Exemple #1
0
bool GeoMipMapping::Render()
{
	//渲染所有patch
	for (int z = 0; z < m_iNumPatchesPerSide; z++)
	{
		for (int x = 0; x < m_iNumPatchesPerSide; x++)
		{
			RenderPatch(x, z);
		}
	}
	return true;
}
Exemple #2
0
void Renderer::RenderFace(bsp_face *face) {
  const bsp_face &current_face = *face;

  Shader *shader = shaderLoader::GetShader(current_face.texture);

  if (shader->q3_shader_.stages_.size() ==
      0) // skip no shader / no draw. should be sorted out before.
  {
    return;
  }

  // does everything in here need to be done every time? move into the
  // conditional below?
  SetupShader(shader, current_face.lm_index);

  if (current_shader_ != shader) {
    glUseProgram(shader->shader_);
    current_shader_ = shader;
  }

  if (shader->time_idx_ != -1) {
    glUniform1f(shader->time_idx_, time_);
  }

  glUniformMatrix4fv(shader->projection_idx_, 1, false,
                     glm::value_ptr(projectionmatrix_));
  glUniformMatrix4fv(shader->model_idx_, 1, false,
                     glm::value_ptr(modelmatrix_));

  if (current_face.type == POLYGON || current_face.type == MESH) {
    // RenderPolygon(face);
  } else if (current_face.type == PATCH) {
    RenderPatch(face);
  } else if (current_face.type == BILLBOARD) {
    // RenderBillboard();
  }
}
Exemple #3
0
//--------------------------------------------------------------
// Name:			CGEOMIPMAPPING::Render - public
// Description:		Render the geomipmapping system
// Arguments:		None
// Return Value:	None
//--------------------------------------------------------------
void CGEOMIPMAPPING::Render( void )
{
	int	x, z;

	//reset the counting variables
	m_iPatchesPerFrame = 0;
	
	m_iVertsPerFrame= 0;
	m_iTrisPerFrame = 0;

	//enable back-face culling
	glEnable( GL_CULL_FACE );

	//render the multitexturing terrain
	if( m_bMultitexture && m_bDetailMapping && m_bTextureMapping )
	{
		glDisable( GL_BLEND );

		//bind the primary color texture to the first texture unit
		glActiveTextureARB( GL_TEXTURE0_ARB );
		glEnable( GL_TEXTURE_2D );
		glBindTexture( GL_TEXTURE_2D, m_texture.GetID( ) );

		//bind the detail color texture to the second texture unit
		glActiveTextureARB( GL_TEXTURE1_ARB );
		glEnable( GL_TEXTURE_2D );
		glBindTexture( GL_TEXTURE_2D, m_detailMap.GetID( ) );
		glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
		glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2 );

		//render the patches
		for( z=0; z<m_iNumPatchesPerSide; z++ )
		{
			for( x=0; x<m_iNumPatchesPerSide; x++ )
			{
				if( m_pPatches[GetPatchNumber( x, z )].m_bVisible )
				{
					RenderPatch( x, z, true, true );
					m_iPatchesPerFrame++;
				}
			}
		}
	}
	
	//no hardware multitexturing available, or the user only wants to render
	//the detail texture or the color texture
	else
	{
		if( m_bTextureMapping )
		{
			//bind the primary color texture (FOR THE PRIMARY TEXTURE PASS)
			glActiveTextureARB( GL_TEXTURE0_ARB );
			glEnable( GL_TEXTURE_2D );
			glBindTexture( GL_TEXTURE_2D, m_texture.GetID( ) );

			//render the color texture
			for( z=0; z<m_iNumPatchesPerSide; z++ )
			{
				for( x=0; x<m_iNumPatchesPerSide; x++ )
				{
					if( m_pPatches[GetPatchNumber( x, z )].m_bVisible )
					{
						RenderPatch( x, z, true, true );
						m_iPatchesPerFrame++;
					}
				}
			}
		}

		if( !( m_bTextureMapping && !m_bDetailMapping ) )
		{
			//if the user wants detail mapping, we need to set some things up
			if( m_bDetailMapping )
			{
				//bind the detail texture
				glActiveTextureARB( GL_TEXTURE0_ARB );
				glEnable( GL_TEXTURE_2D );
				glBindTexture( GL_TEXTURE_2D, m_detailMap.GetID( ) );
			
				//only use blending if a texture pass was made
				if( m_bTextureMapping )
				{
					glEnable( GL_BLEND );
					glBlendFunc( GL_ZERO, GL_SRC_COLOR );
				}
			}

			//render either the detail map on top of the texture,
			//only the detail map, or neither
			for( z=0; z<m_iNumPatchesPerSide; z++ )
			{
				for( x=0; x<m_iNumPatchesPerSide; x++ )
				{
					if( m_pPatches[GetPatchNumber( x, z )].m_bVisible )
					{
						RenderPatch( x, z, true, true );
						m_iPatchesPerFrame++;
					}
				}
			}
		}
	}

	glDisable( GL_BLEND );

	//unbind the texture occupying the second texture unit
	glActiveTextureARB( GL_TEXTURE1_ARB );
	glDisable( GL_TEXTURE_2D );
	glBindTexture( GL_TEXTURE_2D, 0 );

	//unbind the texture occupying the first texture unit
	glActiveTextureARB( GL_TEXTURE0_ARB );
	glDisable( GL_TEXTURE_2D );
	glBindTexture( GL_TEXTURE_2D, 0 );
}