fteqw/quakec/csaddon/src/brush_draw.qc

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void(int mod, int id) DrawEngineBrushWireframe =
{
const vector col = '1 0 0';
for(int facenum = 0;;)
{
int points = brush_getfacepoints(mod, id, ++facenum, &facepoints[0], MAX_FACEPOINTS);
if (!points)
break; //end of face list, I guess
R_BeginPolygon("chop");
R_PolygonVertex(facepoints[0], '0 0', col, 1);
for (int point = 1; point < points; point++)
{
R_PolygonVertex(facepoints[point], '0 0', col, 1);
R_EndPolygon();
R_PolygonVertex(facepoints[point], '0 0', col, 1);
}
R_PolygonVertex(facepoints[0], '0 0', col, 1);
R_EndPolygon();
}
};
void(brushface_t *faces, int numfaces, string shader, vector col, float alpha) DrawQCBrushWireframe =
{
int f;
int point, points;
for(f = 0; f < numfaces;)
{
points = brush_calcfacepoints(++f, faces, numfaces, facepoints, MAX_FACEPOINTS);
if (!points)
continue; //should probably warn somehow about this
R_BeginPolygon(shader);
R_PolygonVertex(facepoints[0], '0 0', col, alpha);
for (point = 0; point < points-1; )
{
point++;
R_PolygonVertex(facepoints[point], '0 0', col, alpha);
R_EndPolygon();
R_PolygonVertex(facepoints[point], '0 0', col, alpha);
}
R_PolygonVertex(facepoints[0], '0 0', col, alpha);
R_EndPolygon();
}
};
void(brushface_t *faces, int numfaces, string shader, vector col, float alpha) DrawQCBrushSolid =
{
int f;
int point, points;
for(f = 0; f < numfaces;)
{
points = brush_calcfacepoints(++f, faces, numfaces, facepoints, MAX_FACEPOINTS);
if (!points)
continue; //should probably warn somehow about this
R_BeginPolygon(shader);
for (point = 0; point < points; point++)
R_PolygonVertex(facepoints[point], '0 0', col, alpha);
R_EndPolygon();
}
};
void(brushface_t *faces, int numfaces, vector col, float alpha) DrawQCBrushTextured =
{
int f;
int point, points;
for(f = 0; f < numfaces; f++)
{
points = brush_calcfacepoints(1+f, faces, numfaces, facepoints, MAX_FACEPOINTS);
if (points)
{
//this is unfortunate. the built in shaders expect to use lightmaps. we don't have those.
//because lightmaps are special things, we end up in a real mess. so lets just make sure there's a shader now, because we can.
//FIXME: we don't manage to pick up the size of the original wad image
shaderforname(faces[f].shadername,
sprintf("{"
"{\n"
"map \"%s\"\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}", faces[f].shadername));
vector sz = drawgetimagesize(faces[f].shadername);
R_BeginPolygon(faces[f].shadername);
for (point = 0; point < points; point++)
R_PolygonVertex(facepoints[point], [(facepoints[point] * faces[f].sdir + faces[f].sbias)/sz_x, (facepoints[point] * faces[f].tdir + faces[f].tbias)/sz_y], col, alpha);
R_EndPolygon();
}
}
};
void(vector *p, int points, string shader, vector col, float alpha) DrawAxisExtensions =
{
R_BeginPolygon(shader);
for (int point = 0; point < points; point++)
{
R_PolygonVertex(p[point] + [ 64, 0, 0], '0 0', col, alpha);
R_PolygonVertex(p[point] + [-64, 0, 0], '0 0', col, alpha);
R_EndPolygon();
R_PolygonVertex(p[point] + [0, 64, 0], '0 0', col, alpha);
R_PolygonVertex(p[point] + [0, -64, 0], '0 0', col, alpha);
R_EndPolygon();
R_PolygonVertex(p[point] + [0, 0, 64], '0 0', col, alpha);
R_PolygonVertex(p[point] + [0, 0, -64], '0 0', col, alpha);
R_EndPolygon();
}
};
void(int brushid) editor_drawbbox =
{
static vector bbox[2];
int p = brush_getfacepoints(selectedbrushmodel, brushid, 0, bbox, bbox.length);
if (p == 2)
{
R_BeginPolygon("chop");
#define line(x,y) R_PolygonVertex(x, '0 0', '1 0 0', 1); R_PolygonVertex(y, '0 0', '1 0 0', 1); R_EndPolygon()
line(bbox[0], ([bbox[1][0], bbox[0][1], bbox[0][2]]));
line(bbox[0], ([bbox[0][0], bbox[1][1], bbox[0][2]]));
line(bbox[0], ([bbox[0][0], bbox[0][1], bbox[1][2]]));
line(bbox[1], ([bbox[0][0], bbox[1][1], bbox[1][2]]));
line(bbox[1], ([bbox[1][0], bbox[0][1], bbox[1][2]]));
line(bbox[1], ([bbox[1][0], bbox[1][1], bbox[0][2]]));
line(([bbox[1][0], bbox[0][1], bbox[0][2]]), ([bbox[1][0], bbox[1][1], bbox[0][2]]));
line(([bbox[1][0], bbox[0][1], bbox[0][2]]), ([bbox[1][0], bbox[0][1], bbox[1][2]]));
line(([bbox[0][0], bbox[1][1], bbox[0][2]]), ([bbox[0][0], bbox[1][1], bbox[1][2]]));
line(([bbox[0][0], bbox[1][1], bbox[0][2]]), ([bbox[1][0], bbox[1][1], bbox[0][2]]));
line(([bbox[0][0], bbox[0][1], bbox[1][2]]), ([bbox[0][0], bbox[1][1], bbox[1][2]]));
line(([bbox[0][0], bbox[0][1], bbox[1][2]]), ([bbox[1][0], bbox[0][1], bbox[1][2]]));
#undef line
}
};