/* ================= RB_ShadowFinish Darken everything that is is a shadow volume. We have to delay this until everything has been shadowed, because otherwise shadows from different body parts would overlap and double darken. ================= */ void RB_ShadowFinish( void ) { if ( r_shadows->integer != 2 ) { return; } if ( glConfig.stencilBits < 4 ) { return; } qglEnable( GL_STENCIL_TEST ); qglStencilFunc( GL_NOTEQUAL, 0, 255 ); qglDisable( GL_CLIP_PLANE0 ); qglDisable( GL_CULL_FACE ); GL_Bind( tr.whiteImage ); qglLoadIdentity(); qglColor3f( 0.6f, 0.6f, 0.6f ); GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ); // qglColor3f( 1, 0, 0 ); // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); qglBegin( GL_QUADS ); qglVertex3f( -100, 100, -10 ); qglVertex3f( 100, 100, -10 ); qglVertex3f( 100, -100, -10 ); qglVertex3f( -100, -100, -10 ); qglEnd(); qglColor4f( 1,1,1,1 ); qglDisable( GL_STENCIL_TEST ); }
/* ================= RB_ShadowFinish Darken everything that is is a shadow volume. We have to delay this until everything has been shadowed, because otherwise shadows from different body parts would overlap and double darken. ================= */ void RB_ShadowFinish( void ) { #if defined(VV_LIGHTING) && defined(_XBOX) StencilShadower.FinishShadows(); #else if ( r_shadows->integer != 2 ) { return; } if ( glConfig.stencilBits < 4 ) { return; } #ifdef _DEBUG_STENCIL_SHADOWS return; #endif qglEnable( GL_STENCIL_TEST ); qglStencilFunc( GL_NOTEQUAL, 0, 255 ); qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); bool planeZeroBack = false; if (qglIsEnabled(GL_CLIP_PLANE0)) { planeZeroBack = true; qglDisable (GL_CLIP_PLANE0); } GL_Cull(CT_TWO_SIDED); //qglDisable (GL_CULL_FACE); GL_Bind( tr.whiteImage ); qglPushMatrix(); qglLoadIdentity (); // qglColor3f( 0.6f, 0.6f, 0.6f ); // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ); // qglColor3f( 1, 0, 0 ); // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f ); //GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); qglBegin( GL_QUADS ); qglVertex3f( -100, 100, -10 ); qglVertex3f( 100, 100, -10 ); qglVertex3f( 100, -100, -10 ); qglVertex3f( -100, -100, -10 ); qglEnd (); qglColor4f(1,1,1,1); qglDisable( GL_STENCIL_TEST ); if (planeZeroBack) { qglEnable (GL_CLIP_PLANE0); } qglPopMatrix(); #endif // VV_LIGHTING && _XBOX }
/* ================= RB_ShadowFinish Darken everything that is is a shadow volume. We have to delay this until everything has been shadowed, because otherwise shadows from different body parts would overlap and double darken. ================= */ void RB_ShadowFinish( void ) { if ( r_shadows->integer != 2 ) { return; } if ( glConfig.stencilBits < 4 ) { return; } qglEnable( GL_STENCIL_TEST ); qglStencilFunc( GL_NOTEQUAL, 0, 255 ); qglDisable (GL_CLIP_PLANE0); qglDisable (GL_CULL_FACE); GL_Bind( tr.whiteImage ); qglLoadIdentity (); qglColor3f( 0.6f, 0.6f, 0.6f ); GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ); // qglColor3f( 1, 0, 0 ); // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); #ifdef HAVE_GLES GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY); if (text) qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); if (glcol) qglDisableClientState( GL_COLOR_ARRAY ); GLfloat vtx[] = { -100, 100, -10, 100, 100, -10, 100, -100, -10, -100, -100, -10 }; qglVertexPointer ( 3, GL_FLOAT, 0, vtx ); qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); if (text) qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); if (glcol) qglEnableClientState( GL_COLOR_ARRAY ); #else qglBegin( GL_QUADS ); qglVertex3f( -100, 100, -10 ); qglVertex3f( 100, 100, -10 ); qglVertex3f( 100, -100, -10 ); qglVertex3f( -100, -100, -10 ); qglEnd (); #endif qglColor4f(1,1,1,1); qglDisable( GL_STENCIL_TEST ); }
/* ================= RB_PolygonClear This will cover the entire screen with normal rasterization. Texturing is disabled, but the existing glColor, glDepthMask, glColorMask, and the enabled state of depth buffering and stenciling will matter. ================= */ void RB_PolygonClear() { qglPushMatrix(); qglPushAttrib( GL_ALL_ATTRIB_BITS ); qglLoadIdentity(); qglDisable( GL_TEXTURE_2D ); qglDisable( GL_DEPTH_TEST ); qglDisable( GL_CULL_FACE ); qglDisable( GL_SCISSOR_TEST ); qglBegin( GL_POLYGON ); qglVertex3f( -20, -20, -10 ); qglVertex3f( 20, -20, -10 ); qglVertex3f( 20, 20, -10 ); qglVertex3f( -20, 20, -10 ); qglEnd(); qglPopAttrib(); qglPopMatrix(); }
/* ============== CZWnd::Z_DrawCameraIcon ============== */ void CZWnd::Z_DrawCameraIcon( void ) { float x, y; int xCam = z.width / 4 / z.scale; // sikk - x = 0; y = g_pParentWnd->GetCamera()->Camera().origin[2]; qglColor3f( 0.0, 0.0, 1.0 ); qglBegin( GL_LINE_STRIP ); qglVertex3f( x - xCam, y, 0 ); qglVertex3f( x, y + CAM_GIZMO, 0 ); qglVertex3f( x + xCam, y, 0 ); qglVertex3f( x, y - CAM_GIZMO, 0 ); qglVertex3f( x - xCam, y, 0 ); qglVertex3f( x + xCam, y, 0 ); qglVertex3f( x + xCam, y - CAM_HEIGHT, 0 ); qglVertex3f( x - xCam, y - CAM_HEIGHT, 0 ); qglVertex3f( x - xCam, y, 0 ); qglEnd(); }
void ZDrawCameraIcon (void) { float x, y; float xCam = z.width/4/z.scale, gizmo = 8 / z.scale, height = 48 / z.scale; x = 0; y = g_pParentWnd->GetCamWnd()->Camera()->origin[2]; qglColor3f (0.0, 0.0, 1.0); qglBegin(GL_LINE_STRIP); qglVertex3f (x-xCam,y,0); qglVertex3f (x,y+gizmo,0); qglVertex3f (x+xCam,y,0); qglVertex3f (x,y-gizmo,0); qglVertex3f (x-xCam,y,0); qglVertex3f (x+xCam,y,0); qglVertex3f (x+xCam,y-height,0); qglVertex3f (x-xCam,y-height,0); qglVertex3f (x-xCam,y,0); qglEnd (); }
// Draws from modelview space void GLRB_SurfaceAxis( void ) { GL_Bind( tr.whiteImage ); qglLineWidth( 3 ); qglBegin( GL_LINES ); qglColor3f( 1,0,0 ); qglVertex3f( 0,0,0 ); qglVertex3f( 16,0,0 ); qglColor3f( 0,1,0 ); qglVertex3f( 0,0,0 ); qglVertex3f( 0,16,0 ); qglColor3f( 0,0,1 ); qglVertex3f( 0,0,0 ); qglVertex3f( 0,0,16 ); qglEnd(); qglLineWidth( 1 ); }
/* =================== RB_SurfaceAxis Draws x/y/z lines from the origin for orientation debugging =================== */ static void RB_SurfaceAxis( void ) { // FIXME: implement this #if 0 GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); GL_State( GLS_DEFAULT ); qglLineWidth( 3 ); qglBegin( GL_LINES ); qglColor3f( 1,0,0 ); qglVertex3f( 0,0,0 ); qglVertex3f( 16,0,0 ); qglColor3f( 0,1,0 ); qglVertex3f( 0,0,0 ); qglVertex3f( 0,16,0 ); qglColor3f( 0,0,1 ); qglVertex3f( 0,0,0 ); qglVertex3f( 0,0,16 ); qglEnd(); qglLineWidth( 1 ); #endif }
/* ================= RB_ShadowFinish Darken everything that is is a shadow volume. We have to delay this until everything has been shadowed, because otherwise shadows from different body parts would overlap and double darken. ================= */ void RB_ShadowFinish( void ) { if ( r_shadows->integer != 2 ) { return; } if ( glConfig.stencilBits < 4 ) { return; } #ifdef _DEBUG_STENCIL_SHADOWS return; #endif qglEnable( GL_STENCIL_TEST ); qglStencilFunc( GL_NOTEQUAL, 0, 255 ); qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); bool planeZeroBack = false; if (qglIsEnabled(GL_CLIP_PLANE0)) { planeZeroBack = true; qglDisable (GL_CLIP_PLANE0); } GL_Cull(CT_TWO_SIDED); //qglDisable (GL_CULL_FACE); GL_Bind( tr.whiteImage ); qglPushMatrix(); qglLoadIdentity (); // qglColor3f( 0.6f, 0.6f, 0.6f ); // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ); // qglColor3f( 1, 0, 0 ); // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f ); //GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); #ifdef HAVE_GLES GLfloat vtx[] = { -100, 100, -10, 100, 100, -10, 100, -100, -10, -100, -100, -10 }; GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY); if (text) qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); if (glcol) qglDisableClientState( GL_COLOR_ARRAY ); qglVertexPointer ( 3, GL_FLOAT, 0, vtx ); qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); if (text) qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); if (glcol) qglEnableClientState( GL_COLOR_ARRAY ); #else qglBegin( GL_QUADS ); qglVertex3f( -100, 100, -10 ); qglVertex3f( 100, 100, -10 ); qglVertex3f( 100, -100, -10 ); qglVertex3f( -100, -100, -10 ); qglEnd (); #endif qglColor4f(1,1,1,1); qglDisable( GL_STENCIL_TEST ); if (planeZeroBack) { qglEnable (GL_CLIP_PLANE0); } qglPopMatrix(); }
/* ================ glBox ================ */ void glBox(idVec4 &color, idVec3 &point, float size) { idVec3 mins(point); idVec3 maxs(point); mins[0] -= size; mins[1] += size; mins[2] -= size; maxs[0] += size; maxs[1] -= size; maxs[2] += size; idVec4 saveColor; qglGetFloatv(GL_CURRENT_COLOR, saveColor.ToFloatPtr()); qglColor3fv( color.ToFloatPtr() ); qglBegin(GL_LINE_LOOP); qglVertex3f(mins[0],mins[1],mins[2]); qglVertex3f(maxs[0],mins[1],mins[2]); qglVertex3f(maxs[0],maxs[1],mins[2]); qglVertex3f(mins[0],maxs[1],mins[2]); qglEnd(); qglBegin(GL_LINE_LOOP); qglVertex3f(mins[0],mins[1],maxs[2]); qglVertex3f(maxs[0],mins[1],maxs[2]); qglVertex3f(maxs[0],maxs[1],maxs[2]); qglVertex3f(mins[0],maxs[1],maxs[2]); qglEnd(); qglBegin(GL_LINES); qglVertex3f(mins[0],mins[1],mins[2]); qglVertex3f(mins[0],mins[1],maxs[2]); qglVertex3f(mins[0],maxs[1],maxs[2]); qglVertex3f(mins[0],maxs[1],mins[2]); qglVertex3f(maxs[0],mins[1],mins[2]); qglVertex3f(maxs[0],mins[1],maxs[2]); qglVertex3f(maxs[0],maxs[1],maxs[2]); qglVertex3f(maxs[0],maxs[1],mins[2]); qglEnd(); qglColor4fv(saveColor.ToFloatPtr()); }
void glBox(idVec3 &color, idVec3 &point, float size) { idVec3 mins(point); idVec3 maxs(point); mins[0] -= size; mins[1] += size; mins[2] -= size; maxs[0] += size; maxs[1] -= size; maxs[2] += size; qglColor3fv(color); qglBegin(GL_LINE_LOOP); qglVertex3f(mins[0], mins[1], mins[2]); qglVertex3f(maxs[0], mins[1], mins[2]); qglVertex3f(maxs[0], maxs[1], mins[2]); qglVertex3f(mins[0], maxs[1], mins[2]); qglEnd(); qglBegin(GL_LINE_LOOP); qglVertex3f(mins[0], mins[1], maxs[2]); qglVertex3f(maxs[0], mins[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], maxs[2]); qglVertex3f(mins[0], maxs[1], maxs[2]); qglEnd(); qglBegin(GL_LINES); qglVertex3f(mins[0], mins[1], mins[2]); qglVertex3f(mins[0], mins[1], maxs[2]); qglVertex3f(mins[0], maxs[1], maxs[2]); qglVertex3f(mins[0], maxs[1], mins[2]); qglVertex3f(maxs[0], mins[1], mins[2]); qglVertex3f(maxs[0], mins[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], mins[2]); qglEnd(); }
void CZClip::Paint(void) { float x, y; int xCam = z.width/4; // hmmm, a rather unpleasant and obscure global name, but it was already called that so... qglColor3f (ZCLIP_COLOUR);//1.0, 0.0, 1.0); // draw TOP marker... // x = 0; y = m_iZClipTop; if (m_bEnabled) qglBegin(GL_QUADS); else qglBegin(GL_LINE_LOOP); qglVertex3f (x-xCam,y,0); qglVertex3f (x-xCam,y+ZCLIP_BAR_THICKNESS,0); qglVertex3f (x+xCam,y+ZCLIP_BAR_THICKNESS,0); qglVertex3f (x+xCam,y,0); qglEnd (); qglColor3f (ZCLIP_COLOUR_DIM);//0.8, 0.0, 0.8); if (m_bEnabled) qglBegin(GL_TRIANGLES); else qglBegin(GL_LINE_LOOP); qglVertex3f (x,(y+ZCLIP_BAR_THICKNESS),0); qglVertex3f (x-xCam,(y+ZCLIP_BAR_THICKNESS)+(ZCLIP_ARROWHEIGHT/2),0); qglVertex3f (x+xCam,(y+ZCLIP_BAR_THICKNESS)+(ZCLIP_ARROWHEIGHT/2),0); qglEnd (); // draw bottom marker... // qglColor3f (ZCLIP_COLOUR);//1.0, 0.0, 1.0); x = 0; y = m_iZClipBottom; if (m_bEnabled) qglBegin(GL_QUADS); else qglBegin(GL_LINE_LOOP); qglVertex3f (x-xCam,y,0); qglVertex3f (x-xCam,y-ZCLIP_BAR_THICKNESS,0); qglVertex3f (x+xCam,y-ZCLIP_BAR_THICKNESS,0); qglVertex3f (x+xCam,y,0); qglEnd (); qglColor3f (ZCLIP_COLOUR_DIM);//0.8, 0.0, 0.8); if (m_bEnabled) qglBegin(GL_TRIANGLES); else qglBegin(GL_LINE_LOOP); qglVertex3f (x,(y-ZCLIP_BAR_THICKNESS),0); qglVertex3f (x-xCam,(y-ZCLIP_BAR_THICKNESS)-(ZCLIP_ARROWHEIGHT/2),0); qglVertex3f (x+xCam,(y-ZCLIP_BAR_THICKNESS)-(ZCLIP_ARROWHEIGHT/2),0); qglEnd (); }
/* ================ RB_DrawBounds ================ */ void RB_DrawBounds( const idBounds &bounds ) { if ( bounds.IsCleared() ) { return; } qglBegin( GL_LINE_LOOP ); qglVertex3f( bounds[0][0], bounds[0][1], bounds[0][2] ); qglVertex3f( bounds[0][0], bounds[1][1], bounds[0][2] ); qglVertex3f( bounds[1][0], bounds[1][1], bounds[0][2] ); qglVertex3f( bounds[1][0], bounds[0][1], bounds[0][2] ); qglEnd(); qglBegin( GL_LINE_LOOP ); qglVertex3f( bounds[0][0], bounds[0][1], bounds[1][2] ); qglVertex3f( bounds[0][0], bounds[1][1], bounds[1][2] ); qglVertex3f( bounds[1][0], bounds[1][1], bounds[1][2] ); qglVertex3f( bounds[1][0], bounds[0][1], bounds[1][2] ); qglEnd(); qglBegin( GL_LINES ); qglVertex3f( bounds[0][0], bounds[0][1], bounds[0][2] ); qglVertex3f( bounds[0][0], bounds[0][1], bounds[1][2] ); qglVertex3f( bounds[0][0], bounds[1][1], bounds[0][2] ); qglVertex3f( bounds[0][0], bounds[1][1], bounds[1][2] ); qglVertex3f( bounds[1][0], bounds[0][1], bounds[0][2] ); qglVertex3f( bounds[1][0], bounds[0][1], bounds[1][2] ); qglVertex3f( bounds[1][0], bounds[1][1], bounds[0][2] ); qglVertex3f( bounds[1][0], bounds[1][1], bounds[1][2] ); qglEnd(); }
void CCamWnd::Cam_Draw() { brush_t *brush; face_t *face; float screenaspect; float yfov; double start, end; int i; /* FILE *f = fopen("g:/nardo/raduffy/editorhack.dat", "w"); if (f != NULL) { fwrite(&m_Camera.origin[0], sizeof(float), 1, f); fwrite(&m_Camera.origin[1], sizeof(float), 1, f); fwrite(&m_Camera.origin[2], sizeof(float), 1, f); fwrite(&m_Camera.angles[PITCH], sizeof(float), 1, f); fwrite(&m_Camera.angles[YAW], sizeof(float), 1, f); fclose(f); } */ if (!active_brushes.next) return; // not valid yet if (m_Camera.timing) start = Sys_DoubleTime (); // // clear // QE_CheckOpenGLForErrors(); qglViewport(0, 0, m_Camera.width, m_Camera.height); qglScissor(0, 0, m_Camera.width, m_Camera.height); qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0], g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1], g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0); qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // // set up viewpoint // vec5_t lightPos; if (g_PrefsDlg.m_bGLLighting) { qglEnable(GL_LIGHTING); //qglEnable(GL_LIGHT0); lightPos[0] = lightPos[1] = lightPos[2] = 3.5; lightPos[3] = 1.0; qglLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightPos); //qglLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); //lightPos[0] = lightPos[1] = lightPos[2] = 3.5; //qglLightfv(GL_LIGHT0, GL_AMBIENT, lightPos); } else { qglDisable(GL_LIGHTING); } qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); screenaspect = (float)m_Camera.width / m_Camera.height; yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI; qgluPerspective (yfov, screenaspect, 2, 8192); qglRotatef (-90, 1, 0, 0); // put Z going up qglRotatef (90, 0, 0, 1); // put Z going up qglRotatef (m_Camera.angles[0], 0, 1, 0); qglRotatef (-m_Camera.angles[1], 0, 0, 1); qglTranslatef (-m_Camera.origin[0], -m_Camera.origin[1], -m_Camera.origin[2]); Cam_BuildMatrix (); //if (m_Camera.draw_mode == cd_light) //{ // if (g_PrefsDlg.m_bGLLighting) // { // VectorCopy(m_Camera.origin, lightPos); // lightPos[3] = 1; // qglLightfv(GL_LIGHT0, GL_POSITION, lightPos); // } //} InitCull (); // // draw stuff // GLfloat lAmbient[] = {1.0, 1.0, 1.0, 1.0}; switch (m_Camera.draw_mode) { case cd_wire: qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE); qglDisable(GL_TEXTURE_2D); qglDisable(GL_TEXTURE_1D); qglDisable(GL_BLEND); qglDisable(GL_DEPTH_TEST); qglColor3f(1.0, 1.0, 1.0); // qglEnable (GL_LINE_SMOOTH); break; case cd_solid: qglCullFace(GL_FRONT); qglEnable(GL_CULL_FACE); qglShadeModel (GL_FLAT); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglDisable(GL_TEXTURE_2D); qglDisable(GL_BLEND); qglEnable(GL_DEPTH_TEST); qglDepthFunc (GL_LEQUAL); break; case cd_texture: qglCullFace(GL_FRONT); qglEnable(GL_CULL_FACE); qglShadeModel (GL_FLAT); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglEnable(GL_TEXTURE_2D); qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglDisable(GL_BLEND); qglEnable(GL_DEPTH_TEST); qglDepthFunc (GL_LEQUAL); break; case cd_blend: qglCullFace(GL_FRONT); qglEnable(GL_CULL_FACE); qglShadeModel (GL_FLAT); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglEnable(GL_TEXTURE_2D); qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglDisable(GL_DEPTH_TEST); qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } qglMatrixMode(GL_TEXTURE); m_nNumTransBrushes = 0; for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next) { //DrawLightRadius(brush); if (CullBrush (brush)) continue; if (FilterBrush (brush)) continue; if ((brush->brush_faces->texdef.flags & (SURF_TRANS33 | SURF_TRANS66)) || (brush->brush_faces->d_texture->bFromShader && brush->brush_faces->d_texture->fTrans != 1.0)) { m_TransBrushes [ m_nNumTransBrushes++ ] = brush; } else { //-- if (brush->patchBrush) //-- m_TransBrushes [ m_nNumTransBrushes++ ] = brush; //-- else Brush_Draw(brush); } } if (g_PrefsDlg.m_bGLLighting) { qglDisable (GL_LIGHTING); } // //qglDepthMask ( 0 ); // Don't write to depth buffer qglEnable ( GL_BLEND ); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for ( i = 0; i < m_nNumTransBrushes; i++ ) Brush_Draw (m_TransBrushes[i]); //qglDepthMask ( 1 ); // Ok, write now qglMatrixMode(GL_PROJECTION); // // now draw selected brushes // if (g_PrefsDlg.m_bGLLighting) { qglEnable (GL_LIGHTING); } qglTranslatef (g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]); qglMatrixMode(GL_TEXTURE); brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes; // draw normally for (brush = pList->next ; brush != pList ; brush=brush->next) { //DrawLightRadius(brush); //if (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) // continue; Brush_Draw(brush); } // blend on top qglMatrixMode(GL_PROJECTION); qglDisable (GL_LIGHTING); qglColor4f(1.0, 0.0, 0.0, 0.3); qglEnable (GL_BLEND); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglDisable (GL_TEXTURE_2D); for (brush = pList->next ; brush != pList ; brush=brush->next) { if ( (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) || (brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint) ) continue; for (face=brush->brush_faces ; face ; face=face->next) Face_Draw( face ); } int nCount = g_ptrSelectedFaces.GetSize(); if (nCount > 0) { for (int i = 0; i < nCount; i++) { face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i)); Face_Draw(selFace); } } // non-zbuffered outline qglDisable (GL_BLEND); qglDisable (GL_DEPTH_TEST); qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE); qglColor3f (1, 1, 1); for (brush = pList->next ; brush != pList ; brush=brush->next) { if (g_qeglobals.dontDrawSelectedOutlines || (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) || (brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint)) continue; for (face=brush->brush_faces ; face ; face=face->next) Face_Draw( face ); } // edge / vertex flags if (g_qeglobals.d_select_mode == sel_vertex) { qglPointSize (4); qglColor3f (0,1,0); qglBegin (GL_POINTS); for (i=0 ; i<g_qeglobals.d_numpoints ; i++) qglVertex3fv (g_qeglobals.d_points[i]); qglEnd (); qglPointSize (1); } else if (g_qeglobals.d_select_mode == sel_edge) { float *v1, *v2; qglPointSize (4); qglColor3f (0,0,1); qglBegin (GL_POINTS); for (i=0 ; i<g_qeglobals.d_numedges ; i++) { v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1]; v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2]; qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5); } qglEnd (); qglPointSize (1); } g_splineList->draw(static_cast<qboolean>(g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint)); if (g_qeglobals.selectObject && (g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint)) { g_qeglobals.selectObject->drawSelection(); } // // draw pointfile // qglEnable(GL_DEPTH_TEST); DrawPathLines (); if (g_qeglobals.d_pointfile_display_list) { Pointfile_Draw(); // glCallList (g_qeglobals.d_pointfile_display_list); } // bind back to the default texture so that we don't have problems // elsewhere using/modifying texture maps between contexts qglBindTexture( GL_TEXTURE_2D, 0 ); #if 0 // area selection hack if (g_qeglobals.d_select_mode == sel_area) { qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglColor4f(0.0, 0.0, 1.0, 0.25); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglRectfv(g_qeglobals.d_vAreaTL, g_qeglobals.d_vAreaBR); qglDisable (GL_BLEND); } #endif qglFinish(); QE_CheckOpenGLForErrors(); // Sys_EndWait(); if (m_Camera.timing) { end = Sys_DoubleTime (); Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start))); } }
/** * @note Unused. */ void RB_DrawBounds(vec3_t mins, vec3_t maxs) { vec3_t center; GL_Bind(tr.whiteImage); GL_State(GLS_POLYMODE_LINE); // box corners qglBegin(GL_LINES); qglColor3f(1, 1, 1); qglVertex3f(mins[0], mins[1], mins[2]); qglVertex3f(maxs[0], mins[1], mins[2]); qglVertex3f(mins[0], mins[1], mins[2]); qglVertex3f(mins[0], maxs[1], mins[2]); qglVertex3f(mins[0], mins[1], mins[2]); qglVertex3f(mins[0], mins[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], maxs[2]); qglVertex3f(mins[0], maxs[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], maxs[2]); qglVertex3f(maxs[0], mins[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], maxs[2]); qglVertex3f(maxs[0], maxs[1], mins[2]); qglEnd(); center[0] = (mins[0] + maxs[0]) * 0.5; center[1] = (mins[1] + maxs[1]) * 0.5; center[2] = (mins[2] + maxs[2]) * 0.5; // center axis qglBegin(GL_LINES); qglColor3f(1, 0.85, 0); qglVertex3f(mins[0], center[1], center[2]); qglVertex3f(maxs[0], center[1], center[2]); qglVertex3f(center[0], mins[1], center[2]); qglVertex3f(center[0], maxs[1], center[2]); qglVertex3f(center[0], center[1], mins[2]); qglVertex3f(center[0], center[1], maxs[2]); qglEnd(); }
void CRainSystem::Render(void) { int i; SParticle *item; vec4_t forward, down, left; vec3_t pos; // float percent; float radius; CWorldEffectsSystem::Render(); if (mFadeAlpha <= 0.0) { return; } VectorScale(backEnd.viewParms.or.axis[0], 1, forward); // forward VectorScale(backEnd.viewParms.or.axis[1], 0.2f, left); // left down[0] = 0 - mWindDirection[0] * mRainHeight * mWindAngle; down[1] = 0 - mWindDirection[1] * mRainHeight * mWindAngle; down[2] = -mRainHeight; GL_Bind(mImage); GL_State(GLS_ALPHA); qglEnable(GL_TEXTURE_2D); qglDisable(GL_CULL_FACE); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); item = mRainList; qglBegin(GL_TRIANGLES ); for(i=mMaxRain;i;i--) { /* percent = (item->pos[1] -(-20.0)) / (20.0 - (-20.0)); percent *= forward[2]; if (percent < 0.0) { radius = 10 * (percent + 1.0); } else { radius = 10 * (1.0 - percent); }*/ radius = item->pos[1]; if (item->pos[2] < 0.0) { // radius *= 1.0 - (item->pos[2] / 40.0); float alpha = mAlpha * (item->pos[1] / -item->pos[2]); if (alpha > mAlpha) { alpha = mAlpha; } qglColor4f(1.0, 1.0, 1.0, alpha * mFadeAlpha); } else { qglColor4f(1.0, 1.0, 1.0, mAlpha * mFadeAlpha); // radius *= 1.0 + (item->pos[2] / 20.0); } pos[0] = sin(item->pos[0]) * radius + (item->pos[2] * mWindDirection[0] * mWindAngle); pos[1] = cos(item->pos[0]) * radius + (item->pos[2] * mWindDirection[1] * mWindAngle); pos[2] = item->pos[2]; qglTexCoord2f(1.0, 0.0); qglVertex3f(pos[0], pos[1], pos[2]); qglTexCoord2f(0.0, 0.0); qglVertex3f(pos[0] + left[0], pos[1] + left[1], pos[2] + left[2]); qglTexCoord2f(0.0, 1.0); qglVertex3f(pos[0] + down[0] + left[0], pos[1] + down[1] + left[1], pos[2] + down[2] + left[2]); item++; } qglEnd(); qglEnable(GL_CULL_FACE); qglPopMatrix(); }
/* ============== RenderBumpFlat_f ============== */ void RenderBumpFlat_f( const idCmdArgs &args ) { int width, height; idStr source; int i; idBounds bounds; srfTriangles_t *mesh; // update the screen as we print common->SetRefreshOnPrint( true ); width = height = 256; // check options for ( i = 1 ; i < args.Argc() - 1; i++ ) { const char *s; s = args.Argv( i ); if ( s[0] == '-' ) { i++; s = args.Argv( i ); } if ( !idStr::Icmp( s, "size" ) ) { if ( i + 2 >= args.Argc() ) { i = args.Argc(); break; } width = atoi( args.Argv( i + 1 ) ); height = atoi( args.Argv( i + 2 ) ); i += 2; } else { common->Printf( "WARNING: Unknown option \"%s\"\n", s ); break; } } if ( i != ( args.Argc() - 1 ) ) { common->Error( "usage: renderBumpFlat [-size width height] asefile" ); return; } common->Printf( "Final image size: %i, %i\n", width, height ); // load the source in "fastload" mode, because we don't // need tangent and shadow information source = args.Argv( i ); idRenderModel *highPolyModel = renderModelManager->AllocModel(); highPolyModel->PartialInitFromFile( source ); if ( highPolyModel->IsDefaultModel() ) { common->Error( "failed to load %s", source.c_str() ); } // combine the high poly model into a single polyset if ( highPolyModel->NumSurfaces() != 1 ) { highPolyModel = CombineModelSurfaces( highPolyModel ); } // create normals if not present in file const modelSurface_t *surf = highPolyModel->Surface( 0 ); mesh = surf->geometry; // bound the entire file R_BoundTriSurf( mesh ); bounds = mesh->bounds; SaveWindow(); ResizeWindow( width, height ); // for small images, the viewport may be less than the minimum window qglViewport( 0, 0, width, height ); qglEnable( GL_CULL_FACE ); qglCullFace( GL_FRONT ); qglDisable( GL_STENCIL_TEST ); qglDisable( GL_SCISSOR_TEST ); qglDisable( GL_ALPHA_TEST ); qglDisable( GL_BLEND ); qglEnable( GL_DEPTH_TEST ); qglDisable( GL_TEXTURE_2D ); qglDepthMask( GL_TRUE ); qglDepthFunc( GL_LEQUAL ); qglColor3f( 1, 1, 1 ); qglMatrixMode( GL_PROJECTION ); qglLoadIdentity(); qglOrtho( bounds[0][0], bounds[1][0], bounds[0][2], bounds[1][2], -( bounds[0][1] - 1 ), -( bounds[1][1] + 1 ) ); qglMatrixMode( GL_MODELVIEW ); qglLoadIdentity(); // flat maps are automatically anti-aliased idStr filename; int j, k, c; byte *buffer; int *sumBuffer, *colorSumBuffer; bool flat; int sample; sumBuffer = (int *)Mem_Alloc( width * height * 4 * 4 ); memset( sumBuffer, 0, width * height * 4 * 4 ); buffer = (byte *)Mem_Alloc( width * height * 4 ); colorSumBuffer = (int *)Mem_Alloc( width * height * 4 * 4 ); memset( sumBuffer, 0, width * height * 4 * 4 ); flat = false; //flat = true; for ( sample = 0 ; sample < 16 ; sample++ ) { float xOff, yOff; xOff = ( ( sample & 3 ) / 4.0 ) * ( bounds[1][0] - bounds[0][0] ) / width; yOff = ( ( sample / 4 ) / 4.0 ) * ( bounds[1][2] - bounds[0][2] ) / height; for ( int colorPass = 0 ; colorPass < 2 ; colorPass++ ) { qglClearColor(0.5,0.5,0.5,0); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); qglBegin( GL_TRIANGLES ); for ( i = 0 ; i < highPolyModel->NumSurfaces() ; i++ ) { const modelSurface_t *surf = highPolyModel->Surface( i ); mesh = surf->geometry; if ( colorPass ) { // just render the surface color for artist visualization for ( j = 0 ; j < mesh->numIndexes ; j+=3 ) { for ( k = 0 ; k < 3 ; k++ ) { int v; float *a; v = mesh->indexes[j+k]; qglColor3ubv( mesh->verts[v].color ); a = mesh->verts[v].xyz.ToFloatPtr(); qglVertex3f( a[0] + xOff, a[2] + yOff, a[1] ); } } } else { // render as normal map // we can either flat shade from the plane, // or smooth shade from the vertex normals for ( j = 0 ; j < mesh->numIndexes ; j+=3 ) { if ( flat ) { idPlane plane; idVec3 *a, *b, *c; int v1, v2, v3; v1 = mesh->indexes[j+0]; v2 = mesh->indexes[j+1]; v3 = mesh->indexes[j+2]; a = &mesh->verts[ v1 ].xyz; b = &mesh->verts[ v2 ].xyz; c = &mesh->verts[ v3 ].xyz; plane.FromPoints( *a, *b, *c ); // NULLNORMAL is used by the artists to force an area to reflect no // light at all if ( surf->shader->GetSurfaceFlags() & SURF_NULLNORMAL ) { qglColor3f( 0.5, 0.5, 0.5 ); } else { qglColor3f( 0.5 + 0.5*plane[0], 0.5 - 0.5*plane[2], 0.5 - 0.5*plane[1] ); } qglVertex3f( (*a)[0] + xOff, (*a)[2] + yOff, (*a)[1] ); qglVertex3f( (*b)[0] + xOff, (*b)[2] + yOff, (*b)[1] ); qglVertex3f( (*c)[0] + xOff, (*c)[2] + yOff, (*c)[1] ); } else { for ( k = 0 ; k < 3 ; k++ ) { int v; float *n; float *a; v = mesh->indexes[j+k]; n = mesh->verts[v].normal.ToFloatPtr(); // NULLNORMAL is used by the artists to force an area to reflect no // light at all if ( surf->shader->GetSurfaceFlags() & SURF_NULLNORMAL ) { qglColor3f( 0.5, 0.5, 0.5 ); } else { // we are going to flip the normal Z direction qglColor3f( 0.5 + 0.5*n[0], 0.5 - 0.5*n[2], 0.5 - 0.5*n[1] ); } a = mesh->verts[v].xyz.ToFloatPtr(); qglVertex3f( a[0] + xOff, a[2] + yOff, a[1] ); } } } } } qglEnd(); qglFlush(); GLimp_SwapBuffers(); qglReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer ); c = width * height; if ( colorPass ) { // add to the sum buffer for ( i = 0 ; i < c ; i++ ) { colorSumBuffer[i*4+0] += buffer[i*4+0]; colorSumBuffer[i*4+1] += buffer[i*4+1]; colorSumBuffer[i*4+2] += buffer[i*4+2]; colorSumBuffer[i*4+3] += buffer[i*4+3]; } } else { // normalize for ( i = 0 ; i < c ; i++ ) { idVec3 v; v[0] = ( buffer[i*4+0] - 128 ) / 127.0; v[1] = ( buffer[i*4+1] - 128 ) / 127.0; v[2] = ( buffer[i*4+2] - 128 ) / 127.0; v.Normalize(); buffer[i*4+0] = 128 + 127 * v[0]; buffer[i*4+1] = 128 + 127 * v[1]; buffer[i*4+2] = 128 + 127 * v[2]; } // outline into non-drawn areas for ( i = 0 ; i < 8 ; i++ ) { OutlineNormalMap( buffer, width, height, 128, 128, 128 ); } // add to the sum buffer for ( i = 0 ; i < c ; i++ ) { sumBuffer[i*4+0] += buffer[i*4+0]; sumBuffer[i*4+1] += buffer[i*4+1]; sumBuffer[i*4+2] += buffer[i*4+2]; sumBuffer[i*4+3] += buffer[i*4+3]; } } } } c = width * height; // save out the color map for ( i = 0 ; i < c ; i++ ) { buffer[i*4+0] = colorSumBuffer[i*4+0] / 16; buffer[i*4+1] = colorSumBuffer[i*4+1] / 16; buffer[i*4+2] = colorSumBuffer[i*4+2] / 16; buffer[i*4+3] = colorSumBuffer[i*4+3] / 16; } filename = source; filename.StripFileExtension(); filename.Append( "_color.tga" ); R_VerticalFlip( buffer, width, height ); R_WriteTGA( filename, buffer, width, height ); // save out the local map // scale the sum buffer back down to the sample buffer // we allow this to denormalize for ( i = 0 ; i < c ; i++ ) { buffer[i*4+0] = sumBuffer[i*4+0] / 16; buffer[i*4+1] = sumBuffer[i*4+1] / 16; buffer[i*4+2] = sumBuffer[i*4+2] / 16; buffer[i*4+3] = sumBuffer[i*4+3] / 16; } filename = source; filename.StripFileExtension(); filename.Append( "_local.tga" ); common->Printf( "writing %s (%i,%i)\n", filename.c_str(), width, height ); R_VerticalFlip( buffer, width, height ); R_WriteTGA( filename, buffer, width, height ); // free the model renderModelManager->FreeModel( highPolyModel ); // free our work buffer Mem_Free( buffer ); Mem_Free( sumBuffer ); Mem_Free( colorSumBuffer ); RestoreWindow(); // stop updating the screen as we print common->SetRefreshOnPrint( false ); common->Error( "Completed." ); }
void DrawTerrain( terrainMesh_t *pm, bool bPoints, bool bShade ) { int i; int w; int h; int x; int y; //int n; //float x1; //float y1; float scale_x; float scale_y; //vec3_t pSelectedPoints[ MAX_TERRA_POINTS ]; //int nIndex; terravert_t a0; terravert_t a1; terravert_t a2; terravert_t b0; terravert_t b1; terravert_t b2; terrainVert_t *vert; qtexture_t *texture; h = pm->height - 1; w = pm->width - 1; scale_x = pm->scale_x; scale_y = pm->scale_y; qglShadeModel (GL_SMOOTH); if ( bShade ) { for( i = 0; i < pm->numtextures; i++ ) { texture = pm->textures[ i ]; qglBindTexture( GL_TEXTURE_2D, texture->texture_number ); vert = pm->heightmap; for( y = 0; y < h; y++ ) { qglBegin( GL_TRIANGLES ); for( x = 0; x < w; x++, vert++ ) { Terrain_GetTriangles( pm, x, y, &a0, &a1, &a2, &b0, &b1, &b2, texture ); // first tri if ( a0.rgba[ 3 ] || a1.rgba[ 3 ] || a2.rgba[ 3 ] ) { qglColor4fv( a0.rgba ); qglTexCoord2fv( a0.tc ); qglVertex3fv( a0.xyz ); qglColor4fv( a1.rgba ); qglTexCoord2fv( a1.tc ); qglVertex3fv( a1.xyz ); qglColor4fv( a2.rgba ); qglTexCoord2fv( a2.tc ); qglVertex3fv( a2.xyz ); } // second tri if ( b0.rgba[ 3 ] || b1.rgba[ 3 ] || b2.rgba[ 3 ] ) { qglColor4fv( b0.rgba ); qglTexCoord2fv( b0.tc ); qglVertex3fv( b0.xyz ); qglColor4fv( b1.rgba ); qglTexCoord2fv( b1.tc ); qglVertex3fv( b1.xyz ); qglColor4fv( b2.rgba ); qglTexCoord2fv( b2.tc ); qglVertex3fv( b2.xyz ); } } qglEnd (); } } } else { for( i = 0; i < pm->numtextures; i++ ) { texture = pm->textures[ i ]; qglBindTexture( GL_TEXTURE_2D, texture->texture_number ); vert = pm->heightmap; for( y = 0; y < h; y++ ) { qglBegin( GL_TRIANGLES ); for( x = 0; x < w; x++, vert++ ) { Terrain_GetTriangles( pm, x, y, &a0, &a1, &a2, &b0, &b1, &b2, texture ); // first tri if ( a0.rgba[ 3 ] || a1.rgba[ 3 ] || a2.rgba[ 3 ] ) { qglColor4fv( a0.rgba ); qglTexCoord2fv( a0.tc ); qglVertex3fv( a0.xyz ); qglColor4fv( a1.rgba ); qglTexCoord2fv( a1.tc ); qglVertex3fv( a1.xyz ); qglColor4fv( a2.rgba ); qglTexCoord2fv( a2.tc ); qglVertex3fv( a2.xyz ); } // second tri if ( b0.rgba[ 3 ] || b1.rgba[ 3 ] || b2.rgba[ 3 ] ) { qglColor4fv( b0.rgba ); qglTexCoord2fv( b0.tc ); qglVertex3fv( b0.xyz ); qglColor4fv( b1.rgba ); qglTexCoord2fv( b1.tc ); qglVertex3fv( b1.xyz ); qglColor4fv( b2.rgba ); qglTexCoord2fv( b2.tc ); qglVertex3fv( b2.xyz ); } } qglEnd (); } } } qglPushAttrib( GL_CURRENT_BIT ); bool bDisabledLighting = qglIsEnabled( GL_LIGHTING ); if ( bDisabledLighting ) { qglDisable( GL_LIGHTING ); } #if 0 terrainVert_t *currentrow; terrainVert_t *nextrow; float x2; float y2; // Draw normals qglDisable( GL_TEXTURE_2D ); qglDisable( GL_BLEND ); qglColor3f( 1, 1, 1 ); qglBegin( GL_LINES ); y2 = pm->origin[ 1 ]; nextrow = pm->heightmap; for( y = 0; y < h; y++ ) { y1 = y2; y2 += scale_y; x2 = pm->origin[ 0 ]; currentrow = nextrow; nextrow = currentrow + pm->width; for( x = 0; x < w; x++ ) { x1 = x2; x2 += scale_x; // normals qglVertex3f( x1, y1, pm->origin[ 2 ] + currentrow[ x ].height ); qglVertex3f( x1 + currentrow[ x ].normal[ 0 ] * 16.0f, y1 + currentrow[ x ].normal[ 1 ] * 16.0f, pm->origin[ 2 ] + currentrow[ x ].height + currentrow[ x ].normal[ 2 ] * 16.0f ); qglVertex3f( x2, y1, pm->origin[ 2 ] + currentrow[ x + 1 ].height ); qglVertex3f( x2 + currentrow[ x + 1 ].normal[ 0 ] * 16.0f, y1 + currentrow[ x + 1 ].normal[ 1 ] * 16.0f, pm->origin[ 2 ] + currentrow[ x + 1 ].height + currentrow[ x + 1 ].normal[ 2 ] * 16.0f ); qglVertex3f( x1, y2, pm->origin[ 2 ] + nextrow[ x ].height ); qglVertex3f( x1 + nextrow[ x ].normal[ 0 ] * 16.0f, y2 + nextrow[ x ].normal[ 1 ] * 16.0f, pm->origin[ 2 ] + nextrow[ x ].height + nextrow[ x ].normal[ 2 ] * 16.0f ); qglVertex3f( x2, y2, pm->origin[ 2 ] + nextrow[ x + 1 ].height ); qglVertex3f( x2 + nextrow[ x + 1 ].normal[ 0 ] * 16.0f, y2 + nextrow[ x + 1 ].normal[ 1 ] * 16.0f, pm->origin[ 2 ] + nextrow[ x + 1 ].height + nextrow[ x + 1 ].normal[ 2 ] * 16.0f ); } } qglEnd (); qglEnable( GL_TEXTURE_2D ); #endif #if 0 if ( bPoints && ( g_qeglobals.d_select_mode == sel_terrainpoint || g_qeglobals.d_select_mode == sel_area ) ) { qglPointSize( 6 ); qglDisable( GL_TEXTURE_2D ); qglDisable( GL_BLEND ); qglBegin( GL_POINTS ); nIndex = 0; qglColor4f( 1, 0, 1, 1 ); y1 = pm->origin[ 1 ]; for ( y = 0; y < pm->height; y++, y1 += pm->scale_y ) { x1 = pm->origin[ 0 ]; for( x = 0; x < pm->width; x++, x1 += pm->scale_x ) { // FIXME: need to not do loop lookups inside here n = Terrain_PointInMoveList( &pm->heightmap[ x + y * pm->width ] ); if ( n >= 0 ) { VectorSet( pSelectedPoints[ nIndex ], x1, y1, pm->heightmap[ x + y * pm->width ].height + pm->origin[ 2 ] ); nIndex++; } else { qglVertex3f( x1, y1, pm->origin[ 2 ] + pm->heightmap[ x + y * pm->width ].height ); } } } qglEnd(); qglEnable( GL_TEXTURE_2D ); if ( nIndex > 0 ) { qglBegin( GL_POINTS ); qglColor4f( 0, 0, 1, 1 ); while( nIndex-- > 0 ) { qglVertex3fv( pSelectedPoints[ nIndex ] ); } qglEnd(); } } #endif if ( g_qeglobals.d_numterrapoints && ( ( g_qeglobals.d_select_mode == sel_terrainpoint ) || ( g_qeglobals.d_select_mode == sel_terraintexture ) ) ) { #if 0 qglPointSize( 6 ); qglDisable( GL_TEXTURE_2D ); qglDisable( GL_BLEND ); qglBegin( GL_POINTS ); qglColor4f( 1, 0, 1, 1 ); for( i = 0; i < g_qeglobals.d_numterrapoints; i++ ) { qglVertex3fv( g_qeglobals.d_terrapoints[ i ]->xyz ); } qglEnd(); qglEnable( GL_TEXTURE_2D ); #endif brush_t *pb; terrainMesh_t *pm; pm = NULL; for( pb = active_brushes .next; pb != &active_brushes; pb = pb->next ) { if ( pb->terrainBrush ) { pm = pb->pTerrain; break; } } if ( pm ) { qglDisable( GL_TEXTURE_2D ); qglBegin( GL_TRIANGLES ); qglEnable( GL_BLEND ); qglColor4f( 0.25, 0.5, 1, 0.35 ); for( i = 0; i < g_qeglobals.d_numterrapoints; i++ ) { terravert_t a0; terravert_t a1; terravert_t a2; qglColor4f( 0.25, 0.5, 1, g_qeglobals.d_terrapoints[ i ]->scale * 0.75 + 0.25 ); Terrain_GetTriangle( pm, g_qeglobals.d_terrapoints[ i ]->tri.index * 2, &a0, &a1, &a2 ); qglVertex3fv( a0.xyz ); qglVertex3fv( a1.xyz ); qglVertex3fv( a2.xyz ); Terrain_GetTriangle( pm, g_qeglobals.d_terrapoints[ i ]->tri.index * 2 + 1, &a0, &a1, &a2 ); qglVertex3fv( a0.xyz ); qglVertex3fv( a1.xyz ); qglVertex3fv( a2.xyz ); } qglEnd(); qglDisable( GL_BLEND ); qglEnable( GL_TEXTURE_2D ); } } }