static void SetViewportAndScissor( void ) { GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); // set the window clipping qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); }
/* ================ RB_SetGL2D ================ */ void RB_SetGL2D (void) { mat4_t matrix; int width, height; if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO) return; backEnd.projection2D = qtrue; backEnd.last2DFBO = glState.currentFBO; if (glState.currentFBO) { width = glState.currentFBO->width; height = glState.currentFBO->height; } else { width = glConfig.vidWidth; height = glConfig.vidHeight; } // set 2D virtual screen size qglViewport( 0, 0, width, height ); qglScissor( 0, 0, width, height ); Mat4Ortho(0, width, height, 0, 0, 1, matrix); GL_SetProjectionMatrix(matrix); Mat4Identity(matrix); GL_SetModelviewMatrix(matrix); GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); qglDisable( GL_CULL_FACE ); qglDisable( GL_CLIP_PLANE0 ); // set time for 2D shaders backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f; // reset color scaling backEnd.refdef.colorScale = 1.0f; }
/* ================== 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; mat4_t oldmodelview, oldprojection, matrix; if ( !r_flares->integer ) { return; } if(r_flareCoeff->modified) { R_SetFlareCoeff(); r_flareCoeff->modified = qfalse; } // 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.or = backEnd.viewParms.world; // (SA) turned light flares back on. must evaluate problem id had with this RB_AddDlightFlares(); RB_AddCoronaFlares(); // 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 ) { return; // none visible } if ( backEnd.viewParms.isPortal ) { qglDisable (GL_CLIP_PLANE0); } Mat4Copy(glState.projection, oldprojection); Mat4Copy(glState.modelview, oldmodelview); Mat4Identity(matrix); GL_SetModelviewMatrix(matrix); Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, -99999, 99999, matrix ); GL_SetProjectionMatrix(matrix); 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_SetProjectionMatrix(oldprojection); GL_SetModelviewMatrix(oldmodelview); }
/* * RB_RenderDrawSurfList */ void RB_RenderDrawSurfList(drawSurf_t *drawSurfs, int numDrawSurfs) { material_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; int pshadowed, oldPshadowed; qbool depthRange, oldDepthRange, isCrosshair, wasCrosshair; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; float depth[2]; FBO_t * fbo = NULL; qbool inQuery = qfalse; /* save original time for entity shader offsets */ originalTime = backEnd.refdef.floatTime; /* clear the z buffer, set the modelview, etc */ RB_BeginDrawingView (); fbo = glState.currentFBO; /* draw everything */ oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; wasCrosshair = qfalse; oldDlighted = qfalse; oldPshadowed = qfalse; oldSort = -1; depthRange = qfalse; depth[0] = 0.f; depth[1] = 1.f; 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; } oldSort = drawSurf->sort; R_DecomposeSort(drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed); /* * 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(shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || (entityNum != oldEntityNum && !shader->entityMergable)){ if(oldShader != NULL){ RB_EndSurface(); } RB_BeginSurface(shader, fogNum); backEnd.pc.c_surfBatches++; oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; oldPshadowed = pshadowed; } /* * change the modelview matrix if needed * */ if(entityNum != oldEntityNum){ qbool sunflare = qfalse; depthRange = isCrosshair = qfalse; #ifdef REACTION /* if we were rendering to a FBO and the previous entity was a sunflare * and the current one isn't, switch back to the main fbo */ if(oldEntityNum != -1 && fbo && RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) && 0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE)){ if(inQuery){ inQuery = qfalse; qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } FBO_Bind(fbo); qglDepthRange(depth[0], depth[1]); } #endif if(entityNum != ENTITYNUM_WORLD){ backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime; /* we have to reset the shaderTime as well otherwise image animations start * from the wrong frame */ tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; /* set up the transformation matrix */ R_RotateForEntity(backEnd.currentEntity, &backEnd.viewParms, &backEnd.or); /* set up the dynamic lighting if needed */ if(backEnd.currentEntity->needDlights){ R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or); } #ifdef REACTION /* if the current entity is a sunflare */ if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE){ /* if we're rendering to a fbo */ if(fbo){ copyv3(backEnd.currentEntity->e.origin, backEnd.sunFlarePos); /* switch FBO */ FBO_Bind(tr.godRaysFbo); qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); qglClear(GL_COLOR_BUFFER_BIT); qglDepthRange(1.f, 1.f); if(glRefConfig.occlusionQuery && !inQuery && !backEnd.hasSunFlare){ inQuery = qtrue; tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue; qglBeginQueryARB( GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]); } /* backEnd.hasSunFlare = qtrue; */ sunflare = qtrue; }else{ depthRange = qtrue; } } #endif if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK){ /* hack the depth range to prevent view model from poking into walls */ depthRange = qtrue; if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) isCrosshair = qtrue; } }else{ backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = backEnd.viewParms.world; /* we have to reset the shaderTime as well otherwise image animations on * the world (like water) continue with the wrong frame */ tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or); } GL_SetModelviewMatrix(backEnd.or.modelMatrix); /* * change depthrange. Also change projection matrix so first person weapon does not look like coming * out of the screen. * */ if(oldDepthRange != depthRange || wasCrosshair != isCrosshair){ if(depthRange){ if(backEnd.viewParms.stereoFrame != STEREO_CENTER){ if(isCrosshair){ if(oldDepthRange){ /* was not a crosshair but now is, change back proj matrix */ GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix); } }else{ viewParms_t temp = backEnd.viewParms; R_SetupProjection(&temp, r_znear->value, 0, qfalse); GL_SetProjectionMatrix(temp.projectionMatrix); } } #ifdef REACTION if(!oldDepthRange){ depth[0] = 0; depth[1] = 0.3f; qglDepthRange (0, 0.3); } #endif }else{ if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER){ GL_SetProjectionMatrix(backEnd.viewParms.projectionMatrix); } if(!sunflare) qglDepthRange (0, 1); depth[0] = 0; depth[1] = 1; } oldDepthRange = depthRange; wasCrosshair = isCrosshair; } oldEntityNum = entityNum; } /* add the triangles for this surface */ rb_surfaceTable[ *drawSurf->surface ](drawSurf->surface); } backEnd.refdef.floatTime = originalTime; /* draw the contents of the last shader batch */ if(oldShader != NULL){ RB_EndSurface(); } if(inQuery){ inQuery = qfalse; qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } FBO_Bind(fbo); /* go back to the world modelview matrix */ GL_SetModelviewMatrix(backEnd.viewParms.world.modelMatrix); /* if ( depthRange ) { */ qglDepthRange (0, 1); /* } */ #if 0 RB_DrawSun(); #endif /* darken down any stencil shadows */ RB_ShadowFinish(); /* add light flares on lights that aren't obscured */ RB_RenderFlares(); if(glRefConfig.framebufferObject) FBO_Bind(NULL); }
/* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; int pshadowed, oldPshadowed; int cubemapIndex, oldCubemapIndex; qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; FBO_t* fbo = NULL; qboolean inQuery = qfalse; float depth[2]; // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; fbo = glState.currentFBO; // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; wasCrosshair = qfalse; oldDlighted = qfalse; oldPshadowed = qfalse; oldCubemapIndex = -1; oldSort = -1; depth[0] = 0.f; depth[1] = 1.f; backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) { if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE) continue; // fast path, same as previous sort rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); continue; } oldSort = drawSurf->sort; R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed ); cubemapIndex = drawSurf->cubemapIndex; // // 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 ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex || ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) { if (oldShader != NULL) { RB_EndSurface(); } RB_BeginSurface( shader, fogNum, cubemapIndex ); backEnd.pc.c_surfBatches++; oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; oldPshadowed = pshadowed; oldCubemapIndex = cubemapIndex; } if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE) continue; // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { qboolean sunflare = qfalse; depthRange = isCrosshair = qfalse; if ( entityNum != REFENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime; // we have to reset the shaderTime as well otherwise image animations start // from the wrong frame tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; // set up the transformation matrix R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) isCrosshair = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = backEnd.viewParms.world; // we have to reset the shaderTime as well otherwise image animations on // the world (like water) continue with the wrong frame tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } GL_SetModelviewMatrix( backEnd.or.modelMatrix ); // // change depthrange. Also change projection matrix so first person weapon does not look like coming // out of the screen. // if (oldDepthRange != depthRange || wasCrosshair != isCrosshair) { if (depthRange) { if(backEnd.viewParms.stereoFrame != STEREO_CENTER) { if(isCrosshair) { if(oldDepthRange) { // was not a crosshair but now is, change back proj matrix GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); } } else { viewParms_t temp = backEnd.viewParms; R_SetupProjection(&temp, r_znear->value, 0, qfalse); GL_SetProjectionMatrix( temp.projectionMatrix ); } } if(!oldDepthRange) { depth[0] = 0; depth[1] = 0.3f; qglDepthRange (depth[0], depth[1]); } } else { if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) { GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); } if (!sunflare) qglDepthRange (0, 1); depth[0] = 0; depth[1] = 1; } oldDepthRange = depthRange; wasCrosshair = isCrosshair; } oldEntityNum = entityNum; } // add the triangles for this surface rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); } backEnd.refdef.floatTime = originalTime; // draw the contents of the last shader batch if (oldShader != NULL) { RB_EndSurface(); } if (inQuery) { qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } if (glRefConfig.framebufferObject) FBO_Bind(fbo); // go back to the world modelview matrix GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix ); qglDepthRange (0, 1); }