static void SetViewportAndScissor( void )
	{
#if defined( USE_D3D10 )
		// TODO
#else
		GL_LoadProjectionMatrix( backEnd.viewParms.projectionMatrix );

		// set the window clipping
		GL_Viewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
		             backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );

		GL_Scissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
		            backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
#endif
	}
	/*
	================
	RB_SetGL2D
	================
	*/
	static void RB_SetGL2D( void )
	{
		matrix_t proj;

		GLimp_LogComment( "--- RB_SetGL2D ---\n" );

#if defined( USE_D3D10 )
		// TODO
#else

		// disable offscreen rendering
		if ( glConfig.framebufferObjectAvailable )
		{
			R_BindNullFBO();
		}

#endif

		backEnd.projection2D = qtrue;

#if defined( USE_D3D10 )
		// TODO
#else
		// set 2D virtual screen size
		GL_Viewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
		GL_Scissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );

		MatrixOrthogonalProjection( proj, 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
		GL_LoadProjectionMatrix( proj );
		GL_LoadModelViewMatrix( matrixIdentity );

		GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

		qglDisable( GL_CULL_FACE );
		qglDisable( GL_CLIP_PLANE0 );
#endif

		// set time for 2D shaders
		backEnd.refdef.time = ri.Milliseconds();
		backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
	}
Example #3
0
/*
** RB_DrawSun
*/
void RB_DrawSun( void )
{
#if 0
	float    size;
	float    dist;
	vec3_t   origin, vec1, vec2;
	vec3_t   temp;
	matrix_t transformMatrix;
	matrix_t modelViewMatrix;

	if ( !backEnd.skyRenderedThisView )
	{
		return;
	}

	if ( !r_drawSun->integer )
	{
		return;
	}

	GL_PushMatrix();

	GL_BindProgram( &tr.genericShader );

	// set uniforms
	GLSL_SetUniform_TCGen_Environment( &tr.genericShader,  qfalse );
	GLSL_SetUniform_InverseVertexColor( &tr.genericShader,  qfalse );

	if ( glConfig2.vboVertexSkinningAvailable )
	{
		GLSL_SetUniform_VertexSkinning( &tr.genericShader, qfalse );
	}

	GLSL_SetUniform_DeformGen( &tr.genericShader, DGEN_NONE );
	GLSL_SetUniform_AlphaTest( &tr.genericShader, -1.0 );

	MatrixSetupTranslation( transformMatrix, backEnd.viewParms.orientation.origin[ 0 ], backEnd.viewParms.orientation.origin[ 1 ],
	                        backEnd.viewParms.orientation.origin[ 2 ] );
	MatrixMultiply( backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix );

	GL_LoadProjectionMatrix( backEnd.viewParms.projectionMatrix );
	GL_LoadModelViewMatrix( modelViewMatrix );

	GLSL_SetUniform_ModelMatrix( &tr.genericShader, backEnd.orientation.transformMatrix );
	GLSL_SetUniform_ModelViewProjectionMatrix( &tr.genericShader, glState.modelViewProjectionMatrix[ glState.stackIndex ] );

	GLSL_SetUniform_PortalClipping( &tr.genericShader, backEnd.viewParms.isPortal );

	if ( backEnd.viewParms.isPortal )
	{
		float plane[ 4 ];

		// clipping plane in world space
		plane[ 0 ] = backEnd.viewParms.portalPlane.normal[ 0 ];
		plane[ 1 ] = backEnd.viewParms.portalPlane.normal[ 1 ];
		plane[ 2 ] = backEnd.viewParms.portalPlane.normal[ 2 ];
		plane[ 3 ] = backEnd.viewParms.portalPlane.dist;

		GLSL_SetUniform_PortalPlane( &tr.genericShader, plane );
	}

	dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3)
	size = dist * 0.4;

	VectorScale( tr.sunDirection, dist, origin );
	PerpendicularVector( vec1, tr.sunDirection );
	CrossProduct( tr.sunDirection, vec1, vec2 );

	VectorScale( vec1, size, vec1 );
	VectorScale( vec2, size, vec2 );

	// farthest depth range
	glDepthRange( 1.0, 1.0 );

	// FIXME: use quad stamp
	Tess_Begin( Tess_StageIteratorGeneric, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum );
	VectorCopy( origin, temp );
	VectorSubtract( temp, vec1, temp );
	VectorSubtract( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorAdd( temp, vec1, temp );
	VectorSubtract( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorAdd( temp, vec1, temp );
	VectorAdd( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorSubtract( temp, vec1, temp );
	VectorAdd( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	tess.indexes[ tess.numIndexes++ ] = 0;
	tess.indexes[ tess.numIndexes++ ] = 1;
	tess.indexes[ tess.numIndexes++ ] = 2;
	tess.indexes[ tess.numIndexes++ ] = 0;
	tess.indexes[ tess.numIndexes++ ] = 2;
	tess.indexes[ tess.numIndexes++ ] = 3;

	Tess_End();

	// back to standard depth range
	glDepthRange( 0.0, 1.0 );

	GL_PopMatrix();
#endif
}
Example #4
0
/*
==================
RB_RenderFlares

Because flares are simulating an occular effect, they should be drawn after
everything (all views) in the entire frame has been drawn.

Because of the way portals use the depth buffer to mark off areas, the
needed information would be lost after each view, so we are forced to draw
flares after each view.

The resulting artifact is that flares in mirrors or portals don't dim properly
when occluded by something in the main view, and portal flares that should
extend past the portal edge will be overwritten.
==================
*/
void RB_RenderFlares(void)
{
	flare_t        *f;
	flare_t       **prev;
	qboolean        draw;
	matrix_t        ortho;

	if(!r_flares->integer)
		return;

#if 0
	if(r_flareCoeff->modified)
	{
		if(r_flareCoeff->value == 0.0f)
			flareCoeff = atof("150");
		else
			flareCoeff = r_flareCoeff->value;

		r_flareCoeff->modified = qfalse;
	}
#endif

	// reset currentEntity to world so that any previously referenced entities don't have influence
	// on the rendering of these flares (i.e. RF_ renderer flags).
	backEnd.currentEntity = &tr.worldEntity;
	backEnd.orientation = backEnd.viewParms.world;
	GL_LoadModelViewMatrix(backEnd.viewParms.world.modelViewMatrix);

	if(tr.world != NULL)		// thx Thilo
	{
		RB_AddLightFlares();
	}

	// perform z buffer readback on each flare in this view
	draw = qfalse;
	prev = &r_activeFlares;
	while((f = *prev) != NULL)
	{
		// throw out any flares that weren't added last frame
		if(f->addedFrame < backEnd.viewParms.frameCount - 1)
		{
			*prev = f->next;
			f->next = r_inactiveFlares;
			r_inactiveFlares = f;
			continue;
		}

		// don't draw any here that aren't from this scene / portal
		f->drawIntensity = 0;
		if(f->frameSceneNum == backEnd.viewParms.frameSceneNum && f->inPortal == backEnd.viewParms.isPortal)
		{
			RB_TestFlare(f);

			if(f->drawIntensity)
			{
				draw = qtrue;
			}
			else
			{
				// this flare has completely faded out, so remove it from the chain
				*prev = f->next;
				f->next = r_inactiveFlares;
				r_inactiveFlares = f;
				continue;
			}
		}

		prev = &f->next;
	}

	if(!draw)
	{
		// none visible
		return;
	}

	if(backEnd.viewParms.isPortal)
	{
		qglDisable(GL_CLIP_PLANE0);
	}

	GL_CheckErrors();

	GL_PushMatrix();
	MatrixOrthogonalProjection(ortho, backEnd.viewParms.viewportX,
									backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
									backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
									-99999, 99999);
	GL_LoadProjectionMatrix(ortho);
	GL_LoadModelViewMatrix(matrixIdentity);


	for(f = r_activeFlares; f; f = f->next)
	{
		if(f->frameSceneNum == backEnd.viewParms.frameSceneNum && f->inPortal == backEnd.viewParms.isPortal && f->drawIntensity)
			RB_RenderFlare(f);
	}

	GL_PopMatrix();

	GL_CheckErrors();
}
Example #5
0
/*
** RB_DrawSun
*/
void RB_DrawSun(void)
{
	float    size;
	float    dist;
	vec3_t   origin, vec1, vec2;
	vec3_t   temp;
	matrix_t transformMatrix;
	matrix_t modelViewMatrix;

	if (!backEnd.skyRenderedThisView)
	{
		return;
	}
	if (!r_drawSun->integer)
	{
		return;
	}

#if defined(USE_D3D10)
	//TODO
#else
	GL_PushMatrix();

	gl_genericShader->DisableAlphaTesting();
	gl_genericShader->DisablePortalClipping();
	gl_genericShader->DisableVertexSkinning();
	gl_genericShader->DisableVertexAnimation();
	gl_genericShader->DisableDeformVertexes();
	gl_genericShader->DisableTCGenEnvironment();

	gl_genericShader->BindProgram();

	// set uniforms
	gl_genericShader->SetUniform_ColorModulate(CGEN_VERTEX, AGEN_VERTEX);
#endif

	MatrixSetupTranslation(transformMatrix, backEnd.viewParms.orientation.origin[0], backEnd.viewParms.orientation.origin[1], backEnd.viewParms.orientation.origin[2]);
	MatrixMultiplyMOD(backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix);

#if defined(USE_D3D10)
	//TODO
#else
	GL_LoadProjectionMatrix(backEnd.viewParms.projectionMatrix);
	GL_LoadModelViewMatrix(modelViewMatrix);

	gl_genericShader->SetUniform_ModelMatrix(backEnd.orientation.transformMatrix);
	gl_genericShader->SetUniform_ModelViewProjectionMatrix(glState.modelViewProjectionMatrix[glState.stackIndex]);

	gl_genericShader->SetPortalClipping(backEnd.viewParms.isPortal);
#endif
	if (backEnd.viewParms.isPortal)
	{
		float plane[4];

		// clipping plane in world space
		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

#if defined(USE_D3D10)
		//TODO
#else
		gl_genericShader->SetUniform_PortalPlane(plane);
#endif
	}


	dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3)
	size = dist * 0.4;

	VectorScale(tr.sunDirection, dist, origin);
	PerpendicularVector(vec1, tr.sunDirection);
	CrossProduct(tr.sunDirection, vec1, vec2);

	VectorScale(vec1, size, vec1);
	VectorScale(vec2, size, vec2);

	// farthest depth range
#if defined(USE_D3D10)
	//TODO
#else
	glDepthRange(1.0, 1.0);
#endif

	// FIXME: use quad stamp
	Tess_Begin(Tess_StageIteratorGeneric, NULL, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum);
	VectorCopy(origin, temp);
	VectorSubtract(temp, vec1, temp);
	VectorSubtract(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 0;
	tess.texCoords[tess.numVertexes][1] = 0;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	VectorCopy(origin, temp);
	VectorAdd(temp, vec1, temp);
	VectorSubtract(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 0;
	tess.texCoords[tess.numVertexes][1] = 1;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	VectorCopy(origin, temp);
	VectorAdd(temp, vec1, temp);
	VectorAdd(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 1;
	tess.texCoords[tess.numVertexes][1] = 1;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	VectorCopy(origin, temp);
	VectorSubtract(temp, vec1, temp);
	VectorAdd(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 1;
	tess.texCoords[tess.numVertexes][1] = 0;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 1;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 3;

	Tess_End();

	// back to normal depth range
#if defined(USE_D3D10)
	//TODO
#else
	glDepthRange(0.0, 1.0);

	GL_PopMatrix();
#endif
}