halflife-photomode/utils/qbsp2/gldraw.cpp

177 lines
2.9 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL2/SDL.h>
#include "bsp5.h"
vec3_t draw_mins, draw_maxs;
void Draw_ClearBounds(void)
{
}
void Draw_DrawFace(face_t* f)
{
int i;
if (!drawflag)
return;
glColor4f(0, 0, 0, 0.5);
glBegin(GL_LINE_LOOP);
for (i = 0; i < f->numpoints; i++)
glVertex3f(f->pts[i][0], f->pts[i][1], f->pts[i][2]);
glEnd();
glColor4f(0, 1, 0, 0.3);
glBegin(GL_POLYGON);
for (i = 0; i < f->numpoints; i++)
glVertex3f(f->pts[i][0], f->pts[i][1], f->pts[i][2]);
glEnd();
glFlush();
}
#define WIN_SIZE 512
SDL_Window* g_pWindow = NULL;
SDL_GLContext g_GLContext = NULL;
void InitWindow(void)
{
if (SDL_Init(SDL_INIT_VIDEO))
{
printf("Couldn't initialize SDL2\n");
exit(EXIT_FAILURE);
}
g_pWindow = SDL_CreateWindow("qbsp", 0, 0, WIN_SIZE, WIN_SIZE, SDL_WINDOW_OPENGL);
if (!g_pWindow)
{
printf("Failed to create SDL Window\n");
exit(EXIT_FAILURE);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, false);
g_GLContext = SDL_GL_CreateContext(g_pWindow);
SDL_GL_MakeCurrent(g_pWindow, g_GLContext);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearIndex(0);
glLoadIdentity();
glDrawBuffer(GL_FRONT);
}
void Draw_ClearWindow(void)
{
static int init;
int w, h, g;
float mx, my;
if (!drawflag)
return;
if (!init)
{
init = true;
InitWindow();
}
glClearColor(1, 0.8, 0.8, 0);
glClear(GL_COLOR_BUFFER_BIT);
w = (draw_maxs[0] - draw_mins[0]);
h = (draw_maxs[1] - draw_mins[1]);
mx = draw_mins[0] + w / 2;
my = draw_mins[1] + h / 2;
g = w > h ? w : h;
glLoadIdentity();
gluPerspective(90, 1, 2, 16384);
gluLookAt(mx, my, draw_maxs[2] + g / 2, mx, my, draw_maxs[2], 0, 1, 0);
glColor4f(0, 0, 0, 1);
// glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#if 0
glBegin (GL_POLYGON);
glVertex3f (mx, my, draw_mins[2]);
glVertex3f (mx, my+100, draw_mins[2]);
glVertex3f (mx, my+100, draw_mins[2]+100);
glVertex3f (mx, my, draw_mins[2]+100);
glEnd ();
#endif
glFlush();
}
void Draw_SetRed(void)
{
if (!drawflag)
return;
glColor3f(1, 0, 0);
}
void Draw_SetGrey(void)
{
if (!drawflag)
return;
glColor3f(0.5, 0.5, 0.5);
}
void Draw_SetBlack(void)
{
if (!drawflag)
return;
glColor3f(0, 0, 0);
}
void DrawLeaf(node_t* /*l*/, int /*color*/)
{
}
void DrawWinding(winding_t* w)
{
int i;
if (!drawflag)
return;
glBegin(GL_POLYGON);
for (i = 0; i < w->numpoints; i++)
glVertex3f(w->points[i][0], w->points[i][1], w->points[i][2]);
glEnd();
glFlush();
}
void DrawPortal(portal_t* portal)
{
DrawWinding(portal->winding);
}