/* ================== GL_Setup3D TODO: time is messed up ================== */ void GL_Setup3D (int time){ double clipPlane[4]; QGL_LogPrintf("---------- RB_Setup3D ----------\n"); backEnd.projection2D = false; backEnd.time = time; backEnd.floatTime = MS2SEC(Sys_Milliseconds()); backEnd.viewport.x = backEnd.viewParms.viewport.x; backEnd.viewport.y = backEnd.viewParms.viewport.y; backEnd.viewport.width = backEnd.viewParms.viewport.width; backEnd.viewport.height = backEnd.viewParms.viewport.height; backEnd.scissor.x = backEnd.viewParms.scissor.x; backEnd.scissor.y = backEnd.viewParms.scissor.y; backEnd.scissor.width = backEnd.viewParms.scissor.width; backEnd.scissor.height = backEnd.viewParms.scissor.height; backEnd.coordScale[0] = 1.0f / backEnd.viewport.width; backEnd.coordScale[1] = 1.0f / backEnd.viewport.height; backEnd.coordBias[0] = -backEnd.viewport.x * backEnd.coordScale[0]; backEnd.coordBias[1] = -backEnd.viewport.y * backEnd.coordScale[1]; backEnd.depthFilling = false; backEnd.debugRendering = false; backEnd.currentColorCaptured = SORT_BAD; backEnd.currentDepthCaptured = false; // Set up the viewport GL_Viewport(backEnd.viewport); // Set up the scissor GL_Scissor(backEnd.viewport); // Set up the depth bounds if (glConfig.depthBoundsTestAvailable) GL_DepthBounds(0.0f, 1.0f); // Set the projection matrix GL_LoadMatrix(GL_PROJECTION, backEnd.viewParms.projectionMatrix); // Set the modelview matrix GL_LoadIdentity(GL_MODELVIEW); // Set the GL state GL_PolygonMode(GL_FILL); GL_Disable(GL_CULL_FACE); GL_Disable(GL_POLYGON_OFFSET_FILL); GL_Disable(GL_BLEND); GL_Disable(GL_ALPHA_TEST); GL_Disable(GL_DEPTH_TEST); GL_Disable(GL_STENCIL_TEST); GL_DepthRange(0.0f, 1.0f); GL_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); GL_DepthMask(GL_TRUE); GL_StencilMask(255); // Enable the clip plane if needed if (backEnd.viewParms.viewType != VIEW_MIRROR) qglDisable(GL_CLIP_PLANE0); else { clipPlane[0] = -DotProduct(backEnd.viewParms.axis[1], backEnd.viewParms.clipPlane.normal); clipPlane[1] = DotProduct(backEnd.viewParms.axis[2], backEnd.viewParms.clipPlane.normal); clipPlane[2] = -DotProduct(backEnd.viewParms.axis[0], backEnd.viewParms.clipPlane.normal); clipPlane[3] = DotProduct(backEnd.viewParms.origin, backEnd.viewParms.clipPlane.normal) - backEnd.viewParms.clipPlane.dist; qglEnable(GL_CLIP_PLANE0); qglClipPlane(GL_CLIP_PLANE0, clipPlane); } // Enable multisampling if available if (glConfig.multiSamples > 1) qglEnable(GL_MULTISAMPLE); // Clear the buffers qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); qglClearDepth(1.0f); qglClearStencil(0); if (backEnd.viewParms.primaryView) qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); else qglClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Check for errors if (!r_ignoreGLErrors->integerValue) GL_CheckForErrors(); QGL_LogPrintf("--------------------\n"); }
/** * @brief This routine is responsible for setting the most commonly changed state in Q3. */ void GL_State(uint32_t stateBits) { uint32_t diff = stateBits ^ glState.glStateBits; if (!diff) { return; } // check depthFunc bits if (diff & GLS_DEPTHFUNC_BITS) { switch (stateBits & GLS_DEPTHFUNC_BITS) { default: GL_DepthFunc(GL_LEQUAL); break; case GLS_DEPTHFUNC_LESS: GL_DepthFunc(GL_LESS); break; case GLS_DEPTHFUNC_EQUAL: GL_DepthFunc(GL_EQUAL); break; } } // check blend bits if (diff & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS)) { GLenum srcFactor, dstFactor; if (stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS)) { switch (stateBits & GLS_SRCBLEND_BITS) { case GLS_SRCBLEND_ZERO: srcFactor = GL_ZERO; break; case GLS_SRCBLEND_ONE: srcFactor = GL_ONE; break; case GLS_SRCBLEND_DST_COLOR: srcFactor = GL_DST_COLOR; break; case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: srcFactor = GL_ONE_MINUS_DST_COLOR; break; case GLS_SRCBLEND_SRC_ALPHA: srcFactor = GL_SRC_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: srcFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_SRCBLEND_DST_ALPHA: srcFactor = GL_DST_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: srcFactor = GL_ONE_MINUS_DST_ALPHA; break; case GLS_SRCBLEND_ALPHA_SATURATE: srcFactor = GL_SRC_ALPHA_SATURATE; break; default: srcFactor = GL_ONE; // to get warning to shut up Ren_Drop("GL_State: invalid src blend state bits\n"); break; } switch (stateBits & GLS_DSTBLEND_BITS) { case GLS_DSTBLEND_ZERO: dstFactor = GL_ZERO; break; case GLS_DSTBLEND_ONE: dstFactor = GL_ONE; break; case GLS_DSTBLEND_SRC_COLOR: dstFactor = GL_SRC_COLOR; break; case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: dstFactor = GL_ONE_MINUS_SRC_COLOR; break; case GLS_DSTBLEND_SRC_ALPHA: dstFactor = GL_SRC_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dstFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_DSTBLEND_DST_ALPHA: dstFactor = GL_DST_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: dstFactor = GL_ONE_MINUS_DST_ALPHA; break; default: dstFactor = GL_ONE; // to get warning to shut up Ren_Drop("GL_State: invalid dst blend state bits\n"); break; } glEnable(GL_BLEND); GL_BlendFunc(srcFactor, dstFactor); } else { glDisable(GL_BLEND); } } // check colormask if (diff & GLS_COLORMASK_BITS) { if (stateBits & GLS_COLORMASK_BITS) { GL_ColorMask((stateBits & GLS_REDMASK_FALSE) ? GL_FALSE : GL_TRUE, (stateBits & GLS_GREENMASK_FALSE) ? GL_FALSE : GL_TRUE, (stateBits & GLS_BLUEMASK_FALSE) ? GL_FALSE : GL_TRUE, (stateBits & GLS_ALPHAMASK_FALSE) ? GL_FALSE : GL_TRUE); } else { GL_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } } // check depthmask if (diff & GLS_DEPTHMASK_TRUE) { if (stateBits & GLS_DEPTHMASK_TRUE) { GL_DepthMask(GL_TRUE); } else { GL_DepthMask(GL_FALSE); } } // fill/line mode if (diff & GLS_POLYMODE_LINE) { if (stateBits & GLS_POLYMODE_LINE) { GL_PolygonMode(GL_FRONT_AND_BACK, GL_LINE); } else { GL_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } // depthtest if (diff & GLS_DEPTHTEST_DISABLE) { if (stateBits & GLS_DEPTHTEST_DISABLE) { glDisable(GL_DEPTH_TEST); } else { glEnable(GL_DEPTH_TEST); } } // alpha test - deprecated in OpenGL 3.0 #if 0 if (diff & GLS_ATEST_BITS) { switch (stateBits & GLS_ATEST_BITS) { case GLS_ATEST_GT_0: case GLS_ATEST_LT_128: case GLS_ATEST_GE_128: //case GLS_ATEST_GT_CUSTOM: glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); break; default: case 0: glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); break; } } #endif /* if(diff & GLS_ATEST_BITS) { switch (stateBits & GLS_ATEST_BITS) { case 0: glDisable(GL_ALPHA_TEST); break; case GLS_ATEST_GT_0: glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); break; case GLS_ATEST_LT_80: glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_LESS, 0.5f); break; case GLS_ATEST_GE_80: glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, 0.5f); break; case GLS_ATEST_GT_CUSTOM: // FIXME glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); break; default: assert(0); break; } } */ // stenciltest if (diff & GLS_STENCILTEST_ENABLE) { if (stateBits & GLS_STENCILTEST_ENABLE) { glEnable(GL_STENCIL_TEST); } else { glDisable(GL_STENCIL_TEST); } } glState.glStateBits = stateBits; }
/* ================== GL_Setup2D TODO: time is messed up ================== */ void GL_Setup2D (int time){ mat4_t projectionMatrix = {2.0f / backEnd.cropWidth, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f / backEnd.cropHeight, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f}; QGL_LogPrintf("---------- RB_Setup2D ----------\n"); backEnd.projection2D = true; backEnd.time = time; backEnd.floatTime = MS2SEC(Sys_Milliseconds()); backEnd.viewport.x = 0; backEnd.viewport.y = 0; backEnd.viewport.width = backEnd.cropWidth; backEnd.viewport.height = backEnd.cropHeight; backEnd.scissor.x = 0; backEnd.scissor.y = 0; backEnd.scissor.width = backEnd.cropWidth; backEnd.scissor.height = backEnd.cropHeight; backEnd.coordScale[0] = 1.0f / backEnd.viewport.width; backEnd.coordScale[1] = 1.0f / backEnd.viewport.height; backEnd.coordBias[0] = -backEnd.viewport.x * backEnd.coordScale[0]; backEnd.coordBias[1] = -backEnd.viewport.y * backEnd.coordScale[1]; backEnd.depthFilling = false; backEnd.debugRendering = false; backEnd.currentColorCaptured = SORT_BAD; backEnd.currentDepthCaptured = false; // Set up the viewport GL_Viewport(backEnd.viewport); // Set up the scissor GL_Scissor(backEnd.viewport); // Set up the depth bounds if (glConfig.depthBoundsTestAvailable) GL_DepthBounds(0.0f, 1.0f); // Set the projection matrix GL_LoadMatrix(GL_PROJECTION, projectionMatrix); // Set the modelview matrix GL_LoadIdentity(GL_MODELVIEW); // Set the GL state GL_PolygonMode(GL_FILL); GL_Disable(GL_CULL_FACE); GL_Disable(GL_POLYGON_OFFSET_FILL); GL_Disable(GL_BLEND); GL_Disable(GL_ALPHA_TEST); GL_Disable(GL_DEPTH_TEST); GL_Disable(GL_STENCIL_TEST); GL_DepthRange(0.0f, 1.0f); GL_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); GL_DepthMask(GL_FALSE); GL_StencilMask(255); // Disable the clip plane qglDisable(GL_CLIP_PLANE0); // Disable multisampling if available if (glConfig.multiSamples > 1) qglDisable(GL_MULTISAMPLE); // Check for errors if (!r_ignoreGLErrors->integerValue) GL_CheckForErrors(); QGL_LogPrintf("--------------------\n"); }