Fixed gcc build issue

This commit is contained in:
mathusummut
2018-06-29 02:19:34 +02:00
parent 73c90a3eed
commit 7f40d14221

View File

@@ -17,6 +17,8 @@
#include "interpolation.h"
#include "leak_dumper.h"
#define FLT_EPSILON 1.192092896e-07F
using namespace Shared::Platform;
namespace Shared {
@@ -25,15 +27,38 @@ namespace Shared {
bool MeshCallback::noTeamColors = false;
void MeshCallback::execute(const Mesh *mesh, float alpha) {
alpha *= mesh->getOpacity();
//team color
uint8 opacity = mesh->getFactionColorOpacity();
if (!mesh->getCustomTexture() || opacity == 0 || teamTexture == NULL || MeshCallback::noTeamColors) {
uint8 factionOpacity = mesh->getFactionColorOpacity();
float color[4];
color[0] = 1.0f; // Red
color[1] = 1.0f; // Green
color[2] = 1.0f; // Blue
if (!mesh->getCustomTexture() || factionOpacity == 0 || teamTexture == NULL || MeshCallback::noTeamColors) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
if (alpha < 1.f - FLT_EPSILON) {
glEnable(GL_TEXTURE_2D);
glMultiTexCoord2f(GL_TEXTURE1, 0.f, 0.f);
glBindTexture(GL_TEXTURE_2D, teamTexture == NULL ? 0 : static_cast<const Texture2DGl*>(teamTexture)->getHandle());
color[3] = alpha;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
} else
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
} else {
//texture 0
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
@@ -57,11 +82,7 @@ namespace Shared {
glMultiTexCoord2f(GL_TEXTURE1, 0.f, 0.f);
GLuint handle = static_cast<const Texture2DGl*>(teamTexture)->getHandle();
glBindTexture(GL_TEXTURE_2D, handle);
float color[4];
color[0] = 1.0f; // Red
color[1] = 1.0f; // Green
color[2] = 1.0f; // Blue
color[3] = opacity * 0.00392156862f; // Alpha
color[3] = factionOpacity * 0.00392156862f; // Alpha
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
@@ -270,7 +291,7 @@ namespace Shared {
if (this->colorPickingMode == false) {
//set color
if (renderColors) {
Vec4f color(mesh->getDiffuseColor(), mesh->getOpacity());
Vec4f color(mesh->getDiffuseColor(), 1.f);
glColor4fv(color.ptr());
}