//========================================================================== // // // //========================================================================== void GLWall::Draw(int pass) { gl_RenderState.SetNormal(glseg.Normal()); switch (pass) { case GLPASS_LIGHTSONLY: SetupLights(); break; case GLPASS_ALL: SetupLights(); // fall through case GLPASS_PLAIN: RenderTextured(RWF_TEXTURED); break; case GLPASS_TRANSLUCENT: switch (type) { case RENDERWALL_MIRRORSURFACE: RenderMirrorSurface(); break; case RENDERWALL_FOGBOUNDARY: RenderFogBoundary(); break; default: RenderTranslucentWall(); break; } break; case GLPASS_LIGHTTEX: case GLPASS_LIGHTTEX_ADDITIVE: case GLPASS_LIGHTTEX_FOGGY: RenderLightsCompat(pass); break; case GLPASS_TEXONLY: gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false); RenderWall(RWF_TEXTURED); break; } }
//========================================================================== // // // //========================================================================== void GLWall::Draw(int pass) { int rel; int tmode; #ifdef _DEBUG if (seg->linedef-lines==879) { int a = 0; } #endif switch (pass) { case GLPASS_LIGHTSONLY: SetupLights(); break; case GLPASS_ALL: SetupLights(); // fall through case GLPASS_PLAIN: rel = rellight + getExtraLight(); gl_SetColor(lightlevel, rel, Colormap,1.0f); tmode = gl_RenderState.GetTextureMode(); if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false); else { if (flags & GLT_CLAMPY) { if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY); } gl_SetFog(255, 0, NULL, false); } gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW)); gl_RenderState.SetMaterial(gltexture, flags & 3, false, -1, false); RenderWall(RWF_TEXTURED|RWF_GLOW); gl_RenderState.EnableGlow(false); gl_RenderState.SetTextureMode(tmode); break; case GLPASS_TRANSLUCENT: switch (type) { case RENDERWALL_MIRRORSURFACE: RenderMirrorSurface(); break; case RENDERWALL_FOGBOUNDARY: RenderFogBoundary(); break; case RENDERWALL_COLORLAYER: glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); RenderTranslucentWall(); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0, 0); default: RenderTranslucentWall(); break; } } }