// In this case, position x, y, z specifies direction
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// Exponent == 0 implies uniform light distribution
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glLightf( id, GL_SPOT_EXPONENT, 0 );
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// Cutoff == 180 means uniform point light source
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glLightf( id, GL_SPOT_CUTOFF, 180.0 );
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// Default attenuation values (only spotlight can modify these)
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glLightf( id, GL_CONSTANT_ATTENUATION, 1 );
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glLightf( id, GL_LINEAR_ATTENUATION, 0 );
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glLightf( id, GL_QUADRATIC_ATTENUATION, 0 );
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glPopMatrix();
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug()
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<< "glPopMatrix()" << endl;
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#endif
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#else // DX Directional light
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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@ -4675,8 +4576,6 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
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HRESULT res = _d3dDevice->SetLight(_cur_light_id, &alight);
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// _d3dDevice->LightEnable( _cur_light_id, TRUE );
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// _d3dDevice->SetRenderState( D3DRENDERSTATE_LIGHTING, TRUE );
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#endif // WBD_GL_MODE
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}
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////////////////////////////////////////////////////////////////////
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@ -5060,7 +4959,7 @@ void DXGraphicsStateGuardian::issue_light(const LightTransition *attrib ) {
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// Initialize the current ambient light total and currently enabled
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// light list
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_cur_ambient_light.set(0, 0, 0, 1);
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_cur_ambient_light.set(0.0f, 0.0f, 0.0f, 1.0f);
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int i;
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for (i = 0; i < _max_lights; i++)
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_cur_light_enabled[i] = false;
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@ -6957,7 +6856,7 @@ prepare_geom_node(GeomNode *node) {
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} // end per-Prim (strip) loop
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if(old_coord_indices!=NULL) {
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me->set_coords(old_coords, coordbinding, new_coord_indices);
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me->set_coords(old_coords, new_coord_indices);
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new_lengths.push_back(new_coord_indices.size());
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} else {
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me->set_coords(new_coords);
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