Example #1
0
static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
	int s, t;

	GL_Bind( image );

#ifdef _XBOX
	int verts = ((maxs[0]+HALF_SKY_SUBDIVISIONS) - (mins[0]+HALF_SKY_SUBDIVISIONS)) * 2 + 2;
#endif

	for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
	{
#ifdef _XBOX
		qglBeginEXT( GL_TRIANGLE_STRIP, verts, 0, 0, verts, 0);
#else
		qglBegin( GL_TRIANGLE_STRIP );
#endif

		for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
		{
			qglTexCoord2fv( s_skyTexCoords[t][s] );
			qglVertex3fv( s_skyPoints[t][s] );

			qglTexCoord2fv( s_skyTexCoords[t+1][s] );
			qglVertex3fv( s_skyPoints[t+1][s] );
		}

		qglEnd();
	}
}
Example #2
0
/*
================
Draw_Char

Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Char (int x, int y, int num)
{
	int				row, col;
	float			frow, fcol, size;

	num &= 255;
	
	if ( (num&127) == 32 )
		return;		// space

	if (y <= -8)
		return;			// totally off screen

	row = num>>4;
	col = num&15;

	frow = row*0.0625;
	fcol = col*0.0625;
	size = 0.0625;

	GL_Bind (draw_chars->texnum);

	qglBegin (GL_QUADS);
	qglTexCoord2f (fcol, frow);
	qglVertex2f (x, y);
	qglTexCoord2f (fcol + size, frow);
	qglVertex2f (x+8, y);
	qglTexCoord2f (fcol + size, frow + size);
	qglVertex2f (x+8, y+8);
	qglTexCoord2f (fcol, frow + size);
	qglVertex2f (x, y+8);
	qglEnd ();
}
Example #3
0
void Terrain_DrawFace( brush_t *brush, terrainFace_t *terraface ) {
	terrainMesh_t	*pm;
	terravert_t		a0;
	terravert_t		a1;
	terravert_t		a2;

	pm = brush->pTerrain;
   
	Terrain_GetTriangle( pm, terraface->index, &a0, &a1, &a2 );

	qglBindTexture( GL_TEXTURE_2D, terraface->texture->texture_number );
	qglBegin( GL_TRIANGLES );

	// first tri
	qglColor4fv( a0.rgba );
	qglTexCoord2fv( a0.tc );
	qglVertex3fv( a0.xyz );

	qglColor4fv( a1.rgba );
	qglTexCoord2fv( a1.tc );
	qglVertex3fv( a1.xyz );

	qglColor4fv( a2.rgba );
	qglTexCoord2fv( a2.tc );
	qglVertex3fv( a2.xyz );

	qglEnd ();
}
Example #4
0
/*
====================
TryAddNewEdge

====================
*/
static	bool TryAddNewEdge( optVertex_t *v1, optVertex_t *v2, optIsland_t *island ) {
	optEdge_t	*e;

	// if the new edge crosses any other edges, don't add it
	for ( e = island->edges ; e ; e = e->islandLink ) {
		if ( EdgesCross( e->v1, e->v2, v1, v2 ) ) {
			return false;
		}
	}

	if ( dmapGlobals.drawflag ) {
		qglBegin( GL_LINES );
		qglColor3f( 0, ( 128 + orandom.RandomInt( 127 ) )/ 255.0, 0 );
		qglVertex3fv( v1->pv.ToFloatPtr() );
		qglVertex3fv( v2->pv.ToFloatPtr() );
		qglEnd();
		qglFlush();
	}
	// add it
	e = AllocEdge();

	e->islandLink = island->edges;
	island->edges = e;
	e->v1 = v1;
	e->v2 = v2;

	e->created = true;

	// link the edge to its verts
	LinkEdge( e );

	return true;
}
/*
================
DrawAllEdges
================
*/
static	void DrawAllEdges()
{
//	int		i;

	if( !dmapGlobals.drawflag )
	{
		return;
	}
	
#if 0
	Draw_ClearWindow();
	
	qglBegin( GL_LINES );
	for( i = 0 ; i < numOptEdges ; i++ )
	{
		if( optEdges[i].v1 == NULL )
		{
			continue;
		}
		qglColor3f( 1, 0, 0 );
		qglVertex3fv( optEdges[i].v1->pv.ToFloatPtr() );
		qglColor3f( 0, 0, 0 );
		qglVertex3fv( optEdges[i].v2->pv.ToFloatPtr() );
	}
	qglEnd();
	qglFlush();
	
//	GLimp_SwapBuffers();
#endif
}
Example #6
0
static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
	int s, t;

	GL_Bind( image );
	#ifdef HAVE_GLES
	GLfloat vtx[3*1024];	// arbitrary sized
	GLfloat tex[2*1024];
	int idx;
	
	GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
	GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
	if (glcol)
		qglDisableClientState(GL_COLOR_ARRAY);
	if (!text)
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	#endif

	for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
	{
#ifdef HAVE_GLES
		idx=0;
#else
		qglBegin( GL_TRIANGLE_STRIP );
#endif

		for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
		{
			#ifdef HAVE_GLES
			memcpy(tex+idx*2, s_skyTexCoords[t][s], sizeof(GLfloat)*2);
			memcpy(vtx+idx*3, s_skyPoints[t][s], sizeof(GLfloat)*3);
			idx++;
			memcpy(tex+idx*2, s_skyTexCoords[t+1][s], sizeof(GLfloat)*2);
			memcpy(vtx+idx*3, s_skyPoints[t+1][s], sizeof(GLfloat)*3);
			idx++;
			#else
			qglTexCoord2fv( s_skyTexCoords[t][s] );
			qglVertex3fv( s_skyPoints[t][s] );

			qglTexCoord2fv( s_skyTexCoords[t+1][s] );
			qglVertex3fv( s_skyPoints[t+1][s] );
			#endif
		}

		#ifdef HAVE_GLES
		//*TODO* Try to switch from many DrawArrays of GL_TRIANGLE_STRIP to a single DrawArrays of TRIANGLES to see if it perform better
		qglVertexPointer (3, GL_FLOAT, 0, vtx);
		qglTexCoordPointer(2, GL_FLOAT, 0, tex);
		qglDrawArrays(GL_TRIANGLE_STRIP, 0, idx);
		#else
		qglEnd();
		#endif
	}
	#ifdef HAVE_GLES
	if (glcol)
		qglEnableClientState(GL_COLOR_ARRAY);
	if (!text)
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	#endif
}
/*
================
DrawEdges
================
*/
static	void DrawEdges( optIsland_t* island )
{
//	optEdge_t	*edge;

	if( !dmapGlobals.drawflag )
	{
		return;
	}
	
#if 0
	Draw_ClearWindow();
	
	qglBegin( GL_LINES );
	for( edge = island->edges ; edge ; edge = edge->islandLink )
	{
		if( edge->v1 == NULL )
		{
			continue;
		}
		qglColor3f( 1, 0, 0 );
		qglVertex3fv( edge->v1->pv.ToFloatPtr() );
		qglColor3f( 0, 0, 0 );
		qglVertex3fv( edge->v2->pv.ToFloatPtr() );
	}
	qglEnd();
	qglFlush();
	
//	GLimp_SwapBuffers();
#endif
}
Example #8
0
/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, char *pic)
{
	image_t *gl;

	gl = Draw_FindPic (pic);
	if (!gl)
	{
		ri.Con_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
		return;
	}
	if (scrap_dirty)
		Scrap_Upload ();

	if ( ( ( gl_config.renderer == GL_RENDERER_MCD ) || ( gl_config.renderer & GL_RENDERER_RENDITION ) ) && !gl->has_alpha)
		qglDisable (GL_ALPHA_TEST);

	GL_Bind (gl->texnum);
	qglBegin (GL_QUADS);
	qglTexCoord2f (gl->sl, gl->tl);
	qglVertex2f (x, y);
	qglTexCoord2f (gl->sh, gl->tl);
	qglVertex2f (x+gl->width, y);
	qglTexCoord2f (gl->sh, gl->th);
	qglVertex2f (x+gl->width, y+gl->height);
	qglTexCoord2f (gl->sl, gl->th);
	qglVertex2f (x, y+gl->height);
	qglEnd ();

	if ( ( ( gl_config.renderer == GL_RENDERER_MCD ) || ( gl_config.renderer & GL_RENDERER_RENDITION ) )  && !gl->has_alpha)
		qglEnable (GL_ALPHA_TEST);
}
Example #9
0
File: gl_draw.c Project: ZwS/qudos
/*
 * ============= Draw_Fill
 *
 * Fills a box of pixels with a single color =============
 */
void
Draw_Fill(int x, int y, int w, int h, int c)
{
	union {
		unsigned	c;
		byte		v[4];
	} color;

	if ((unsigned)c > 255)
		ri.Sys_Error(ERR_FATAL, "Draw_Fill: bad color");

	qglDisable(GL_TEXTURE_2D);

	color.c = d_8to24table[c];

	qglColor3f(color.v[0] / 255.0, color.v[1] / 255.0, color.v[2] / 255.0);

	qglBegin(GL_QUADS);

	qglVertex2f(x, y);
	qglVertex2f(x + w, y);
	qglVertex2f(x + w, y + h);
	qglVertex2f(x, y + h);

	qglEnd();
	qglColor3f(1, 1, 1);
	qglEnable(GL_TEXTURE_2D);
}
Example #10
0
File: gl_draw.c Project: ZwS/qudos
/*
 * ============= Draw_TileClear
 *
 * This repeats a 64*64 tile graphic to fill the screen around a sized down
 * refresh window. =============
 */
void
Draw_TileClear(int x, int y, int w, int h, char *pic)
{
	image_t        *image;

	image = Draw_FindPic(pic);
	if (!image) {
		ri.Con_Printf(PRINT_ALL, "Can't find pic: %s\n", pic);
		return;
	}
	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION)) && !image->has_alpha)
		qglDisable(GL_ALPHA_TEST);

	GL_Bind(image->texnum);
	qglBegin(GL_QUADS);
	qglTexCoord2f(x / 64.0, y / 64.0);
	qglVertex2f(x, y);
	qglTexCoord2f((x + w) / 64.0, y / 64.0);
	qglVertex2f(x + w, y);
	qglTexCoord2f((x + w) / 64.0, (y + h) / 64.0);
	qglVertex2f(x + w, y + h);
	qglTexCoord2f(x / 64.0, (y + h) / 64.0);
	qglVertex2f(x, y + h);
	qglEnd();

	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION)) && !image->has_alpha)
		qglEnable(GL_ALPHA_TEST);
}
Example #11
0
static void DrawSkySideInner(struct image_s *image, const int mins[2], const int maxs[2])
{
	int s, t;

	GL_Bind(image);

	//qglDisable (GL_BLEND);
	qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	qglEnable(GL_BLEND);
	GL_TexEnv(GL_MODULATE);

	for (t = mins[1] + HALF_SKY_SUBDIVISIONS; t < maxs[1] + HALF_SKY_SUBDIVISIONS; t++)
	{
		qglBegin(GL_TRIANGLE_STRIP);

		for (s = mins[0] + HALF_SKY_SUBDIVISIONS; s <= maxs[0] + HALF_SKY_SUBDIVISIONS; s++)
		{
			qglTexCoord2fv(s_skyTexCoords[t][s]);
			qglVertex3fv(s_skyPoints[t][s]);

			qglTexCoord2fv(s_skyTexCoords[t + 1][s]);
			qglVertex3fv(s_skyPoints[t + 1][s]);
		}

		qglEnd();
	}

	qglDisable(GL_BLEND);
}
/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}
	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglDisable (GL_CLIP_PLANE0);
	qglDisable (GL_CULL_FACE);

	GL_Bind( tr.whiteImage );

    qglLoadIdentity ();

	qglColor3f( 0.6f, 0.6f, 0.6f );
	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
}
Example #13
0
File: gl_draw.c Project: ZwS/qudos
/*
 * ================ Draw_Char
 *
 * Draws one 8*8 graphics character with 0 being transparent. It can be clipped
 * to the top of the screen to allow the console to be smoothly scrolled off.
 * ================
 */
void
Draw_Char(int x, int y, int num, int alpha)
{
	int		row, col;
	float		frow, fcol, size;

	num &= 255;

	if (alpha >= 254)
		alpha = 254;
	else if (alpha <= 1)
		alpha = 1;

	if ((num & 127) == 32)
		return;		/* space */

	if (y <= -8)
		return;		/* totally off screen */

	row = num >> 4;
	col = num & 15;

	frow = row * 0.0625;
	fcol = col * 0.0625;
	size = 0.0625;

	{
		/* GLSTATE_DISABLE_ALPHATEST */
		qglDisable(GL_ALPHA_TEST);
		GL_TexEnv(GL_MODULATE);
		qglColor4ub(255, 255, 255, alpha);
		/* GLSTATE_ENABLE_BLEND */
		qglEnable(GL_BLEND);
		qglDepthMask(false);
	}

	GL_Bind(draw_chars->texnum);

	qglBegin(GL_QUADS);
	qglTexCoord2f(fcol, frow);
	qglVertex2f(x, y);
	qglTexCoord2f(fcol + size, frow);
	qglVertex2f(x + 8, y);
	qglTexCoord2f(fcol + size, frow + size);
	qglVertex2f(x + 8, y + 8);
	qglTexCoord2f(fcol, frow + size);
	qglVertex2f(x, y + 8);
	qglEnd();

	{
		qglDepthMask(true);
		GL_TexEnv(GL_REPLACE);
		/* GLSTATE_DISABLE_BLEND */
		qglDisable(GL_BLEND);
		qglColor4f(1,1,1,1);
		/* GLSTATE_ENABLE_ALPHATEST */
		qglEnable(GL_ALPHA_TEST);
	}
}
Example #14
0
/*
================
idInterpolatedPosition::draw
================
*/
void idInterpolatedPosition::draw( bool editMode ) {
	glLabeledPoint(colorBlue, startPos, (editMode) ? 5 : 3, "Start interpolated");
	glLabeledPoint(colorBlue, endPos, (editMode) ? 5 : 3, "End interpolated");
	qglBegin(GL_LINES);
	qglVertex3fv( startPos.ToFloatPtr() );
	qglVertex3fv( endPos.ToFloatPtr() );
	qglEnd();
}
Example #15
0
/*
==================
RB_STD_LightScale

Perform extra blending passes to multiply the entire buffer by
a floating point value
==================
*/
void RB_STD_LightScale( void ) {
	float	v, f;

	if ( backEnd.overBright == 1.0f ) {
		return;
	}

	if ( r_skipLightScale.GetBool() ) {
		return;
	}

	// the scissor may be smaller than the viewport for subviews
	if ( r_useScissor.GetBool() ) {
		qglScissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
			backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
			backEnd.viewDef->scissor.x2 - backEnd.viewDef->scissor.x1 + 1,
			backEnd.viewDef->scissor.y2 - backEnd.viewDef->scissor.y1 + 1 );
		backEnd.currentScissor = backEnd.viewDef->scissor;
	}

	// full screen blends
	qglLoadIdentity();
	qglMatrixMode( GL_PROJECTION );
	qglPushMatrix();
	qglLoadIdentity();
	qglOrtho( 0, 1, 0, 1, -1, 1 );

	GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR );
	GL_Cull( CT_TWO_SIDED );	// so mirror views also get it
	globalImages->BindNull();
	qglDisable( GL_DEPTH_TEST );
	qglDisable( GL_STENCIL_TEST );

	v = 1;
	while ( idMath::Fabs( v - backEnd.overBright ) > 0.01 ) {	// a little extra slop
		f = backEnd.overBright / v;
		f /= 2;
		if ( f > 1 ) {
			f = 1;
		}
		qglColor3f( f, f, f );
		v = v * f * 2;

		qglBegin( GL_QUADS );
		qglVertex2f( 0,0 );
		qglVertex2f( 0,1 );
		qglVertex2f( 1,1 );
		qglVertex2f( 1,0 );
		qglEnd();
	}


	qglPopMatrix();
	qglEnable( GL_DEPTH_TEST );
	qglMatrixMode( GL_MODELVIEW );
	GL_Cull( CT_FRONT_SIDED );
}
Example #16
0
/*
=============
RB_DrawRotatePic2
=============
*/
const void *RB_RotatePic2 ( const void *data ) 
{
	const rotatePicCommand_t	*cmd;
	image_t *image;
	shader_t *shader;

	cmd = (const rotatePicCommand_t *)data;

	shader = cmd->shader;

	if ( shader->stages[0] )
	{
		image = shader->stages[0]->bundle[0].image[0];

		if ( image ) 
		{
			if ( !backEnd.projection2D ) 
			{
				RB_SetGL2D();
			}

			// Get our current blend mode, etc.
			GL_State( shader->stages[0]->stateBits );

			qglColor4ubv( backEnd.color2D );
			qglPushMatrix();

			// rotation point is going to be around the center of the passed in coordinates
			qglTranslatef( cmd->x, cmd->y, 0 );
			qglRotatef( cmd->a, 0.0, 0.0, 1.0 );
			
			GL_Bind( image );
			qglBegin( GL_QUADS );
				qglTexCoord2f( cmd->s1, cmd->t1);
				qglVertex2f( -cmd->w * 0.5f, -cmd->h * 0.5f );

				qglTexCoord2f( cmd->s2, cmd->t1 );
				qglVertex2f( cmd->w * 0.5f, -cmd->h * 0.5f );

				qglTexCoord2f( cmd->s2, cmd->t2 );
				qglVertex2f( cmd->w * 0.5f, cmd->h * 0.5f );

				qglTexCoord2f( cmd->s1, cmd->t2 );
				qglVertex2f( -cmd->w * 0.5f, cmd->h * 0.5f );
			qglEnd();
			
			qglPopMatrix();

			// Hmmm, this is not too cool
			GL_State( GLS_DEPTHTEST_DISABLE |
				  GLS_SRCBLEND_SRC_ALPHA |
				  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
		}
	}

	return (const void *)(cmd + 1);
}
Example #17
0
/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}

#ifdef _DEBUG_STENCIL_SHADOWS
	return;
#endif

	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );

	bool planeZeroBack = false;
	if (qglIsEnabled(GL_CLIP_PLANE0))
	{
		planeZeroBack = true;
		qglDisable (GL_CLIP_PLANE0);
	}
	GL_Cull(CT_TWO_SIDED);
	//qglDisable (GL_CULL_FACE);

	GL_Bind( tr.whiteImage );

	qglPushMatrix();
    qglLoadIdentity ();

//	qglColor3f( 0.6f, 0.6f, 0.6f );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f );
	//GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
	if (planeZeroBack)
	{
		qglEnable (GL_CLIP_PLANE0);
	}
	qglPopMatrix();
}
Example #18
0
void R_RenderShadowEdges(void)
{
	int i;
	int c, c2;
	int j, k;
	int i2;
	int c_edges = 0, c_rejected = 0;
	int hit[2];

	// an edge is NOT a silhouette edge if its face doesn't face the light,
	// or if it has a reverse paired edge that also faces the light.
	// A well behaved polyhedron would have exactly two faces for each edge,
	// but lots of models have dangling edges or overfanned edges

	for (i = 0 ; i < tess.numVertexes ; i++)
	{
		c = numEdgeDefs[i];
		for (j = 0 ; j < c ; j++)
		{
			if (!edgeDefs[i][j].facing)
			{
				continue;
			}

			hit[0] = 0;
			hit[1] = 0;

			i2 = edgeDefs[i][j].i2;
			c2 = numEdgeDefs[i2];
			for (k = 0 ; k < c2 ; k++)
			{
				if (edgeDefs[i2][k].i2 == i)
				{
					hit[edgeDefs[i2][k].facing]++;
				}
			}

			// if it doesn't share the edge with another front facing
			// triangle, it is a sil edge
			if (hit[1] == 0)
			{
				qglBegin(GL_TRIANGLE_STRIP);
				qglVertex3fv(tess.xyz[i].v);
				qglVertex3fv(tess.xyz[i + tess.numVertexes].v);
				qglVertex3fv(tess.xyz[i2].v);
				qglVertex3fv(tess.xyz[i2 + tess.numVertexes].v);
				qglEnd();
				c_edges++;
			}
			else
			{
				c_rejected++;
			}
		}
	}
}
Example #19
0
void R_DrawSkyBox (void)
{
	int		i;

#if 0
qglEnable (GL_BLEND);
GL_TexEnv( GL_MODULATE );
qglColor4f (1,1,1,0.5);
qglDisable (GL_DEPTH_TEST);
#endif
	if (skyrotate)
	{	// check for no sky at all
		for (i=0 ; i<6 ; i++)
			if (skymins[0][i] < skymaxs[0][i]
			&& skymins[1][i] < skymaxs[1][i])
				break;
		if (i == 6)
			return;		// nothing visible
	}

qglPushMatrix ();
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
qglRotatef (r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);

	for (i=0 ; i<6 ; i++)
	{
		if (skyrotate)
		{	// hack, forces full sky to draw when rotating
			skymins[0][i] = -1;
			skymins[1][i] = -1;
			skymaxs[0][i] = 1;
			skymaxs[1][i] = 1;
		}

		if (skymins[0][i] >= skymaxs[0][i]
		|| skymins[1][i] >= skymaxs[1][i])
			continue;

		GL_Bind (sky_images[skytexorder[i]]->texnum);

		qglBegin (GL_QUADS);
		MakeSkyVec (skymins[0][i], skymins[1][i], i);
		MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
		MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
		MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
		qglEnd ();
	}
qglPopMatrix ();
#if 0
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,0.5);
glEnable (GL_DEPTH_TEST);
#endif
}
Example #20
0
/*
===============
RB_ShowImages

Draw all the images to the screen, on top of whatever
was there.  This is used to test for texture thrashing.

Also called by RE_EndRegistration
===============
*/
void RB_ShowImages(void)
{
	int i;
	image_t *image;
	float x, y, w, h;
	int start, end;

	if(!backEnd.projection2D)
	{
		RB_SetGL2D();
	}

	qglClear(GL_COLOR_BUFFER_BIT);

	qglFinish();


	start = ri.Milliseconds();

	for(i = 0 ; i < tr.numImages ; i++)
	{
		image = tr.images[i];

		w = glConfig.vidWidth / 40;
		h = glConfig.vidHeight / 30;

		x = i % 40 * w;
		y = i / 30 * h;

		// show in proportional size in mode 2
		if(r_showImages->integer == 2)
		{
			w *= image->uploadWidth / 512.0f;
			h *= image->uploadHeight / 512.0f;
		}

		GL_Bind(image);
		qglBegin(GL_QUADS);
		qglTexCoord2f(0, 0);
		qglVertex2f(x, y);
		qglTexCoord2f(1, 0);
		qglVertex2f(x + w, y);
		qglTexCoord2f(1, 1);
		qglVertex2f(x + w, y + h);
		qglTexCoord2f(0, 1);
		qglVertex2f(x, y + h);
		qglEnd();
	}

	qglFinish();

	end = ri.Milliseconds();
	ri.Printf(PRINT_ALL, "%i msec to draw all images\n", end - start);

}
Example #21
0
/**
 * @note Unused.
 */
void RB_DrawBounds(vec3_t mins, vec3_t maxs)
{
	vec3_t center;

	GL_Bind(tr.whiteImage);
	GL_State(GLS_POLYMODE_LINE);

	// box corners
	qglBegin(GL_LINES);
	qglColor3f(1, 1, 1);

	qglVertex3f(mins[0], mins[1], mins[2]);
	qglVertex3f(maxs[0], mins[1], mins[2]);
	qglVertex3f(mins[0], mins[1], mins[2]);
	qglVertex3f(mins[0], maxs[1], mins[2]);
	qglVertex3f(mins[0], mins[1], mins[2]);
	qglVertex3f(mins[0], mins[1], maxs[2]);

	qglVertex3f(maxs[0], maxs[1], maxs[2]);
	qglVertex3f(mins[0], maxs[1], maxs[2]);
	qglVertex3f(maxs[0], maxs[1], maxs[2]);
	qglVertex3f(maxs[0], mins[1], maxs[2]);
	qglVertex3f(maxs[0], maxs[1], maxs[2]);
	qglVertex3f(maxs[0], maxs[1], mins[2]);
	qglEnd();

	center[0] = (mins[0] + maxs[0]) * 0.5;
	center[1] = (mins[1] + maxs[1]) * 0.5;
	center[2] = (mins[2] + maxs[2]) * 0.5;

	// center axis
	qglBegin(GL_LINES);
	qglColor3f(1, 0.85, 0);

	qglVertex3f(mins[0], center[1], center[2]);
	qglVertex3f(maxs[0], center[1], center[2]);
	qglVertex3f(center[0], mins[1], center[2]);
	qglVertex3f(center[0], maxs[1], center[2]);
	qglVertex3f(center[0], center[1], mins[2]);
	qglVertex3f(center[0], center[1], maxs[2]);
	qglEnd();
}
Example #22
0
File: gl_draw.c Project: ZwS/qudos
/*
 * ============= Draw_StretchPic -- only used for drawing console...
 * =============
 */
void
Draw_StretchPic(int x, int y, int w, int h, char *pic, float alpha)
{
	image_t        *gl;

	gl = Draw_FindPic(pic);
	if (!gl) {
		ri.Con_Printf(PRINT_ALL, "Can't find pic: %s\n", pic);
		return;
	}
	if (scrap_dirty)
		Scrap_Upload();

	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION))
	    && !gl->has_alpha)
		qglDisable(GL_ALPHA_TEST);

	/* add alpha support */
	if (gl->has_alpha || alpha < 1) {
		qglDisable(GL_ALPHA_TEST);

		GL_Bind(gl->texnum);

		GL_TexEnv(GL_MODULATE);
		qglColor4f(1, 1, 1, alpha);
		qglEnable(GL_BLEND);
		qglDepthMask(false);
	} else
		GL_Bind(gl->texnum);

	qglBegin(GL_QUADS);
	qglTexCoord2f(gl->sl, gl->tl);
	qglVertex2f(x, y);
	qglTexCoord2f(gl->sh, gl->tl);
	qglVertex2f(x + w, y);
	qglTexCoord2f(gl->sh, gl->th);
	qglVertex2f(x + w, y + h);
	qglTexCoord2f(gl->sl, gl->th);
	qglVertex2f(x, y + h);
	qglEnd();

	/* add alpha support */
	if (gl->has_alpha || alpha < 1) {
		qglDepthMask(true);
		GL_TexEnv(GL_REPLACE);
		qglDisable(GL_BLEND);
		qglColor4f(1, 1, 1, 1);

		qglEnable(GL_ALPHA_TEST);
	}
	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION))
	    && !gl->has_alpha)
		qglEnable(GL_ALPHA_TEST);
}
Example #23
0
/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}
	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglDisable (GL_CLIP_PLANE0);
	qglDisable (GL_CULL_FACE);

	GL_Bind( tr.whiteImage );

    qglLoadIdentity ();

	qglColor3f( 0.6f, 0.6f, 0.6f );
	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	#ifdef HAVE_GLES
	GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
	GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
	if (text)
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	if (glcol)
		qglDisableClientState( GL_COLOR_ARRAY );
	GLfloat vtx[] = {
	 -100,  100, -10,
	  100,  100, -10,
	  100, -100, -10,
	 -100, -100, -10
	};
	qglVertexPointer  ( 3, GL_FLOAT, 0, vtx );
	qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
	if (text)
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	if (glcol)
		qglEnableClientState( GL_COLOR_ARRAY );
	#else
	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();
	#endif

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
}
Example #24
0
File: gl_draw.c Project: ZwS/qudos
/*
 * ============= Draw_Pic =============
 */
void
Draw_Pic(int x, int y, char *pic, float alpha)
{
	image_t        *gl;

	gl = Draw_FindPic(pic);
	if (!gl) {
		ri.Con_Printf(PRINT_ALL, "Can't find pic: %s\n", pic);
		return;
	}
	if (scrap_dirty)
		Scrap_Upload();

	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION)) && !gl->has_alpha)
		qglDisable(GL_ALPHA_TEST);

	/* add alpha support */
	{
		qglDisable(GL_ALPHA_TEST);

		qglBindTexture(GL_TEXTURE_2D, gl->texnum);

		GL_TexEnv(GL_MODULATE);
		qglColor4f(1, 1, 1, 0.999);	/* need <1 for trans to work */
		qglEnable(GL_BLEND);
		qglDepthMask(false);
	}

	GL_Bind(gl->texnum);
	qglBegin(GL_QUADS);
	qglTexCoord2f(gl->sl, gl->tl);
	qglVertex2f(x, y);
	qglTexCoord2f(gl->sh, gl->tl);
	qglVertex2f(x + gl->width, y);
	qglTexCoord2f(gl->sh, gl->th);
	qglVertex2f(x + gl->width, y + gl->height);
	qglTexCoord2f(gl->sl, gl->th);
	qglVertex2f(x, y + gl->height);
	qglEnd();

	/* add alpha support */
	{
		qglDepthMask(true);
		GL_TexEnv(GL_REPLACE);
		qglDisable(GL_BLEND);
		qglColor4f(1, 1, 1, 1);

		qglEnable(GL_ALPHA_TEST);
	}

	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION)) && !gl->has_alpha)
		qglEnable(GL_ALPHA_TEST);
}
Example #25
0
/*
================
DrawBones

Draws bounding box outlines for debugging
================
*/
void DrawBones (skel_t *pose) {
	int i,j,k;
	vec3_t boneStart, boneEnd;
	GL_Bind( tr.whiteImage );
	qglColor3f (1,1,1);
	qglDepthRange( 0, 0 );	// never occluded
	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );

	qglBegin (GL_LINES);
	for (i = 0 ; i < pose->numBones; i++) {
		if(strcmp(pose->bones[i].name,"tag_") < 0)
		{
			qglVertex3fv (pose->bones[i].origin);
			qglColor3f (1,1,1);
			if(pose->bones[i].parent == -1 || pose->bones[i].parent > pose->numBones)
				qglVertex3fv (pose->bones[i].origin);
			else
				qglVertex3fv (pose->bones[pose->bones[i].parent].origin);

			qglColor3f (1,0,0);
			boneEnd[0] = pose->bones[i].origin[0] + pose->bones[i].axis[0][0];
			boneEnd[1] = pose->bones[i].origin[1] + pose->bones[i].axis[1][0] ;
			boneEnd[2] = pose->bones[i].origin[2] + pose->bones[i].axis[2][0];
			qglVertex3fv (boneEnd);
			boneEnd[0] = pose->bones[i].origin[0] - pose->bones[i].axis[0][0];
			boneEnd[1] = pose->bones[i].origin[1] - pose->bones[i].axis[1][0];
			boneEnd[2] = pose->bones[i].origin[2] - pose->bones[i].axis[2][0];
			qglVertex3fv (boneEnd);
			qglColor3f (0,1,0);
			boneEnd[0] = pose->bones[i].origin[0] + pose->bones[i].axis[0][1];
			boneEnd[1] = pose->bones[i].origin[1] + pose->bones[i].axis[1][1];
			boneEnd[2] = pose->bones[i].origin[2] + pose->bones[i].axis[2][1];
			qglVertex3fv (boneEnd);
			boneEnd[0] = pose->bones[i].origin[0] - pose->bones[i].axis[0][1];
			boneEnd[1] = pose->bones[i].origin[1] - pose->bones[i].axis[1][1];
			boneEnd[2] = pose->bones[i].origin[2] - pose->bones[i].axis[2][1];
			qglVertex3fv (boneEnd);
			qglColor3f (0,0,1);
			boneEnd[0] = pose->bones[i].origin[0] + pose->bones[i].axis[0][2];
			boneEnd[1] = pose->bones[i].origin[1] + pose->bones[i].axis[1][2];
			boneEnd[2] = pose->bones[i].origin[2] + pose->bones[i].axis[2][2];
			qglVertex3fv (boneEnd);
			boneEnd[0] = pose->bones[i].origin[0] - pose->bones[i].axis[0][2];
			boneEnd[1] = pose->bones[i].origin[1] - pose->bones[i].axis[1][2];
			boneEnd[2] = pose->bones[i].origin[2] - pose->bones[i].axis[2][2];
			qglVertex3fv (boneEnd);
			qglColor3f (1,1,1);
		}
	}
	qglEnd ();

	qglDepthRange( 0, 1 );
}
Example #26
0
/*
===============
RB_ShowImages

Draw all the images to the screen, on top of whatever
was there.  This is used to test for texture thrashing.

Also called by RE_EndRegistration
===============
*/
void RB_ShowImages( void ) {	
	image_t	*image;
	float	x, y, w, h;
	int		start, end;

	if ( !backEnd.projection2D ) {
		RB_SetGL2D();
	}

	qglFinish();

	start = Sys_Milliseconds();

	int i=0;
//	int iNumImages = 
	   				 R_Images_StartIteration();
	while ( (image = R_Images_GetNextIteration()) != NULL)
	{
		w = glConfig.vidWidth / 20;
		h = glConfig.vidHeight / 15;
		x = i % 20 * w;
		y = i / 20 * h;

		// show in proportional size in mode 2
		if ( r_showImages->integer == 2 ) {
			w *= image->width / 512.0;
			h *= image->height / 512.0;
		}

		GL_Bind( image );
#ifdef _XBOX
		qglBeginEXT (GL_QUADS, 4, 0, 0, 4, 0);
#else
		qglBegin (GL_QUADS);
#endif
		qglTexCoord2f( 0, 0 );
		qglVertex2f( x, y );
		qglTexCoord2f( 1, 0 );
		qglVertex2f( x + w, y );
		qglTexCoord2f( 1, 1 );
		qglVertex2f( x + w, y + h );
		qglTexCoord2f( 0, 1 );
		qglVertex2f( x, y + h );
		qglEnd();
		i++;
	}

	qglFinish();

	end = Sys_Milliseconds();
	//VID_Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
}
Example #27
0
void glTexturedBox(idVec3 &point, float size, const idMaterial *mat) {
    qglTranslatef(point.x, point.y, point.z);
    for (int i = 0; i < numQuads; i++) {
        qglBegin(GL_QUADS);
        for (int j = 0; j < 4; j++) {
            idVec3 v = cubeData[i * 4 + j].xyz;
            v *= size;
            qglTexCoord2fv(cubeData[i * 4 + j].st.ToFloatPtr());
            qglVertex3fv(v.ToFloatPtr());
        }
        qglEnd();
    }
}
Example #28
0
/*
* R_Bloom_Quad
*/
static inline void R_Bloom_Quad( int x, int y, int w, int h, float texwidth, float texheight )
{
	qglBegin( GL_QUADS );
	qglTexCoord2f( 0, texheight );
	qglVertex2f( x, glState.height-h-y );
	qglTexCoord2f( 0, 0 );
	qglVertex2f( x, glState.height-y );
	qglTexCoord2f( texwidth, 0 );
	qglVertex2f( x+w, glState.height-y );
	qglTexCoord2f( texwidth, texheight );
	qglVertex2f( x+w, glState.height-h );
	qglEnd();
}
Example #29
0
/*
* R_Bloom_SamplePass
*/
static inline void R_Bloom_SamplePass( int xpos, int ypos )
{
	qglBegin( GL_QUADS );
	qglTexCoord2f( 0, sampleText_tch );
	qglVertex2f( xpos, ypos );
	qglTexCoord2f( 0, 0 );
	qglVertex2f( xpos, ypos+sample_height );
	qglTexCoord2f( sampleText_tcw, 0 );
	qglVertex2f( xpos+sample_width, ypos+sample_height );
	qglTexCoord2f( sampleText_tcw, sampleText_tch );
	qglVertex2f( xpos+sample_width, ypos );
	qglEnd();
}
Example #30
0
/*
================
glLabeledPoint
================
*/
void glLabeledPoint(idVec4 &color, idVec3 &point, float size, const char *label) {
	qglColor3fv( color.ToFloatPtr() );
	qglPointSize( size );
	qglBegin( GL_POINTS );
	qglVertex3fv( point.ToFloatPtr() );
	qglEnd();
	idVec3 v = point;
	v.x += 1;
	v.y += 1;
	v.z += 1;
	qglRasterPos3fv( v.ToFloatPtr() );
	qglCallLists( strlen(label), GL_UNSIGNED_BYTE, label );
}