allow obsolete OpenGL2 drawer to render with z-up axis.

This commit is contained in:
erwincoumans
2016-11-12 11:59:40 -08:00
parent 7577c6d893
commit 9bad64fed9
7 changed files with 33 additions and 25 deletions

View File

@@ -782,7 +782,7 @@ GL_ShapeDrawer::~GL_ShapeDrawer()
}
}
void GL_ShapeDrawer::drawSceneInternal(const btDiscreteDynamicsWorld* dynamicsWorld, int pass)
void GL_ShapeDrawer::drawSceneInternal(const btDiscreteDynamicsWorld* dynamicsWorld, int pass, int cameraUpAxis)
{
btAssert(dynamicsWorld);
@@ -849,7 +849,12 @@ void GL_ShapeDrawer::drawSceneInternal(const btDiscreteDynamicsWorld* dynamicsWo
//if (!(getDebugMode()& btIDebugDraw::DBG_DrawWireframe))
int debugMode = 0;//getDebugMode()
//btVector3 m_sundirection(-1,-1,-1);
btVector3 m_sundirection(btVector3(1,-2,1)*1000);
if (cameraUpAxis==2)
{
m_sundirection = btVector3(1,1,-2)*1000;
}
switch(pass)
{
@@ -861,9 +866,12 @@ void GL_ShapeDrawer::drawSceneInternal(const btDiscreteDynamicsWorld* dynamicsWo
}
void GL_ShapeDrawer::drawScene(const btDiscreteDynamicsWorld* dynamicsWorld, bool useShadows)
//this GL_ShapeDrawer will be removed, in the meanwhile directly access this global 'useShadoMaps'
extern bool useShadowMap;
void GL_ShapeDrawer::drawScene(const btDiscreteDynamicsWorld* dynamicsWorld, bool useShadows1, int cameraUpAxis)
{
bool useShadows = useShadowMap;
GLfloat light_ambient[] = { btScalar(0.2), btScalar(0.2), btScalar(0.2), btScalar(1.0) };
GLfloat light_diffuse[] = { btScalar(1.0), btScalar(1.0), btScalar(1.0), btScalar(1.0) };
GLfloat light_specular[] = { btScalar(1.0), btScalar(1.0), btScalar(1.0), btScalar(1.0 )};
@@ -897,7 +905,7 @@ void GL_ShapeDrawer::drawScene(const btDiscreteDynamicsWorld* dynamicsWorld, boo
{
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_CULL_FACE);
drawSceneInternal(dynamicsWorld,0);
drawSceneInternal(dynamicsWorld,0, cameraUpAxis);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
@@ -907,10 +915,10 @@ void GL_ShapeDrawer::drawScene(const btDiscreteDynamicsWorld* dynamicsWorld, boo
glStencilFunc(GL_ALWAYS,1,0xFFFFFFFFL);
glFrontFace(GL_CCW);
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
drawSceneInternal(dynamicsWorld,1);
drawSceneInternal(dynamicsWorld,1,cameraUpAxis);
glFrontFace(GL_CW);
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
drawSceneInternal(dynamicsWorld,1);
drawSceneInternal(dynamicsWorld,1,cameraUpAxis);
glFrontFace(GL_CCW);
glPolygonMode(GL_FRONT,GL_FILL);
@@ -929,7 +937,7 @@ void GL_ShapeDrawer::drawScene(const btDiscreteDynamicsWorld* dynamicsWorld, boo
glStencilFunc( GL_NOTEQUAL, 0, 0xFFFFFFFFL );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
glDisable(GL_LIGHTING);
drawSceneInternal(dynamicsWorld,2);
drawSceneInternal(dynamicsWorld,2,cameraUpAxis);
glEnable(GL_LIGHTING);
glDepthFunc(GL_LESS);
glDisable(GL_STENCIL_TEST);
@@ -938,6 +946,6 @@ void GL_ShapeDrawer::drawScene(const btDiscreteDynamicsWorld* dynamicsWorld, boo
else
{
glDisable(GL_CULL_FACE);
drawSceneInternal(dynamicsWorld,0);
drawSceneInternal(dynamicsWorld,0,cameraUpAxis);
}
}