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hopefully working implementation of mpfNoSelect from this discussion: http://glest.org/glest_board/index.php?topic=8165.msg82932#msg82932
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@ -215,6 +215,7 @@ public:
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void removeUnitFromSelection(const Unit *unit);
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Uint64 getTickCount() {return tickCount;}
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bool getPaused();
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void setPaused(bool value, bool forceAllowPauseStateChange=false);
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void tryPauseToggle(bool pause);
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@ -1756,7 +1756,6 @@ void Renderer::renderMouse3d() {
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const UnitType *building= gui->getBuilding();
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const Gui *gui= game->getGui();
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renderGhostModel(building, pos, gui->getSelectedFacing());
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modelRenderer->end();
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@ -4625,7 +4624,9 @@ void Renderer::renderGhostModel(const UnitType *building, const Vec2i pos,Cardin
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color= Vec4f(1.f, 1.f, 1.f, 0.5f);
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}
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else {
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color= Vec4f(1.f, 0.f, 0.f, 0.5f);
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// Uint64 tc=game->getTickCount();
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// float red=0.49f+((tc%4*1.0f)/2);
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color= Vec4f(1.0f, 0.f, 0.f, 0.5f);
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}
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}
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@ -7005,7 +7006,7 @@ vector<Unit *> Renderer::renderUnitsFast(bool renderingShadows, bool colorPickin
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//assertGl();
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modelRenderer->render(model);
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modelRenderer->render(model,rmSelection);
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glPopMatrix();
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@ -34,7 +34,7 @@ public:
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ModelRendererGl();
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virtual void begin(bool renderNormals, bool renderTextures, bool renderColors, MeshCallback *meshCallback);
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virtual void end();
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virtual void render(Model *model);
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virtual void render(Model *model,int renderMode=rmNormal);
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virtual void renderNormalsOnly(Model *model);
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void setDuplicateTexCoords(bool duplicateTexCoords) {this->duplicateTexCoords= duplicateTexCoords;}
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@ -42,7 +42,7 @@ public:
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private:
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void renderMesh(Mesh *mesh);
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void renderMesh(Mesh *mesh,int renderMode=rmNormal);
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void renderMeshNormals(Mesh *mesh);
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};
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@ -70,6 +70,7 @@ private:
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//properties
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bool twoSided;
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bool customColor;
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bool noSelect;
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uint32 textureFlags;
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@ -123,6 +124,7 @@ public:
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//properties
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bool getTwoSided() const {return twoSided;}
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bool getCustomTexture() const {return customColor;}
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bool getNoSelect() const {return noSelect;}
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//external data
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const InterpolationData *getInterpolationData() const {return interpolationData;}
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@ -42,7 +42,8 @@ enum ModelType{
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enum MeshPropertyFlag{
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mpfCustomColor= 1,
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mpfTwoSided= 2
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mpfTwoSided= 2,
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mpfNoSelect= 4
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};
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enum MeshTexture{
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@ -18,6 +18,14 @@
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namespace Shared{ namespace Graphics{
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enum RenderMode{
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rmNormal,
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rmSelection,
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renderModeCount
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};
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class Texture;
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// =====================================================
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@ -50,7 +58,7 @@ public:
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virtual void begin(bool renderNormals, bool renderTextures, bool renderColors, MeshCallback *meshCallback= NULL)=0;
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virtual void end()=0;
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virtual void render(Model *model)=0;
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virtual void render(Model *model,int renderMode=rmNormal)=0;
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virtual void renderNormalsOnly(Model *model)=0;
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};
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@ -103,7 +103,7 @@ void ModelRendererGl::end() {
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assertGl();
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}
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void ModelRendererGl::render(Model *model) {
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void ModelRendererGl::render(Model *model,int renderMode) {
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//assertions
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assert(rendering);
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assertGl();
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@ -138,8 +138,12 @@ void ModelRendererGl::renderNormalsOnly(Model *model) {
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// ===================== PRIVATE =======================
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void ModelRendererGl::renderMesh(Mesh *mesh) {
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void ModelRendererGl::renderMesh(Mesh *mesh,int renderMode) {
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if(renderMode==rmSelection && mesh->getNoSelect()==true)
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{// don't render this and do nothing
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return;
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}
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//assertions
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assertGl();
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@ -62,6 +62,7 @@ Mesh::Mesh() {
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twoSided= false;
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customColor= false;
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noSelect= false;
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textureFlags=0;
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@ -242,6 +243,7 @@ void Mesh::loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *tex
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//misc
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twoSided= false;
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customColor= false;
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noSelect= false;
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if(SystemFlags::VERBOSE_MODE_ENABLED) printf("Load v2, this = %p Found meshHeader.hasTexture = %d, texName [%s] mtDiffuse = %d meshIndex = %d\n",this,meshHeader.hasTexture,toLower(reinterpret_cast<char*>(meshHeader.texName)).c_str(),mtDiffuse,meshIndex);
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@ -327,6 +329,7 @@ void Mesh::loadV3(int meshIndex, const string &dir, FILE *f,
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//misc
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twoSided= (meshHeader.properties & mp3TwoSided) != 0;
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customColor= (meshHeader.properties & mp3CustomColor) != 0;
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noSelect = false;
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textureFlags= 0;
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if((meshHeader.properties & mp3NoTexture) != mp3NoTexture) {
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@ -464,6 +467,7 @@ void Mesh::load(int meshIndex, const string &dir, FILE *f, TextureManager *textu
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//properties
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customColor= (meshHeader.properties & mpfCustomColor) != 0;
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twoSided= (meshHeader.properties & mpfTwoSided) != 0;
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noSelect= (meshHeader.properties & mpfNoSelect) != 0;
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//material
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diffuseColor= Vec3f(meshHeader.diffuseColor);
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@ -537,6 +541,9 @@ void Mesh::save(int meshIndex, const string &dir, FILE *f, TextureManager *textu
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if(twoSided) {
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meshHeader.properties |= mpfTwoSided;
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}
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if(noSelect) {
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meshHeader.properties |= mpfNoSelect;
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}
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meshHeader.textures = textureFlags;
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fwrite(&meshHeader, sizeof(MeshHeader), 1, f);
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