mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 12:39:17 +02:00
removed glGet() from frustum calculation
This commit is contained in:
37
uilayer.cpp
37
uilayer.cpp
@@ -43,11 +43,16 @@ ui_layer::init( GLFWwindow *Window ) {
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DEFAULT_PITCH | FF_DONTCARE, // family and pitch
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"Lucida Console"); // font name
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::SelectObject(hDC, font); // selects the font we want
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::wglUseFontBitmapsA(hDC, 32, 96, m_fontbase); // builds 96 characters starting at character 32
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WriteLog("Display Lists font used"); //+AnsiString(glGetError())
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WriteLog("Font init OK"); //+AnsiString(glGetError())
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return true;
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if( true == ::wglUseFontBitmaps( hDC, 32, 96, m_fontbase ) ) {
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// builds 96 characters starting at character 32
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WriteLog( "Display Lists font used" ); //+AnsiString(glGetError())
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WriteLog( "Font init OK" ); //+AnsiString(glGetError())
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return true;
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}
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else {
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ErrorLog( "Font init failed" );
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return false;
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}
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}
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void
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@@ -136,7 +141,7 @@ ui_layer::render_panels() {
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_TEXTURE_2D );
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float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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float const width = std::min( 4.0f / 3.0f, static_cast<float>(Global::iWindowWidth) / Global::iWindowHeight ) * Global::iWindowHeight;
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float const height = Global::iWindowHeight / 768.0;
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for( auto const &panel : m_panels ) {
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@@ -187,17 +192,25 @@ ui_layer::print( std::string const &Text )
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void
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ui_layer::quad( float4 const &Coordinates, float4 const &Color ) {
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float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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float const height = Global::iWindowHeight / 768.0;
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float const screenratio = static_cast<float>( Global::iWindowWidth ) / Global::iWindowHeight;
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float const width =
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( screenratio >= (4.0f/3.0f) ?
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( 4.0f / 3.0f ) * Global::iWindowHeight :
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Global::iWindowWidth );
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float const heightratio =
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( screenratio >= ( 4.0f / 3.0f ) ?
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Global::iWindowHeight / 768.0 :
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Global::iWindowHeight / 768.0 * screenratio / ( 4.0f / 3.0f ) );
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float const height = 768.0f * heightratio;
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glColor4fv(&Color.x);
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2f( 0.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * height, Coordinates.y * height );
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glTexCoord2f( 0.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * height, Coordinates.w * height );
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glTexCoord2f( 1.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * height, Coordinates.y * height );
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glTexCoord2f( 1.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * height, Coordinates.w * height );
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glTexCoord2f( 0.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.y * heightratio );
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glTexCoord2f( 0.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.w * heightratio );
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glTexCoord2f( 1.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.y * heightratio );
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glTexCoord2f( 1.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.w * heightratio );
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glEnd();
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}
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