Beispiel #1
0
//update tr.screenImage
void RB_CaptureScreenImage(void)
{
	int radX = 2048;
	int radY = 2048;
	int x = glConfig.vidWidth/2;
	int y = glConfig.vidHeight/2;
	int cX, cY;

	GL_Bind( tr.screenImage );
	//using this method, we could pixel-filter the texture and all sorts of crazy stuff.
	//but, it is slow as hell.
	/*
	static byte *tmp = NULL;
	if (!tmp)
	{
		tmp = (byte *)Z_Malloc((sizeof(byte)*4)*(glConfig.vidWidth*glConfig.vidHeight), TAG_ICARUS, qtrue);
	}
	qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
	qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
	*/

	if (radX > glConfig.maxTextureSize)
	{
		radX = glConfig.maxTextureSize;
	}
	if (radY > glConfig.maxTextureSize)
	{
		radY = glConfig.maxTextureSize;
	}

	while (glConfig.vidWidth < radX)
	{
		radX /= 2;
	}
	while (glConfig.vidHeight < radY)
	{
		radY /= 2;
	}

	cX = x-(radX/2);
	cY = y-(radY/2);

	if (cX+radX > glConfig.vidWidth)
	{ //would it go off screen?
		cX = glConfig.vidWidth-radX;
	}
	else if (cX < 0)
	{ //cap it off at 0
		cX = 0;
	}

	if (cY+radY > glConfig.vidHeight)
	{ //would it go off screen?
		cY = glConfig.vidHeight-radY;
	}
	else if (cY < 0)
	{ //cap it off at 0
		cY = 0;
	}

#ifndef _XBOX
	qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, radX, radY, 0);
#else
	qglCopyBackBufferToTexEXT(radX, radY, cX, (480 - cY), (cX + radX), (480 - (cY + radY)));
#endif // _XBOX
}
Beispiel #2
0
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t		*shader, *oldShader;
	int				fogNum, oldFogNum;
	int				entityNum, oldEntityNum;
	int				dlighted, oldDlighted;
	int				depthRange, oldDepthRange;
	int				i;
	drawSurf_t		*drawSurf;
	unsigned int	oldSort;
	float			originalTime;
	trRefEntity_t	*curEnt;
	postRender_t	*pRender;
	bool			didShadowPass = false;
#ifdef __MACOS__
	int				macEventTime;

	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size

	// we don't want to pump the event loop too often and waste time, so
	// we are going to check every shader change
	macEventTime = Sys_Milliseconds() + MAC_EVENT_PUMP_MSEC;
#endif

	if (g_bRenderGlowingObjects)
	{ //only shadow on initial passes
		didShadowPass = true;
	}

	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	oldDlighted = qfalse;
	oldSort = (unsigned int) -1;
	depthRange = qfalse;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
			continue;
		}
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );

#ifndef _XBOX	// GLOWXXX
		// If we're rendering glowing objects, but this shader has no stages with glow, skip it!
		if ( g_bRenderGlowingObjects && !shader->hasGlow )
		{
			shader = oldShader;
			entityNum = oldEntityNum;
			fogNum = oldFogNum;
			dlighted = oldDlighted;
			continue;
		}
#endif
		oldSort = drawSurf->sort;

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if (entityNum != TR_WORLDENT &&
			g_numPostRenders < MAX_POST_RENDERS)
		{
			if ( (backEnd.refdef.entities[entityNum].e.renderfx & RF_DISTORTION)/* ||
				(backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA)*/)
				//not sure if we need this alpha fix for sp or not, leaving it out for now -rww
			{ //must render last
				curEnt = &backEnd.refdef.entities[entityNum];
				pRender = &g_postRenders[g_numPostRenders];

				g_numPostRenders++;

				depthRange = 0;
				//figure this stuff out now and store it
				if ( curEnt->e.renderfx & RF_NODEPTH )
				{
					depthRange = 2;
				}
				else if ( curEnt->e.renderfx & RF_DEPTHHACK )
				{
					depthRange = 1;
				}
				pRender->depthRange = depthRange;

				//It is not necessary to update the old* values because
				//we are not updating now with the current values.
				depthRange = oldDepthRange;

				//store off the ent num
				pRender->entNum = entityNum;

				//remember the other values necessary for rendering this surf
				pRender->drawSurf = drawSurf;
				pRender->dlighted = dlighted;
				pRender->fogNum = fogNum;
				pRender->shader = shader;

				//assure the info is back to the last set state
				shader = oldShader;
				entityNum = oldEntityNum;
				fogNum = oldFogNum;
				dlighted = oldDlighted;

				oldSort = (unsigned int)-1; //invalidate this thing, cause we may want to postrender more surfs of the same sort

				//continue without bothering to begin a draw surf
				continue;
			}
		}

		if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted 
			|| ( entityNum != oldEntityNum && !shader->entityMergable ) )
		{
			if (oldShader != NULL) {
#ifdef __MACOS__	// crutch up the mac's limited buffer queue size
				int		t;

				t = Sys_Milliseconds();
				if ( t > macEventTime ) {
					macEventTime = t + MAC_EVENT_PUMP_MSEC;
					Sys_PumpEvents();
				}
#endif
				RB_EndSurface();

				if (!didShadowPass && shader && shader->sort > SS_BANNER)
				{
					RB_ShadowFinish();
					didShadowPass = true;
				}
			}
			RB_BeginSurface( shader, fogNum );
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
		}

		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			depthRange = qfalse;

			if ( entityNum != TR_WORLDENT ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
#ifdef VV_LIGHTING
					VVLightMan.R_TransformDlights( &backEnd.ori );
#else
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
				}

				if ( backEnd.currentEntity->e.renderfx & RF_NODEPTH ) {
					// No depth at all, very rare but some things for seeing through walls
					depthRange = 2;
				}
				else if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.ori = backEnd.viewParms.world;
#ifdef VV_LIGHTING
				VVLightMan.R_TransformDlights( &backEnd.ori );
#else
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
			}

			qglLoadMatrixf( backEnd.ori.modelMatrix );

			//
			// change depthrange if needed
			//
			if ( oldDepthRange != depthRange ) {
				switch ( depthRange ) {
					default:
					case 0:
						qglDepthRange (0, 1);	
						break;

					case 1:
						qglDepthRange (0, .3);	
						break;

					case 2:
						qglDepthRange (0, 0);
						break;
				}

				oldDepthRange = depthRange;
			}

			oldEntityNum = entityNum;
		}

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
	}

	// draw the contents of the last shader batch
	if (oldShader != NULL) {
		RB_EndSurface();
	}

	if (tr_stencilled && tr_distortionPrePost)
	{ //ok, cap it now
		RB_CaptureScreenImage();
		RB_DistortionFill();
	}

	//render distortion surfs (or anything else that needs to be post-rendered)
	if (g_numPostRenders > 0)
	{
		int lastPostEnt = -1;

		while (g_numPostRenders > 0)
		{
			g_numPostRenders--;
			pRender = &g_postRenders[g_numPostRenders];

			RB_BeginSurface( pRender->shader, pRender->fogNum );

			backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum];

			backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

			// set up the transformation matrix
			R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );

			// set up the dynamic lighting if needed
			if ( backEnd.currentEntity->needDlights )
			{
#ifdef VV_LIGHTING
				VVLightMan.R_TransformDlights( &backEnd.ori );
#else
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
			}

			qglLoadMatrixf( backEnd.ori.modelMatrix );

			depthRange = pRender->depthRange;
			switch ( depthRange )
			{
				default:
				case 0:
					qglDepthRange (0, 1);	
					break;

				case 1:
					qglDepthRange (0, .3);	
					break;

				case 2:
					qglDepthRange (0, 0);
					break;
			}

			if ((backEnd.currentEntity->e.renderfx & RF_DISTORTION) &&
				lastPostEnt != pRender->entNum)
			{ //do the capture now, we only need to do it once per ent
				int x, y;
				int rad = backEnd.currentEntity->e.radius;
				//We are going to just bind this, and then the CopyTexImage is going to
				//stomp over this texture num in texture memory.
				GL_Bind( tr.screenImage );

				if (R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y ))
				{
					int cX, cY;
					cX = glConfig.vidWidth-x-(rad/2);
					cY = glConfig.vidHeight-y-(rad/2);

					if (cX+rad > glConfig.vidWidth)
					{ //would it go off screen?
						cX = glConfig.vidWidth-rad;
					}
					else if (cX < 0)
					{ //cap it off at 0
						cX = 0;
					}

					if (cY+rad > glConfig.vidHeight)
					{ //would it go off screen?
						cY = glConfig.vidHeight-rad;
					}
					else if (cY < 0)
					{ //cap it off at 0
						cY = 0;
					}

					//now copy a portion of the screen to this texture
#ifdef _XBOX
					qglCopyBackBufferToTexEXT(rad, rad, cX, (480 - cY), (cX + rad), (480 - (cY + rad)));
#else
					qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0);
#endif

					lastPostEnt = pRender->entNum;
				}
			}

			rb_surfaceTable[ *pRender->drawSurf->surface ]( pRender->drawSurf->surface );
			RB_EndSurface();
		}
	}

	// go back to the world modelview matrix
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange (0, 1);
	}

#if 0
	RB_DrawSun();
#endif
	if (tr_stencilled && !tr_distortionPrePost)
	{ //draw in the stencil buffer's cutout
		RB_DistortionFill();
	}
	if (!didShadowPass)
	{
		// darken down any stencil shadows
		RB_ShadowFinish();
		didShadowPass = true;
	}

#ifdef _XBOX
	if (r_hdreffect->integer)
		HDREffect.Render();
#endif

	// add light flares on lights that aren't obscured
//	RB_RenderFlares();

#ifdef __MACOS__
	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size
#endif
}