/** * @brief Draw all warped opaque bsp surfaces via warp shader */ void R_RenderOpaqueWarpBspRRefs (void) { R_EnableWarp(r_state.warp_program, true); R_RenderBspRRefs(R_DrawSurfaces, S_OPAQUE_WARP); R_EnableWarp(nullptr, false); R_EnableGlowMap(nullptr); }
/** * @brief Draw all warped translucent bsp surfaces via warp shader and with blend enabled */ void R_RenderBlendWarpBspRRefs (void) { assert(r_state.blend_enabled); R_EnableWarp(r_state.warp_program, true); R_RenderBspRRefs(R_DrawSurfaces, S_BLEND_WARP); R_EnableWarp(nullptr, false); R_EnableGlowMap(nullptr); }
/* * R_DrawBlendWarpSurfaces_default */ void R_DrawBlendWarpSurfaces_default(const r_bsp_surfaces_t *surfs) { if (!surfs->count) return; if (r_draw_wireframe->value) { // surface outlines R_DrawSurfacesLines_default(surfs); return; } R_EnableWarp(r_state.warp_program, true); R_DrawSurfaces_default(surfs); R_EnableWarp(NULL, false); }