okay, not sure why those were issues...

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@839 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-01-28 01:16:40 +00:00
parent 502f1d7591
commit 2240c8983a
1 changed files with 49 additions and 49 deletions

View File

@ -340,9 +340,9 @@ static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass)
out[d*3+1] = DotProduct((in+d*3), mesh->lightaxis[1]); out[d*3+1] = DotProduct((in+d*3), mesh->lightaxis[1]);
out[d*3+2] = DotProduct((in+d*3), mesh->lightaxis[2]); out[d*3+2] = DotProduct((in+d*3), mesh->lightaxis[2]);
} }
glTexCoordPointer(3, GL_FLOAT, 0, out); qglTexCoordPointer(3, GL_FLOAT, 0, out);
glEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
} }
return; return;
case TC_GEN_LIGHTMAP: case TC_GEN_LIGHTMAP:
@ -362,53 +362,53 @@ static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass)
} }
*/ */
glEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, in); qglTexCoordPointer(2, GL_FLOAT, 0, in);
} }
static void Mesh_SetShaderpassState ( shaderpass_t *pass, qboolean mtex ) static void Mesh_SetShaderpassState ( shaderpass_t *pass, qboolean mtex )
{ {
if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) ) if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) )
{ {
glEnable (GL_BLEND); qglEnable (GL_BLEND);
glBlendFunc (pass->blendsrc, pass->blenddst); qglBlendFunc (pass->blendsrc, pass->blenddst);
} }
else else
{ {
// glDisable (GL_BLEND); // qglDisable (GL_BLEND);
} }
if (pass->flags & SHADER_PASS_ALPHAFUNC) if (pass->flags & SHADER_PASS_ALPHAFUNC)
{ {
glEnable (GL_ALPHA_TEST); qglEnable (GL_ALPHA_TEST);
if (pass->alphafunc == SHADER_ALPHA_GT0) if (pass->alphafunc == SHADER_ALPHA_GT0)
{ {
glAlphaFunc (GL_GREATER, 0); qglAlphaFunc (GL_GREATER, 0);
} }
else if (pass->alphafunc == SHADER_ALPHA_LT128) else if (pass->alphafunc == SHADER_ALPHA_LT128)
{ {
glAlphaFunc (GL_LESS, 0.5f); qglAlphaFunc (GL_LESS, 0.5f);
} }
else if (pass->alphafunc == SHADER_ALPHA_GE128) else if (pass->alphafunc == SHADER_ALPHA_GE128)
{ {
glAlphaFunc (GL_GEQUAL, 0.5f); qglAlphaFunc (GL_GEQUAL, 0.5f);
} }
} }
else else
{ {
// glDisable (GL_ALPHA_TEST); // qglDisable (GL_ALPHA_TEST);
} }
// glDepthFunc (pass->depthfunc); // qglDepthFunc (pass->depthfunc);
if (pass->flags & SHADER_PASS_DEPTHWRITE) if (pass->flags & SHADER_PASS_DEPTHWRITE)
{ {
glDepthMask (GL_TRUE); qglDepthMask (GL_TRUE);
} }
else else
{ {
// glDepthMask (GL_FALSE); // qglDepthMask (GL_FALSE);
} }
} }
@ -425,25 +425,25 @@ static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh)
qglActiveTextureARB(GL_TEXTURE0_ARB+p); qglActiveTextureARB(GL_TEXTURE0_ARB+p);
qglClientActiveTextureARB(GL_TEXTURE0_ARB+p); qglClientActiveTextureARB(GL_TEXTURE0_ARB+p);
GL_BindType(pass[p].texturetype, pass[p].anim_frames[0]); GL_BindType(pass[p].texturetype, pass[p].anim_frames[0]);
glEnable(pass[p].texturetype); qglEnable(pass[p].texturetype);
GL_TexEnv(pass[p].envmode); GL_TexEnv(pass[p].envmode);
if (pass[p].envmode == GL_COMBINE_ARB) if (pass[p].envmode == GL_COMBINE_ARB)
{ {
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode);
} }
Mesh_DeformTextureCoords(mesh, pass+p); Mesh_DeformTextureCoords(mesh, pass+p);
} }
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
for (p = pass->numMergedPasses-1; p >= 0; p--) for (p = pass->numMergedPasses-1; p >= 0; p--)
{ {
qglActiveTextureARB(GL_TEXTURE0_ARB+p); qglActiveTextureARB(GL_TEXTURE0_ARB+p);
qglClientActiveTextureARB(GL_TEXTURE0_ARB+p); qglClientActiveTextureARB(GL_TEXTURE0_ARB+p);
glDisable(pass[p].texturetype); qglDisable(pass[p].texturetype);
glDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
} }
} }
else else
@ -455,18 +455,18 @@ static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh)
GL_Bind(pass->anim_frames[0]); GL_Bind(pass->anim_frames[0]);
if (pass->texturetype != GL_TEXTURE_2D) if (pass->texturetype != GL_TEXTURE_2D)
{ {
glDisable(pass->texturetype); qglDisable(pass->texturetype);
glEnable(pass->texturetype); qglEnable(pass->texturetype);
} }
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
if (pass->texturetype != GL_TEXTURE_2D) if (pass->texturetype != GL_TEXTURE_2D)
{ {
glDisable(pass->texturetype); qglDisable(pass->texturetype);
glEnable(GL_TEXTURE_2D); qglEnable(GL_TEXTURE_2D);
} }
glDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
} }
} }
@ -475,11 +475,11 @@ void GL_PushShader(shader_t *shader)
{ {
if (!shader) if (!shader)
{ {
glDisableClientState( GL_VERTEX_ARRAY ); qglDisableClientState( GL_VERTEX_ARRAY );
return; return;
} }
glEnableClientState( GL_VERTEX_ARRAY ); qglEnableClientState( GL_VERTEX_ARRAY );
} }
void GL_PushMesh(mesh_t *mesh, int deluxnum, int lmnum) void GL_PushMesh(mesh_t *mesh, int deluxnum, int lmnum)
{ {
@ -515,50 +515,50 @@ void GL_DrawMesh(mesh_t *mesh, shader_t *shader, int texturenum, int lmtexturenu
shader->passes[0].texturetype = GL_TEXTURE_2D; shader->passes[0].texturetype = GL_TEXTURE_2D;
} }
if (!shader->numdeforms) if (!shader->numdeforms)
glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array); qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
else else
{ {
MakeDeforms(shader, tempxyzarray, mesh->xyz_array, mesh->numvertexes); MakeDeforms(shader, tempxyzarray, mesh->xyz_array, mesh->numvertexes);
glVertexPointer(3, GL_FLOAT, 16, tempxyzarray); qglVertexPointer(3, GL_FLOAT, 16, tempxyzarray);
} }
if (mesh->normals_array && glNormalPointer) if (mesh->normals_array && qglNormalPointer)
{ {
glNormalPointer(GL_FLOAT, 0, mesh->normals_array); qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
glEnableClientState( GL_NORMAL_ARRAY ); qglEnableClientState( GL_NORMAL_ARRAY );
} }
glEnableClientState( GL_VERTEX_ARRAY ); qglEnableClientState( GL_VERTEX_ARRAY );
if (mesh->colors_array && glColorPointer) if (mesh->colors_array && qglColorPointer)
{ {
glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
glEnableClientState( GL_COLOR_ARRAY ); qglEnableClientState( GL_COLOR_ARRAY );
} }
for (i =0 ; i < shader->numpasses; i+=shader->passes[i].numMergedPasses) for (i =0 ; i < shader->numpasses; i+=shader->passes[i].numMergedPasses)
Mesh_DrawPass(shader->passes+i, mesh); Mesh_DrawPass(shader->passes+i, mesh);
glDisableClientState( GL_VERTEX_ARRAY ); qglDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY ); qglDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY ); qglDisableClientState( GL_NORMAL_ARRAY );
/* //show normals /* //show normals
if (mesh->normals_array) if (mesh->normals_array)
{ {
glColor3f(1,1,1); qglColor3f(1,1,1);
glDisable(GL_TEXTURE_2D); qglDisable(GL_TEXTURE_2D);
glBegin(GL_LINES); qglBegin(GL_LINES);
for (i = 0; i < mesh->numvertexes; i++) for (i = 0; i < mesh->numvertexes; i++)
{ {
glVertex3f( mesh->xyz_array[i][0], qglVertex3f( mesh->xyz_array[i][0],
mesh->xyz_array[i][1], mesh->xyz_array[i][1],
mesh->xyz_array[i][2]); mesh->xyz_array[i][2]);
glVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0], qglVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0],
mesh->xyz_array[i][1] + mesh->normals_array[i][1], mesh->xyz_array[i][1] + mesh->normals_array[i][1],
mesh->xyz_array[i][2] + mesh->normals_array[i][2]); mesh->xyz_array[i][2] + mesh->normals_array[i][2]);
} }
glEnd(); qglEnd();
glEnable(GL_TEXTURE_2D); qglEnable(GL_TEXTURE_2D);
} }
*/ */
} }