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For compleateness.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@628 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-12-11 03:45:47 +00:00
parent f43b24da6b
commit f6255c4713

View file

@ -940,6 +940,82 @@ static void R_DrawShadowVolume(mesh_t *mesh)
glEnd(); glEnd();
} }
void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
{
int i;
extern int gldepthfunc;
#ifdef Q3SHADERS
R_UnlockArrays();
#endif
glDepthFunc(gldepthfunc);
glDepthMask(1);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
glEnableClientState( GL_VERTEX_ARRAY );
if (mesh->normals_array && glNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
{
glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
glEnableClientState( GL_NORMAL_ARRAY );
}
if (mesh->colors_array)
{
glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
glEnableClientState( GL_COLOR_ARRAY );
}
else
glDisableClientState( GL_COLOR_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glColor3f(0, 0, 0);
glBegin(GL_LINES);
for (i = 0; i < mesh->numindexes; i+=3)
{
float *v1, *v2, *v3;
int n;
v1 = mesh->xyz_array[mesh->indexes[i+0]];
v2 = mesh->xyz_array[mesh->indexes[i+1]];
v3 = mesh->xyz_array[mesh->indexes[i+2]];
for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours
{
glVertex3f( v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
}
}
glEnd();
#ifdef Q3SHADERS
R_IBrokeTheArrays();
#endif
}
void GL_DrawAliasMesh (mesh_t *mesh, int texnum) void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
{ {
extern int gldepthfunc; extern int gldepthfunc;
@ -992,6 +1068,7 @@ void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
void R_DrawGAliasModel (entity_t *e) void R_DrawGAliasModel (entity_t *e)
{ {
extern cvar_t r_drawflat;
model_t *clmodel; model_t *clmodel;
vec3_t mins, maxs; vec3_t mins, maxs;
vec3_t dist; vec3_t dist;
@ -1316,10 +1393,12 @@ void R_DrawGAliasModel (entity_t *e)
skin = GL_ChooseSkin(inf, clmodel->name, e); skin = GL_ChooseSkin(inf, clmodel->name, e);
c_alias_polys += mesh.numindexes/3; c_alias_polys += mesh.numindexes/3;
if (!skin) if (r_drawflat.value == 2)
GL_DrawAliasMesh_Sketch(&mesh, skin->base);
else if (!skin)
{ {
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
GL_DrawAliasMesh(&mesh, 1); GL_DrawAliasMesh_Sketch(&mesh, 1);
} }
#ifdef Q3SHADERS #ifdef Q3SHADERS
else if (skin->shader) else if (skin->shader)