bunch of mostly cosmetic minor changes

This commit is contained in:
cxgeorge 2001-11-17 02:22:16 +00:00
parent 2c68103c97
commit f26230de05

View File

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