Esempio n. 1
0
void GLDrawInfo::SetupFloodStencil(wallseg * ws)
{
	int recursion = GLPortal::GetRecursion();

	// Create stencil 
	gl.StencilFunc(GL_EQUAL,recursion,~0);		// create stencil
	gl.StencilOp(GL_KEEP,GL_KEEP,GL_INCR);		// increment stencil of valid pixels
	gl.ColorMask(0,0,0,0);						// don't write to the graphics buffer
	gl_EnableTexture(false);
	gl.Color3f(1,1,1);
	gl.Enable(GL_DEPTH_TEST);
	gl.DepthMask(true);

	gl_DisableShader();
	gl.Begin(GL_TRIANGLE_FAN);
	gl.Vertex3f(ws->x1, ws->z1, ws->y1);
	gl.Vertex3f(ws->x1, ws->z2, ws->y1);
	gl.Vertex3f(ws->x2, ws->z2, ws->y2);
	gl.Vertex3f(ws->x2, ws->z1, ws->y2);
	gl.End();

	gl.StencilFunc(GL_EQUAL,recursion+1,~0);		// draw sky into stencil
	gl.StencilOp(GL_KEEP,GL_KEEP,GL_KEEP);		// this stage doesn't modify the stencil

	gl.ColorMask(1,1,1,1);						// don't write to the graphics buffer
	gl_EnableTexture(true);
	gl.Disable(GL_DEPTH_TEST);
	gl.DepthMask(false);
}
Esempio n. 2
0
void GLDrawInfo::ClearFloodStencil(wallseg * ws)
{
	int recursion = GLPortal::GetRecursion();

	gl.StencilOp(GL_KEEP,GL_KEEP,GL_DECR);
	gl_EnableTexture(false);
	gl.ColorMask(0,0,0,0);						// don't write to the graphics buffer
	gl.Color3f(1,1,1);

	gl_DisableShader();
	gl.Begin(GL_TRIANGLE_FAN);
	gl.Vertex3f(ws->x1, ws->z1, ws->y1);
	gl.Vertex3f(ws->x1, ws->z2, ws->y1);
	gl.Vertex3f(ws->x2, ws->z2, ws->y2);
	gl.Vertex3f(ws->x2, ws->z1, ws->y2);
	gl.End();

	// restore old stencil op.
	gl.StencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
	gl.StencilFunc(GL_EQUAL,recursion,~0);
	gl_EnableTexture(true);
	gl.ColorMask(1,1,1,1);
	gl.Enable(GL_DEPTH_TEST);
	gl.DepthMask(true);
}
Esempio n. 3
0
bool OpenGLFrameBuffer::WipeDo(int ticks)
{
	// Sanity checks.
	if (wipestartscreen == NULL || wipeendscreen == NULL)
	{
		return true;
	}
	gl_DisableShader();
	bool done = ScreenWipe->Run(ticks, this);
	//DrawLetterbox();
	return done;
}
Esempio n. 4
0
static void RenderSkyHemisphere(int hemi)
{
	int r, c;
	
	if (hemi & SKYHEMI_LOWER)
	{
		yflip = true;
	}
	else
	{
		yflip = false;
	}
	
	// The top row (row 0) is the one that's faded out.
	// There must be at least 4 columns. The preferable number
	// is 4n, where n is 1, 2, 3... There should be at least
	// two rows because the first one is always faded.
	rows = 4;
	
	if (hemi & SKYHEMI_JUST_CAP)
	{
		return;
	}

	gl_DisableShader();

	// Draw the cap as one solid color polygon
	if (!foglayer)
	{
		columns = 4 * (gl_sky_detail > 0 ? gl_sky_detail : 1);
		foglayer=true;
		gl_EnableTexture(false);


		if (!secondlayer)
		{
			gl.Color3f(R, G ,B);
			gl.Begin(GL_TRIANGLE_FAN);
			for(c = 0; c < columns; c++)
			{
				SkyVertex(1, c);
			}
			gl.End();
		}

		gl_EnableTexture(true);
		foglayer=false;
		gl_ApplyShader();
	}
	else
	{
		columns=4;	// no need to do more!
		gl.Begin(GL_TRIANGLE_FAN);
		for(c = 0; c < columns; c++)
		{
			SkyVertex(0, c);
		}
		gl.End();
	}
	
	// The total number of triangles per hemisphere can be calculated
	// as follows: rows * columns * 2 + 2 (for the top cap).
	for(r = 0; r < rows; r++)
	{
		if (yflip)
		{
			gl.Begin(GL_TRIANGLE_STRIP);
            SkyVertex(r + 1, 0);
			SkyVertex(r, 0);
			for(c = 1; c <= columns; c++)
			{
				SkyVertex(r + 1, c);
				SkyVertex(r, c);
			}
			gl.End();
		}
		else
		{
			gl.Begin(GL_TRIANGLE_STRIP);
            SkyVertex(r, 0);
			SkyVertex(r + 1, 0);
			for(c = 1; c <= columns; c++)
			{
				SkyVertex(r, c);
				SkyVertex(r + 1, c);
			}
			gl.End();
		}
	}
}