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r_opengl: add PF_WireFrame and SHADER_NONE
Draw lines instead of tris and disable shader entirely.
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7719cf27fa
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0a7ad42c53
2 changed files with 10 additions and 2 deletions
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@ -133,6 +133,7 @@ typedef struct
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// Predefined shader types
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enum
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{
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SHADER_NONE = -1,
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SHADER_DEFAULT = 0,
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SHADER_FLOOR,
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@ -235,7 +236,8 @@ enum EPolyFlags
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PF_RemoveYWrap = 0x00010000, // Forces clamp texture on Y
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PF_ForceWrapX = 0x00020000, // Forces repeat texture on X
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PF_ForceWrapY = 0x00040000, // Forces repeat texture on Y
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PF_Ripple = 0x00100000 // Water ripple effect. The current backend doesn't use it for anything.
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PF_Ripple = 0x00100000, // Water ripple effect. The current backend doesn't use it for anything.
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PF_WireFrame = 0x00200000, // Draws vertices as lines instead of triangles
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};
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@ -1061,6 +1061,12 @@ EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boole
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EXPORT void HWRAPI(SetShader) (int type)
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{
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#ifdef GL_SHADERS
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if (type == SHADER_NONE)
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{
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HWRAPI(UnSetShader)();
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return;
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}
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if (gl_allowshaders != HWD_SHADEROPTION_OFF)
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{
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gl_shader_t *shader = gl_shaderstate.current;
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@ -2319,7 +2325,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
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pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
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pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
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pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts);
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pglDrawArrays(PolyFlags & PF_WireFrame ? GL_LINES : GL_TRIANGLE_FAN, 0, iNumPts);
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if (PolyFlags & PF_RemoveYWrap)
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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