halflife-wasteland-sdk/utils/qbsp2/gldraw.c

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1999-04-07 00:00:00 +00:00
/***
*
* Copyright (c) 1998, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include "bsp5.h"
vec3_t draw_mins, draw_maxs;
void Draw_ClearBounds (void)
{
}
void Draw_AddToBounds (vec3_t v)
{
}
void Draw_DrawFace (face_t *f)
{
int i;
if (!drawflag)
return;
glColor4f (0,0,0,0.5);
glBegin (GL_LINE_LOOP);
for (i=0 ; i<f->numpoints ; i++)
glVertex3f (f->pts[i][0], f->pts[i][1], f->pts[i][2]);
glEnd ();
glColor4f (0,1,0,0.3);
glBegin (GL_POLYGON);
for (i=0 ; i<f->numpoints ; i++)
glVertex3f (f->pts[i][0], f->pts[i][1], f->pts[i][2]);
glEnd ();
glFlush ();
}
#define WIN_SIZE 512
void InitWindow (void)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
auxInitPosition (0, 0, WIN_SIZE, WIN_SIZE);
auxInitWindow ("qbsp");
}
void Draw_ClearWindow (void)
{
static int init;
int w, h, g;
float mx, my;
if (!drawflag)
return;
if (!init)
{
init = true;
InitWindow ();
}
glClearColor (1,0.8,0.8,0);
glClear (GL_COLOR_BUFFER_BIT);
w = (draw_maxs[0] - draw_mins[0]);
h = (draw_maxs[1] - draw_mins[1]);
mx = draw_mins[0] + w/2;
my = draw_mins[1] + h/2;
g = w > h ? w : h;
glLoadIdentity ();
gluPerspective (90, 1, 2, 16384);
gluLookAt (mx, my, draw_maxs[2] + g/2, mx , my, draw_maxs[2], 0, 1, 0);
glColor4f (0,0,0,1);
// glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#if 0
glBegin (GL_POLYGON);
glVertex3f (mx, my, draw_mins[2]);
glVertex3f (mx, my+100, draw_mins[2]);
glVertex3f (mx, my+100, draw_mins[2]+100);
glVertex3f (mx, my, draw_mins[2]+100);
glEnd ();
#endif
glFlush ();
}
void Draw_SetRed (void)
{
if (!drawflag)
return;
glColor3f (1,0,0);
}
void Draw_SetGrey (void)
{
if (!drawflag)
return;
glColor3f (0.5,0.5,0.5);
}
void Draw_SetBlack (void)
{
if (!drawflag)
return;
glColor3f (0,0,0);
}
void DrawPoint (vec3_t v)
{
}
void DrawLeaf (node_t *l, int color)
{
}
void DrawWinding (winding_t *w)
{
int i;
if (!drawflag)
return;
glBegin (GL_POLYGON);
for (i=0 ; i<w->numpoints ; i++)
glVertex3f (w->points[i][0], w->points[i][1], w->points[i][2]);
glEnd ();
glFlush ();
}
void DrawTri (vec3_t p1, vec3_t p2, vec3_t p3)
{
}
void DrawPortal (portal_t *portal)
{
DrawWinding (portal->winding);
}