Beispiel #1
0
/*
=================
R_SetBlendModeOn
=================
*/
void R_SetBlendModeOn (image_t *skin)
{
	GL_TexEnv( GL_MODULATE );

	if (skin)
		GL_Bind(skin->texnum);

	GL_ShadeModel (GL_SMOOTH);

	if (currententity->flags & RF_TRANSLUCENT)
	{
		GL_DepthMask (false);

		if (currententity->flags & RF_TRANS_ADDITIVE)
		{ 
			GL_BlendFunc   (GL_SRC_ALPHA, GL_ONE);	
			glColor4ub(255, 255, 255, 255);
			GL_ShadeModel (GL_FLAT);
		}
		else
			GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		
		GL_Enable (GL_BLEND);
	}
}
Beispiel #2
0
/*
=============
RB_RenderWarpSurface

backend for R_DrawWarpSurface
=============
*/
void RB_RenderWarpSurface (msurface_t *fa)
{
	float		args[7] = {0,0.05,0,0,0.04,0,0};
	float		alpha = colorArray[0][3];
	image_t		*image = R_TextureAnimation (fa);
	qboolean	light = r_warp_lighting->value && !(fa->texinfo->flags & SURF_NOLIGHTENV);
	qboolean	texShaderWarpNV = glConfig.NV_texshaders && glConfig.multitexture && r_pixel_shader_warp->value;
	qboolean	texShaderWarpARB = glConfig.arb_fragment_program && glConfig.multitexture && r_pixel_shader_warp->value;
	qboolean	texShaderWarp = (texShaderWarpNV || texShaderWarpARB);
	if (texShaderWarpNV && texShaderWarpARB)
		texShaderWarpARB = (r_pixel_shader_warp->value == 1.0f);

	if (rb_vertex == 0 || rb_index == 0) // nothing to render
		return;

	c_brush_calls++;

	// Psychospaz's vertex lighting
	if (light) {
		GL_ShadeModel (GL_SMOOTH);
		if (!texShaderWarp)
			R_SetVertexRGBScale (true);
	}

	/*
	Texture Shader waterwarp
	Damn this looks fantastic
	WHY texture shaders? because I can!
	- MrG
	*/
	if (texShaderWarpARB)
	{
		GL_SelectTexture(0);
		GL_MBind(0, image->texnum);

		GL_EnableTexture(1);
		GL_MBind(1, dst_texture_ARB);

		GL_Enable (GL_FRAGMENT_PROGRAM_ARB);
		qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP]);
		qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_rgbscale->value, r_rgbscale->value, r_rgbscale->value, 1.0);
	}
	else if (texShaderWarpNV)
	{
		GL_SelectTexture(0);
		GL_MBind(0, dst_texture_NV);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);

		GL_EnableTexture(1);
		GL_MBind(1, image->texnum);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
		qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);

		// Psychospaz's lighting
		// use this so that the new water isnt so bright anymore
		// We won't bother check for the extensions availabiliy, as the hardware required
		// to make it this far definately supports this as well
		if (light)
			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

		GL_Enable (GL_TEXTURE_SHADER_NV);
	}
	else
		GL_Bind(image->texnum);

	RB_DrawArrays ();

	// MrG - texture shader waterwarp
	if (texShaderWarpARB)
	{
		GL_Disable (GL_FRAGMENT_PROGRAM_ARB);
		GL_DisableTexture(1);
		GL_SelectTexture(0);
	}
	else if (texShaderWarpNV)
	{ 
		GL_DisableTexture(1);
		if (light)
			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // Psychospaz's lighting

		GL_SelectTexture(0);
		GL_Disable (GL_TEXTURE_SHADER_NV);
	}

	// Psychospaz's vertex lighting
	if (light) {
		GL_ShadeModel (GL_FLAT);
		if (!texShaderWarp)
			R_SetVertexRGBScale (false); 
	}

	RB_DrawMeshTris ();
	rb_vertex = rb_index = 0;
}
Beispiel #3
0
/*
=================
R_DrawAliasModel
=================
*/
void R_DrawAliasModel (entity_t *e)
{
	maliasmodel_t	*paliashdr;
	vec3_t		bbox[8];
	qboolean	mirrormodel = false;
	int			i;

	// also skip this for viewermodels and cameramodels
	if ( !(e->flags & RF_WEAPONMODEL || e->flags & RF_VIEWERMODEL || e->renderfx & RF2_CAMERAMODEL) )
	{
		if (R_CullAliasModel(bbox, e))
			return;
	}

	// mirroring support
	if (e->flags & RF_WEAPONMODEL)
	{
		if (r_lefthand->value == 2)
			return;
		else if (r_lefthand->value == 1)
			mirrormodel = true;
	}
	else if (e->renderfx & RF2_CAMERAMODEL)
	{
		if (r_lefthand->value==1)
			mirrormodel = true;
	}
	else if (e->flags & RF_MIRRORMODEL)
		mirrormodel = true;
	// end mirroring support

	paliashdr = (maliasmodel_t *)currentmodel->extradata;

	R_SetShadeLight ();

	if (e->flags & RF_DEPTHHACK) // hack the depth range to prevent view model from poking into walls
	{
		if (r_newrefdef.rdflags & RDF_NOWORLDMODEL)
			GL_DepthRange (gldepthmin, gldepthmin + 0.01*(gldepthmax-gldepthmin));
		else
			GL_DepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
	}

	// mirroring support
	if (mirrormodel)
		R_FlipModel(true);

	for (i=0; i < paliashdr->num_meshes; i++)
		c_alias_polys += paliashdr->meshes[i].num_tris;

	qglPushMatrix ();
	e->angles[ROLL] = -e->angles[ROLL];		// roll is backwards
	R_RotateForEntity (e, true);
	e->angles[ROLL] = -e->angles[ROLL];		// roll is backwards

	GL_ShadeModel (GL_SMOOTH);

	GL_TexEnv(GL_MODULATE);

	if ( (e->frame >= paliashdr->num_frames) || (e->frame < 0) )
	{
		VID_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n", currentmodel->name, e->frame);
		e->frame = 0;
		e->oldframe = 0;
	}

	if ( (e->oldframe >= paliashdr->num_frames) || (e->oldframe < 0))
	{
		VID_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n",
			currentmodel->name, e->oldframe);
		e->frame = 0;
		e->oldframe = 0;
	}

	if (!r_lerpmodels->value)
		e->backlerp = 0;

	R_DrawAliasFrameLerp (paliashdr, e);

	GL_TexEnv(GL_REPLACE);
	GL_ShadeModel (GL_FLAT);

	qglPopMatrix ();

	// mirroring support
	if (mirrormodel)
		R_FlipModel(false);

	// show model bounding box
	R_DrawAliasModelBBox (bbox, e);

	if (e->flags & RF_DEPTHHACK)
		GL_DepthRange (gldepthmin, gldepthmax);

	aliasShadowAlpha = R_CalcShadowAlpha(e);

	if (!(e->flags & (RF_WEAPONMODEL | RF_NOSHADOW))
		// no shadows from shells
		&& !( (e->flags & (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM)) && (e->flags & RF_TRANSLUCENT) )
		&& r_shadows->value >= 1 && aliasShadowAlpha >= DIV255)
	{
 		qglPushMatrix ();
		GL_DisableTexture(0);
		GL_Enable (GL_BLEND);

		if (r_shadows->value == 3) {
			e->angles[ROLL] = -e->angles[ROLL];		// roll is backwards
			R_RotateForEntity (e, true);
			e->angles[ROLL] = -e->angles[ROLL];		// roll is backwards
			R_DrawAliasVolumeShadow (paliashdr, bbox);
		}
		else {
			R_RotateForEntity (e, false);
			R_DrawAliasPlanarShadow (paliashdr);
		}

		GL_Disable (GL_BLEND);
		GL_EnableTexture(0);
		qglPopMatrix ();
	}
}