diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index 8df9b8916..139de66e2 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -295,6 +295,7 @@ enum hwdsetspecialstate HWD_SET_SHADERS, HWD_SET_TEXTUREFILTERMODE, HWD_SET_TEXTUREANISOTROPICMODE, + HWD_SET_WIREFRAME, HWD_NUMSTATE }; diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index e0851af85..198bb3992 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -178,6 +178,11 @@ static boolean HWR_UseShader(void) return (cv_glshaders.value && gl_shadersavailable); } +static boolean HWR_IsWireframeMode(void) +{ + return (cv_glwireframe.value && cv_debug); +} + void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap) { RGBA_t poly_color, tint_color, fade_color; @@ -5642,6 +5647,9 @@ void HWR_BuildSkyDome(void) static void HWR_DrawSkyBackground(player_t *player) { + if (HWR_IsWireframeMode()) + return; + HWD.pfnSetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated); if (cv_glskydome.value) @@ -5994,6 +6002,9 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) // Reset the shader state. HWR_SetShaderState(); + if (HWR_IsWireframeMode()) + HWD.pfnSetSpecialState(HWD_SET_WIREFRAME, 1); + validcount++; if (cv_glbatching.value) @@ -6056,6 +6067,9 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) HWR_CreateDrawNodes(); } + if (HWR_IsWireframeMode()) + HWD.pfnSetSpecialState(HWD_SET_WIREFRAME, 0); + HWD.pfnSetTransform(NULL); HWD.pfnUnSetShader(); @@ -6208,6 +6222,9 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) // Reset the shader state. HWR_SetShaderState(); + if (HWR_IsWireframeMode()) + HWD.pfnSetSpecialState(HWD_SET_WIREFRAME, 1); + ps_numbspcalls = 0; ps_numpolyobjects = 0; ps_bsptime = I_GetPreciseTime(); @@ -6284,6 +6301,9 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) HWR_CreateDrawNodes(); } + if (HWR_IsWireframeMode()) + HWD.pfnSetSpecialState(HWD_SET_WIREFRAME, 0); + HWD.pfnSetTransform(NULL); HWD.pfnUnSetShader(); @@ -6361,6 +6381,8 @@ consvar_t cv_glsolvetjoin = CVAR_INIT ("gr_solvetjoin", "On", 0, CV_OnOff, NULL) consvar_t cv_glbatching = CVAR_INIT ("gr_batching", "On", 0, CV_OnOff, NULL); +consvar_t cv_glwireframe = CVAR_INIT ("gr_wireframe", "Off", 0, CV_OnOff, NULL); + static void CV_glfiltermode_OnChange(void) { if (rendermode == render_opengl) @@ -6401,6 +6423,8 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_glbatching); + CV_RegisterVar(&cv_glwireframe); + #ifndef NEWCLIP CV_RegisterVar(&cv_glclipwalls); #endif diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index b751b2a6e..b965ea247 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -106,6 +106,8 @@ extern consvar_t cv_glslopecontrast; extern consvar_t cv_glbatching; +extern consvar_t cv_glwireframe; + extern float gl_viewwidth, gl_viewheight, gl_baseviewwindowy; extern float gl_viewwindowx, gl_basewindowcentery; diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index de0e8c6a6..a5a16a0c3 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -301,6 +301,8 @@ typedef void (APIENTRY * PFNglDisable) (GLenum cap); static PFNglDisable pglDisable; typedef void (APIENTRY * PFNglGetFloatv) (GLenum pname, GLfloat *params); static PFNglGetFloatv pglGetFloatv; +typedef void (APIENTRY * PFNglPolygonMode) (GLenum, GLenum); +static PFNglPolygonMode pglPolygonMode; /* Depth Buffer */ typedef void (APIENTRY * PFNglClearDepth) (GLclampd depth); @@ -475,6 +477,7 @@ boolean SetupGLfunc(void) GETOPENGLFUNC(pglGetFloatv, glGetFloatv) GETOPENGLFUNC(pglGetIntegerv, glGetIntegerv) GETOPENGLFUNC(pglGetString, glGetString) + GETOPENGLFUNC(pglPolygonMode, glPolygonMode) GETOPENGLFUNC(pglClearDepth, glClearDepth) GETOPENGLFUNC(pglDepthFunc, glDepthFunc) @@ -2467,6 +2470,10 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value) Flush(); //??? if we want to change filter mode by texture, remove this break; + case HWD_SET_WIREFRAME: + pglPolygonMode(GL_FRONT_AND_BACK, Value ? GL_LINE : GL_FILL); + break; + default: break; }