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https://git.do.srb2.org/STJr/SRB2.git
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- Added debug hitbox viewer for OpenGL
- - Enabled when devmode flags is set to DBG_GAMELOGIC (128)
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@ -4823,6 +4823,149 @@ static void HWR_CreateDrawNodes(void)
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Z_Free(sortindex);
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}
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// HWR_DrawCollisionBox
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// Modified from HWR_DrawDropShadow
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static void HWR_DrawCollisionBox(mobj_t *thing)
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{
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fixed_t scale = thing->scale;
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patch_t *gpatch;
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FOutVector sideA[4];
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FOutVector sideB[4];
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FOutVector sideC[4];
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FOutVector sideD[4];
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FOutVector sideE[4]; //Top
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//FOutVector sideF[4]; //Bottom. Doesn't look very nice against shadows, so I decided against it.
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FSurfaceInfo sSurf;
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float fscale; float fx; float fy; float offset;
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extracolormap_t *colormap = NULL;
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INT32 light;
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fixed_t scalemul;
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UINT16 alpha = 64;
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UINT16 alpha2 = 128;
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UINT16 alpha3 = 192;
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gpatch = (patch_t *)W_CachePatchName("~103", PU_SPRITE);
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if (!(gpatch && ((GLPatch_t *)gpatch->hardware)->mipmap->format)) return;
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HWR_GetPatch(gpatch);
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scalemul = FixedMul(scale, (thing->radius*2) / gpatch->height);
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fscale = FIXED_TO_FLOAT(scalemul);
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fx = FIXED_TO_FLOAT(thing->x);
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fy = FIXED_TO_FLOAT(thing->y);
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if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
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offset = ((gpatch->height)/2) * fscale;
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else
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offset = (float)((gpatch->height)/2);
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// 3--2
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// | /|
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// |/ |
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// 0--1
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sideA[2].x = sideA[3].x = fx + offset;
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sideB[2].x = sideB[3].x = fx + offset;
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sideC[2].x = sideC[1].x = fx + offset; //Side X+
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sideD[2].x = sideD[1].x = fx - offset; //Side X-
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sideE[2].x = sideE[3].x = fx + offset;
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//sideF[2].x = sideF[3].x = fx + offset;
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sideA[1].x = sideA[0].x = fx - offset;
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sideB[1].x = sideB[0].x = fx - offset;
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sideC[3].x = sideC[0].x = fx + offset; //Side X+
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sideD[3].x = sideD[0].x = fx - offset; //Side X-
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sideE[1].x = sideE[0].x = fx - offset;
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//sideF[1].x = sideF[0].x = fx - offset;
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sideA[1].z = sideA[2].z = fy + offset; //Side Y+
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sideB[1].z = sideB[2].z = fy - offset;
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sideC[3].z = sideC[2].z = fy - offset; //Side X+
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sideD[3].z = sideD[2].z = fy - offset; //Side X-
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sideE[1].z = sideE[2].z = fy - offset;
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//sideF[1].z = sideF[2].z = fy - offset;
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sideA[0].z = sideA[3].z = fy + offset;
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sideB[0].z = sideB[3].z = fy - offset; //Side Y-
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sideC[0].z = sideC[1].z = fy + offset; //Side X+
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sideD[0].z = sideD[1].z = fy + offset; //Side X-
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sideE[0].z = sideE[3].z = fy + offset;
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//sideF[0].z = sideF[3].z = fy + offset;
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sideA[0].y = sideA[3].y = FIXED_TO_FLOAT(thing->z);
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sideB[0].y = sideB[3].y = FIXED_TO_FLOAT(thing->z);
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sideC[0].y = sideC[3].y = FIXED_TO_FLOAT(thing->z);
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sideD[0].y = sideD[3].y = FIXED_TO_FLOAT(thing->z);
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sideE[0].y = sideE[3].y = FIXED_TO_FLOAT(thing->z + thing->height); //Top side
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//sideF[0].y = sideF[3].y = FIXED_TO_FLOAT(thing->z);
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sideA[1].y = sideA[2].y = FIXED_TO_FLOAT(thing->z + thing->height);
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sideB[1].y = sideB[2].y = FIXED_TO_FLOAT(thing->z + thing->height);
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sideC[1].y = sideC[2].y = FIXED_TO_FLOAT(thing->z + thing->height);
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sideD[1].y = sideD[2].y = FIXED_TO_FLOAT(thing->z + thing->height);
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sideE[1].y = sideE[2].y = FIXED_TO_FLOAT(thing->z + thing->height);
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//sideF[1].y = sideF[2].y = FIXED_TO_FLOAT(thing->z); //Bottom side
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//UV Coords
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sideA[0].s = sideA[3].s = 0;
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sideB[0].s = sideB[3].s = 0;
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sideC[0].s = sideC[3].s = 0;
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sideD[0].s = sideD[3].s = 0;
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sideE[0].s = sideE[3].s = 0;
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//sideF[0].s = sideF[3].s = 0;
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sideA[2].s = sideA[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
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sideB[2].s = sideB[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
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sideC[2].s = sideC[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
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sideD[2].s = sideD[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
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sideE[2].s = sideE[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
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//sideF[2].s = sideF[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
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sideA[3].t = sideA[2].t = 0;
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sideB[3].t = sideB[2].t = 0;
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sideC[3].t = sideC[2].t = 0;
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sideD[3].t = sideD[2].t = 0;
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sideE[3].t = sideE[2].t = 0;
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//sideF[3].t = sideF[2].t = 0;
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sideA[0].t = sideA[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
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sideB[0].t = sideB[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
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sideC[0].t = sideC[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
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sideD[0].t = sideD[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
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sideE[0].t = sideE[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
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//sideF[0].t = sideF[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
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//Lighting stuff.
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//Again, pulled from shadows. Don't know if everything here is necessary, but someone smarter than me could probably curate it.
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if (!(thing->renderflags & RF_NOCOLORMAPS))
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{
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if (thing->subsector->sector->numlights)
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{
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// Always use the light at the top instead of whatever I was doing before
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light = R_GetPlaneLight(thing->subsector->sector, thing->z, false);
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if (*thing->subsector->sector->lightlist[light].extra_colormap)
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colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
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}
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else if (thing->subsector->sector->extra_colormap)
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colormap = thing->subsector->sector->extra_colormap;
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}
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HWR_Lighting(&sSurf, 0, colormap);
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//Process
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sSurf.PolyColor.s.alpha = alpha; //Lightest shade
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HWR_ProcessPolygon(&sSurf, sideA, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false);
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HWR_ProcessPolygon(&sSurf, sideE, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false);
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sSurf.PolyColor.s.alpha = alpha2;
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HWR_ProcessPolygon(&sSurf, sideC, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false);
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HWR_ProcessPolygon(&sSurf, sideD, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false);
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sSurf.PolyColor.s.alpha = alpha3; //Darkest Shade
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HWR_ProcessPolygon(&sSurf, sideB, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false);
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//HWR_ProcessPolygon(&sSurf, sideF, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false);
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}
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// --------------------------------------------------------------------------
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// Draw all vissprites
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// --------------------------------------------------------------------------
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@ -4888,6 +5031,9 @@ static void HWR_DrawSprites(void)
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HWR_DrawSprite(spr);
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}
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}
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//Draw debug collision box
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if (cv_debug & DBG_GAMELOGIC)
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HWR_DrawCollisionBox(spr->mobj);
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}
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}
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HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, 0);
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