mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-20 17:06:21 +01:00
91 lines
2.4 KiB
C
91 lines
2.4 KiB
C
/*
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gl_dbghulls.c - loading & handling world and brushmodels
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Copyright (C) 2016 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "gl_local.h"
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#include "mod_local.h"
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#define list_entry( ptr, type, member ) \
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((type *)((char *)(ptr) - (size_t)(&((type *)0)->member)))
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// iterate over each entry in the list
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#define list_for_each_entry( pos, head, member ) \
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for( pos = list_entry( (head)->next, winding_t, member ); \
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&pos->member != (head); \
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pos = list_entry( pos->member.next, winding_t, member ))
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// REFTODO: rewrite in triapi
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void R_DrawWorldHull( void )
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{
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hull_model_t *hull = &WORLD->hull_models[0];
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winding_t *poly;
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int i;
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if( FBitSet( r_showhull->flags, FCVAR_CHANGED ))
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{
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int val = bound( 0, (int)r_showhull->value, 3 );
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if( val ) gEngfuncs.Mod_CreatePolygonsForHull( val );
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ClearBits( r_showhull->flags, FCVAR_CHANGED );
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}
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if( !CVAR_TO_BOOL( r_showhull ))
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return;
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pglDisable( GL_TEXTURE_2D );
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list_for_each_entry( poly, &hull->polys, chain )
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{
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srand((unsigned int)poly);
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pglColor3f( rand() % 256 / 255.0, rand() % 256 / 255.0, rand() % 256 / 255.0 );
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pglBegin( GL_POLYGON );
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for( i = 0; i < poly->numpoints; i++ )
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pglVertex3fv( poly->p[i] );
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pglEnd();
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}
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pglEnable( GL_TEXTURE_2D );
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}
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void R_DrawModelHull( void )
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{
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hull_model_t *hull;
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winding_t *poly;
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int i;
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if( !CVAR_TO_BOOL( r_showhull ))
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return;
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if( !RI.currentmodel || RI.currentmodel->name[0] != '*' )
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return;
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i = atoi( RI.currentmodel->name + 1 );
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if( i < 1 || i >= WORLD->num_hull_models )
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return;
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hull = &WORLD->hull_models[i];
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pglPolygonOffset( 1.0f, 2.0 );
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pglEnable( GL_POLYGON_OFFSET_FILL );
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pglDisable( GL_TEXTURE_2D );
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list_for_each_entry( poly, &hull->polys, chain )
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{
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srand((unsigned int)poly);
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pglColor3f( rand() % 256 / 255.0, rand() % 256 / 255.0, rand() % 256 / 255.0 );
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pglBegin( GL_POLYGON );
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for( i = 0; i < poly->numpoints; i++ )
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pglVertex3fv( poly->p[i] );
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pglEnd();
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}
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pglEnable( GL_TEXTURE_2D );
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pglDisable( GL_POLYGON_OFFSET_FILL );
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}
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