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GL3: DrawNullModel()
this is used if a model can't be found/loaded
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613071078a
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6b21811af8
1 changed files with 26 additions and 37 deletions
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@ -726,8 +726,6 @@ GL3_DrawSpriteModel(entity_t *e)
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static void
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GL3_DrawNullModel(void)
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{
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STUB_ONCE("TODO: Implement!");
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#if 0
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vec3_t shadelight;
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if (currententity->flags & RF_FULLBRIGHT)
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@ -736,51 +734,42 @@ GL3_DrawNullModel(void)
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}
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else
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{
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R_LightPoint(currententity->origin, shadelight);
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GL3_LightPoint(currententity->origin, shadelight);
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}
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glPushMatrix();
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R_RotateForEntity(currententity);
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hmm_mat4 origMVmat = gl3state.uni3DData.transModelViewMat4;
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GL3_RotateForEntity(currententity);
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glDisable(GL_TEXTURE_2D);
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glColor4f( shadelight[0], shadelight[1], shadelight[2], 1 );
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gl3state.uniCommonData.color = HMM_Vec4( shadelight[0], shadelight[1], shadelight[2], 1 );
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GL3_UpdateUBOCommon();
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GLfloat vtxA[] = {
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0, 0, -16,
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16 * cos( 0 * M_PI / 2 ), 16 * sin( 0 * M_PI / 2 ), 0,
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16 * cos( 1 * M_PI / 2 ), 16 * sin( 1 * M_PI / 2 ), 0,
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16 * cos( 2 * M_PI / 2 ), 16 * sin( 2 * M_PI / 2 ), 0,
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16 * cos( 3 * M_PI / 2 ), 16 * sin( 3 * M_PI / 2 ), 0,
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16 * cos( 4 * M_PI / 2 ), 16 * sin( 4 * M_PI / 2 ), 0
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GL3_UseProgram(gl3state.si3DcolorOnly.shaderProgram);
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GL3_BindVAO(gl3state.vao3D);
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GL3_BindVBO(gl3state.vbo3D);
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gl3_3D_vtx_t vtxA[6] = {
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{{0, 0, -16}, {0,0}, {0,0}},
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{{16 * cos( 0 * M_PI / 2 ), 16 * sin( 0 * M_PI / 2 ), 0}, {0,0}, {0,0}},
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{{16 * cos( 1 * M_PI / 2 ), 16 * sin( 1 * M_PI / 2 ), 0}, {0,0}, {0,0}},
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{{16 * cos( 2 * M_PI / 2 ), 16 * sin( 2 * M_PI / 2 ), 0}, {0,0}, {0,0}},
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{{16 * cos( 3 * M_PI / 2 ), 16 * sin( 3 * M_PI / 2 ), 0}, {0,0}, {0,0}},
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{{16 * cos( 4 * M_PI / 2 ), 16 * sin( 4 * M_PI / 2 ), 0}, {0,0}, {0,0}}
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};
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glEnableClientState( GL_VERTEX_ARRAY );
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glBufferData(GL_ARRAY_BUFFER, sizeof(vtxA), vtxA, GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
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glVertexPointer( 3, GL_FLOAT, 0, vtxA );
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glDrawArrays( GL_TRIANGLE_FAN, 0, 6 );
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glDisableClientState( GL_VERTEX_ARRAY );
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GLfloat vtxB[] = {
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0, 0, 16,
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16 * cos( 4 * M_PI / 2 ), 16 * sin( 4 * M_PI / 2 ), 0,
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16 * cos( 3 * M_PI / 2 ), 16 * sin( 3 * M_PI / 2 ), 0,
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16 * cos( 2 * M_PI / 2 ), 16 * sin( 2 * M_PI / 2 ), 0,
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16 * cos( 1 * M_PI / 2 ), 16 * sin( 1 * M_PI / 2 ), 0,
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16 * cos( 0 * M_PI / 2 ), 16 * sin( 0 * M_PI / 2 ), 0
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gl3_3D_vtx_t vtxB[6] = {
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{{0, 0, 16}, {0,0}, {0,0}},
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vtxA[5], vtxA[4], vtxA[3], vtxA[2], vtxA[1]
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};
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glEnableClientState( GL_VERTEX_ARRAY );
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glBufferData(GL_ARRAY_BUFFER, sizeof(vtxB), vtxB, GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
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glVertexPointer( 3, GL_FLOAT, 0, vtxB );
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glDrawArrays( GL_TRIANGLE_FAN, 0, 6 );
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glDisableClientState( GL_VERTEX_ARRAY );
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glColor4f(1, 1, 1, 1);
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glPopMatrix();
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glEnable(GL_TEXTURE_2D);
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#endif // 0
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gl3state.uni3DData.transModelViewMat4 = origMVmat;
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GL3_UpdateUBO3D();
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}
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static void
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