From 5b53017a09eb70c94ffaae259350d765de901988 Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 11 Sep 2022 16:54:15 -0700 Subject: [PATCH] r_opengl: add PF_WireFrame and SHADER_NONE Draw lines instead of tris and disable shader entirely. --- src/hardware/hw_defs.h | 4 +++- src/hardware/r_opengl/r_opengl.c | 8 +++++++- 2 files changed, 10 insertions(+), 2 deletions(-) diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index fca9b80a3..bb27c34fa 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -136,6 +136,7 @@ typedef struct // Predefined shader types enum { + SHADER_NONE = -1, SHADER_DEFAULT = 0, SHADER_FLOOR, @@ -237,7 +238,8 @@ enum EPolyFlags PF_RemoveYWrap = 0x00010000, // Forces clamp texture on Y PF_ForceWrapX = 0x00020000, // Forces repeat texture on X PF_ForceWrapY = 0x00040000, // Forces repeat texture on Y - PF_Ripple = 0x00100000 // Water ripple effect. The current backend doesn't use it for anything. + PF_Ripple = 0x00100000, // Water ripple effect. The current backend doesn't use it for anything. + PF_WireFrame = 0x00200000, // Draws vertices as lines instead of triangles }; diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 9d1630abb..3a97f9315 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -1030,6 +1030,12 @@ EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boole EXPORT void HWRAPI(SetShader) (int type) { #ifdef GL_SHADERS + if (type == SHADER_NONE) + { + HWRAPI(UnSetShader)(); + return; + } + if (gl_allowshaders != HWD_SHADEROPTION_OFF) { gl_shader_t *shader = gl_shaderstate.current; @@ -2290,7 +2296,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x); pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s); - pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts); + pglDrawArrays(PolyFlags & PF_WireFrame ? GL_LINES : GL_TRIANGLE_FAN, 0, iNumPts); if (PolyFlags & PF_RemoveYWrap) pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);