Esempio n. 1
0
/**
 * @brief RB_Finish
 * @param[in] data
 * @return
 */
const void *RB_Finish(const void *data)
{
	const renderFinishCommand_t *cmd = ( const renderFinishCommand_t * ) data;

	//ri.Printf( PRINT_ALL, "RB_Finish\n" );

	qglFinish();

	return ( const void * ) (cmd + 1);
}
Esempio n. 2
0
/**
 * @brief RB_SwapBuffers
 * @param[in] data
 * @return
 */
const void *RB_SwapBuffers(const void *data)
{
	const swapBuffersCommand_t *cmd;

	// finish any 2D drawing if needed
	if (tess.numIndexes)
	{
		RB_EndSurface();
	}

	// texture swapping test
	if (r_showImages->integer)
	{
		RB_ShowImages();
	}

	RB_GammaScreen();

	cmd = ( const swapBuffersCommand_t * ) data;

	// we measure overdraw by reading back the stencil buffer and
	// counting up the number of increments that have happened
	if (r_measureOverdraw->integer)
	{
		int           i;
		long          sum = 0;
		unsigned char *stencilReadback;

		stencilReadback = ri.Hunk_AllocateTempMemory(glConfig.vidWidth * glConfig.vidHeight);
		qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback);

		for (i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++)
		{
			sum += stencilReadback[i];
		}

		backEnd.pc.c_overDraw += sum;
		ri.Hunk_FreeTempMemory(stencilReadback);
	}

	if (!glState.finishCalled)
	{
		qglFinish();
	}

	Ren_LogComment("***************** RB_SwapBuffers *****************\n\n\n");

	ri.GLimp_SwapFrame();

	backEnd.projection2D = qfalse;

	return ( const void * ) (cmd + 1);
}
Esempio n. 3
0
/*
===================
GLimp_DeactivateContext

===================
*/
void GLimp_DeactivateContext( void ) {
	qglFinish();
	if ( !qwglMakeCurrent( win32.hDC, NULL ) ) {
		win32.wglErrors++;
	}
#ifdef REALLOC_DC
	// makeCurrent NULL frees the DC, so get another
	if ( ( win32.hDC = GetDC( win32.hWnd ) ) == NULL ) {
		win32.wglErrors++;
	}
#endif

}
Esempio n. 4
0
/*
=================
RadiantInit

This is also called when you 'quit' in doom
=================
*/
void RadiantInit( void ) {

	// make sure the renderer is initialized
	if ( !renderSystem->IsOpenGLRunning() ) {
		common->Printf( "no OpenGL running\n" );
		return;
	}

	g_editorAlive = true;

	// allocate a renderWorld and a soundWorld
	if ( g_qeglobals.rw == NULL ) {
		g_qeglobals.rw = renderSystem->AllocRenderWorld();
		g_qeglobals.rw->InitFromMap( NULL );
	}
	if ( g_qeglobals.sw == NULL ) {
		g_qeglobals.sw = soundSystem->AllocSoundWorld( g_qeglobals.rw );
	}

	if ( g_DoomInstance ) {
		if ( ::IsWindowVisible( win32.hWnd ) ) {
			::ShowWindow( win32.hWnd, SW_HIDE );
			g_pParentWnd->ShowWindow( SW_SHOW );
			g_pParentWnd->SetFocus();
		}
	} else {
		Sys_GrabMouseCursor( false );

		g_DoomInstance = win32.hInstance;
		CWinApp* pApp = AfxGetApp();
		CWinThread *pThread = AfxGetThread();

		InitAfx();

		// App global initializations (rare)
		pApp->InitApplication();

		// Perform specific initializations
		pThread->InitInstance();

		qglFinish();
		//qwglMakeCurrent(0, 0);
		qwglMakeCurrent(win32.hDC, win32.hGLRC);

		// hide the doom window by default
		::ShowWindow( win32.hWnd, SW_HIDE );
	}
}
Esempio n. 5
0
/*
=============
RB_SwapBuffers

=============
*/
const void	RB_SwapBuffers( const void *data ) {
	// texture swapping test
	if ( r_showImages.GetInteger() != 0 ) {
		RB_ShowImages();
	}

	// force a gl sync if requested
	if ( r_finish.GetBool() ) {
		qglFinish();
	}

    RB_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );

	// don't flip if drawing to front buffer
	if ( !r_frontBuffer.GetBool() ) {
	    GLimp_SwapBuffers();
	}
}
Esempio n. 6
0
/*
* R_EndOcclusionPass
*/
void R_EndOcclusionPass( void )
{
	assert( OCCLUSION_QUERIES_ENABLED( ri ) );

	R_RenderOccludingSurfaces();

	R_SurfIssueOcclusionQueries();

	R_BackendResetPassMask();

	R_BackendResetCounters();

	if( r_occlusion_queries_finish->integer )
		qglFinish();
	else
		qglFlush();

	qglEnable( GL_TEXTURE_2D );
}
Esempio n. 7
0
/*
========================
GLimp_TestSwapBuffers
========================
*/
void GLimp_TestSwapBuffers( const idCmdArgs& args )
{
	idLib::Printf( "GLimp_TimeSwapBuffers\n" );
	static const int MAX_FRAMES = 5;
	uint64	timestamps[MAX_FRAMES];
	qglDisable( GL_SCISSOR_TEST );
	
	int frameMilliseconds = 16;
	for( int swapInterval = 2 ; swapInterval >= -1 ; swapInterval-- )
	{
		wglSwapIntervalEXT( swapInterval );
		for( int i = 0 ; i < MAX_FRAMES ; i++ )
		{
			if( swapInterval == -1 )
			{
				Sys_Sleep( frameMilliseconds );
			}
			if( i & 1 )
			{
				qglClearColor( 0, 1, 0, 1 );
			}
			else
			{
				qglClearColor( 1, 0, 0, 1 );
			}
			qglClear( GL_COLOR_BUFFER_BIT );
			qwglSwapBuffers( win32.hDC );
			qglFinish();
			timestamps[i] = Sys_Microseconds();
		}
		
		idLib::Printf( "\nswapinterval %i\n", swapInterval );
		for( int i = 1 ; i < MAX_FRAMES ; i++ )
		{
			idLib::Printf( "%i microseconds\n", ( int )( timestamps[i] - timestamps[i - 1] ) );
		}
	}
}
Esempio n. 8
0
/*
** GLimp_EndFrame
** 
** Responsible for doing a swapbuffers and possibly for other stuff
** as yet to be determined.  Probably better not to make this a GLimp
** function and instead do a call to GLimp_SwapBuffers.
*/
void GLimp_EndFrame (void)
{
#if 0
	int	err;

	if ( !glState.finishCalled )
		qglFinish();

	// check for errors
	if ( !gl_ignore_errors->value ) {
		if ( ( err = qglGetError() ) != GL_NO_ERROR )
		{
			ri.Error( ERR_FATAL, "GLimp_EndFrame() - glGetError() failed (0x%x)!\n", err );
		}
	}
#endif

	// don't flip if drawing to front buffer
	if ( stricmp( r_drawBuffer->string, "GL_FRONT" ) != 0 )
	{
		qglXSwapBuffers(dpy, win);
	}

	// check logging
	QGL_EnableLogging( r_logFile->value );

#if 0
	GLimp_LogComment( "*** RE_EndFrame ***\n" );

	// decrement log
	if ( gl_log->value )
	{
		ri.Cvar_Set( "gl_log", va("%i",gl_log->value - 1 ) );
	}
#endif
}
Esempio n. 9
0
/*
=================
RB_BeginDrawingView

Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
	int clearBits = 0;

	// sync with gl if needed
	if ( r_finish->integer == 1 && !glState.finishCalled ) {
		qglFinish ();
		glState.finishCalled = qtrue;
	}
	if ( r_finish->integer == 0 ) {
		glState.finishCalled = qtrue;
	}

	// we will need to change the projection matrix before drawing
	// 2D images again
	backEnd.projection2D = qfalse;

	if (glRefConfig.framebufferObject)
	{
		FBO_t *fbo = backEnd.viewParms.targetFbo;

		// FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
		// drawing more world check is in case of double renders, such as skyportals
		if (fbo == NULL && !(backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
			fbo = tr.renderFbo;

		if (tr.renderCubeFbo && fbo == tr.renderCubeFbo)
		{
			cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex];
			FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer);
		}

		FBO_Bind(fbo);
	}

	//
	// set the modelview matrix for the viewer
	//
	SetViewportAndScissor();

	// ensures that depth writes are enabled for the depth clear
	GL_State( GLS_DEFAULT );
	// clear relevant buffers
	clearBits = GL_DEPTH_BUFFER_BIT;

	if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
	{
		clearBits |= GL_STENCIL_BUFFER_BIT;
	}
	if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
	{
		clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
	}

	// clear to black for cube maps
	if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
	{
		clearBits |= GL_COLOR_BUFFER_BIT;
	}

	qglClear( clearBits );

	if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
	{
		RB_Hyperspace();
		return;
	}
	else
	{
		backEnd.isHyperspace = qfalse;
	}

	// we will only draw a sun if there was sky rendered in this view
	backEnd.skyRenderedThisView = qfalse;

	// clip to the plane of the portal
	if ( backEnd.viewParms.isPortal ) {
#if 0
		float	plane[4];
		GLdouble	plane2[4];

		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

		plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
		plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
		plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
		plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
#endif
		GL_SetModelviewMatrix( s_flipMatrix );
	}
}
Esempio n. 10
0
/*
 * RB_BeginDrawingView
 *
 * Any mirrored or portaled views have already been drawn, so prepare
 * to actually render the visible surfaces for this view
 */
void
RB_BeginDrawingView(void)
{
	int clearBits = 0;

	/* sync with gl if needed */
	if(r_finish->integer == 1 && !glState.finishCalled){
		qglFinish ();
		glState.finishCalled = qtrue;
	}
	if(r_finish->integer == 0){
		glState.finishCalled = qtrue;
	}

	/* we will need to change the projection matrix before drawing
	 * 2D images again */
	backEnd.projection2D = qfalse;

	if(glRefConfig.framebufferObject){
		/* FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world */
		if(backEnd.viewParms.targetFbo == tr.renderFbo && backEnd.framePostProcessed &&
		   (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)){
			FBO_Bind(tr.screenScratchFbo);
		}else{
			FBO_Bind(backEnd.viewParms.targetFbo);
		}
	}

	/*
	 * set the modelview matrix for the viewer
	 *  */
	SetViewportAndScissor();

	/* ensures that depth writes are enabled for the depth clear */
	GL_State(GLS_DEFAULT);
	/* clear relevant buffers */
	clearBits = GL_DEPTH_BUFFER_BIT;

	if(r_measureOverdraw->integer || r_shadows->integer == 2){
		clearBits |= GL_STENCIL_BUFFER_BIT;
	}
	if(r_fastsky->integer && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL)){
		clearBits |= GL_COLOR_BUFFER_BIT;	/* FIXME: only if sky shaders have been used */
#ifdef _DEBUG
		qglClearColor(0.8f, 0.7f, 0.4f, 1.0f);	/* FIXME: get color of sky */
#else
		qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);	/* FIXME: get color of sky */
#endif
	}

	/* clear to white for shadow maps */
	if(backEnd.viewParms.isShadowmap){
		clearBits |= GL_COLOR_BUFFER_BIT;
		qglClearColor(1.0f, 1.0f, 1.0f, 1.0f);
	}

	qglClear(clearBits);

	if((backEnd.refdef.rdflags & RDF_HYPERSPACE)){
		RB_Hyperspace();
		return;
	}else{
		backEnd.isHyperspace = qfalse;
	}

	glState.faceCulling = -1;	/* force face culling to set next time */

	/* we will only draw a sun if there was sky rendered in this view */
	backEnd.skyRenderedThisView = qfalse;

#ifdef REACTION
	backEnd.hasSunFlare = qfalse;
#endif

	/* clip to the plane of the portal */
	if(backEnd.viewParms.isPortal){
		float plane[4];
		double plane2[4];

		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

		plane2[0] = dotv3 (backEnd.viewParms.or.axis[0], plane);
		plane2[1] = dotv3 (backEnd.viewParms.or.axis[1], plane);
		plane2[2] = dotv3 (backEnd.viewParms.or.axis[2], plane);
		plane2[3] = dotv3 (plane, backEnd.viewParms.or.origin) - plane[3];

		GL_SetModelviewMatrix(s_flipMatrix);
	}
}
Esempio n. 11
0
/*
 * RE_StretchRaw
 *
 * FIXME: not exactly backend
 * Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
 * Used for cinematics.
 */
void
RE_StretchRaw(int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qbool dirty)
{
	int i, j;
	int start, end;
	shaderProgram_t *sp = &tr.textureColorShader;
	Vec4 color;

	if(!tr.registered){
		return;
	}
	R_SyncRenderThread();

	/* we definately want to sync every frame for the cinematics */
	qglFinish();

	start = 0;
	if(r_speeds->integer){
		start = ri.Milliseconds();
	}

	/* make sure rows and cols are powers of 2 */
	for(i = 0; (1 << i) < cols; i++){
	}
	for(j = 0; (1 << j) < rows; j++){
	}
	if((1 << i) != cols || (1 << j) != rows){
		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	GL_Bind(tr.scratchImage[client]);

	/* if the scratchImage isn't in the format we want, specify it as a new texture */
	if(cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height){
		tr.scratchImage[client]->width	= tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
		qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	}else{
		if(dirty){
			/* otherwise, just subimage upload it so that drivers can tell we are going to be changing
			 * it and don't try and do a texture compression */
			qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
		}
	}

	if(r_speeds->integer){
		end = ri.Milliseconds();
		ri.Printf(PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start);
	}

	/* FIXME: HUGE hack */
	if(glRefConfig.framebufferObject && !glState.currentFBO){
		if(backEnd.framePostProcessed){
			FBO_Bind(tr.screenScratchFbo);
		}else{
			FBO_Bind(tr.renderFbo);
		}
	}

	RB_SetGL2D();

	tess.numIndexes = 0;
	tess.numVertexes = 0;
	tess.firstIndex = 0;

	tess.xyz[tess.numVertexes][0]	= x;
	tess.xyz[tess.numVertexes][1]	= y;
	tess.xyz[tess.numVertexes][2]	= 0;
	tess.xyz[tess.numVertexes][3]	= 1;
	tess.texCoords[tess.numVertexes][0][0]	= 0.5f / cols;
	tess.texCoords[tess.numVertexes][0][1]	= 0.5f / rows;
	tess.texCoords[tess.numVertexes][0][2]	= 0;
	tess.texCoords[tess.numVertexes][0][3]	= 1;
	tess.numVertexes++;

	tess.xyz[tess.numVertexes][0]	= x + w;
	tess.xyz[tess.numVertexes][1]	= y;
	tess.xyz[tess.numVertexes][2]	= 0;
	tess.xyz[tess.numVertexes][3]	= 1;
	tess.texCoords[tess.numVertexes][0][0]	= (cols - 0.5f) / cols;
	tess.texCoords[tess.numVertexes][0][1]	= 0.5f / rows;
	tess.texCoords[tess.numVertexes][0][2]	= 0;
	tess.texCoords[tess.numVertexes][0][3]	= 1;
	tess.numVertexes++;

	tess.xyz[tess.numVertexes][0]	= x + w;
	tess.xyz[tess.numVertexes][1]	= y + h;
	tess.xyz[tess.numVertexes][2]	= 0;
	tess.xyz[tess.numVertexes][3]	= 1;
	tess.texCoords[tess.numVertexes][0][0]	= (cols - 0.5f) / cols;
	tess.texCoords[tess.numVertexes][0][1]	= (rows - 0.5f) / rows;
	tess.texCoords[tess.numVertexes][0][2]	= 0;
	tess.texCoords[tess.numVertexes][0][3]	= 1;
	tess.numVertexes++;

	tess.xyz[tess.numVertexes][0]	= x;
	tess.xyz[tess.numVertexes][1]	= y + h;
	tess.xyz[tess.numVertexes][2]	= 0;
	tess.xyz[tess.numVertexes][3]	= 1;
	tess.texCoords[tess.numVertexes][0][0]	= 0.5f / cols;
	tess.texCoords[tess.numVertexes][0][1]	= (rows - 0.5f) / rows;
	tess.texCoords[tess.numVertexes][0][2]	= 0;
	tess.texCoords[tess.numVertexes][0][3]	= 1;
	tess.numVertexes++;

	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 1;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 3;

	/* FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function */
	RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);

	sp = &tr.textureColorShader;

	GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);

	GLSL_BindProgram(sp);

	GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX,
		glState.modelviewProjection);
	setv34(color, 1, 1, 1, 1);
	GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);

	qglDrawElements(GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(0));

	/* R_BindNullVBO();
	 * R_BindNullIBO(); */

	tess.numIndexes = 0;
	tess.numVertexes = 0;
	tess.firstIndex = 0;
}
Esempio n. 12
0
/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
	int			i, j;
	int			start, end;
	vec4_t quadVerts[4];
	vec2_t texCoords[4];

	if ( !tr.registered ) {
		return;
	}
	R_IssuePendingRenderCommands();

	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	RE_UploadCinematic (w, h, cols, rows, data, client, dirty);

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	// FIXME: HUGE hack
	if (glRefConfig.framebufferObject)
	{
		if (!tr.renderFbo || backEnd.framePostProcessed)
		{
			FBO_Bind(NULL);
		}
		else
		{
			FBO_Bind(tr.renderFbo);
		}
	}

	RB_SetGL2D();

	VectorSet4(quadVerts[0], x,     y,     0.0f, 1.0f);
	VectorSet4(quadVerts[1], x + w, y,     0.0f, 1.0f);
	VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
	VectorSet4(quadVerts[3], x,     y + h, 0.0f, 1.0f);

	VectorSet2(texCoords[0], 0.5f / cols,          0.5f / rows);
	VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows);
	VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows);
	VectorSet2(texCoords[3], 0.5f / cols,          (rows - 0.5f) / rows);

	GLSL_BindProgram(&tr.textureColorShader);
	
	GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
	GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);

	RB_InstantQuad2(quadVerts, texCoords);
}
Esempio n. 13
0
/*
 * RB_SwapBuffers
 *
 */
const void      *
RB_SwapBuffers(const void *data)
{
	const swapBuffersCommand_t *cmd;

	/* finish any 2D drawing if needed */
	if(tess.numIndexes){
		RB_EndSurface();
	}

	/* texture swapping test */
	if(r_showImages->integer){
		RB_ShowImages();
	}

	cmd = (const swapBuffersCommand_t*)data;

	/* we measure overdraw by reading back the stencil buffer and
	 * counting up the number of increments that have happened */
	if(r_measureOverdraw->integer){
		int i;
		long sum = 0;
		unsigned char *stencilReadback;

		stencilReadback = ri.hunkalloctemp(glConfig.vidWidth * glConfig.vidHeight);
		qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
			stencilReadback);

		for(i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++)
			sum += stencilReadback[i];

		backEnd.pc.c_overDraw += sum;
		ri.hunkfreetemp(stencilReadback);
	}

	if(glRefConfig.framebufferObject){
		/* copy final image to screen */
		Vec2	texScale;
		Vec4	srcBox, dstBox, white;

		texScale[0] =
			texScale[1] = 1.0f;

		white[0] =
			white[1] =
				white[2] = pow(2, tr.overbrightBits);	/* exp2(tr.overbrightBits); */
		white[3] = 1.0f;

		setv34(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);

		if(backEnd.framePostProcessed){
			/* frame was postprocessed into screen fbo, copy from there */
			setv34(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);

			FBO_Blit(tr.screenScratchFbo, srcBox, texScale, NULL, dstBox, &tr.textureColorShader,
				white,
				0);
		}else{
			/* frame still in render fbo, copy from there */
			setv34(srcBox, 0, 0, tr.renderFbo->width, tr.renderFbo->height);

			FBO_Blit(tr.renderFbo, srcBox, texScale, NULL, dstBox, &tr.textureColorShader, white,
				0);
		}
	}

	if(!glState.finishCalled){
		qglFinish();
	}

	GLimp_LogComment("***************** RB_SwapBuffers *****************\n\n\n");

	GLimp_EndFrame();

	backEnd.framePostProcessed = qfalse;
	backEnd.projection2D = qfalse;

	return (const void*)(cmd + 1);
}
Esempio n. 14
0
/*
==============
Z_Draw
==============
*/
void Z_Draw (void)
{
    brush_t	*brush;
	float	w, h;
	double	start, end;
	qtexture_t	*q;
	float	top, bottom;
	vec3_t	org_top, org_bottom, dir_up, dir_down;
	int xCam = z.width/3;

	if (!active_brushes.next)
		return;	// not valid yet

	if (z.timing)
		start = Sys_DoubleTime ();

	//
	// clear
	//
	qglViewport(0, 0, z.width, z.height);

	qglClearColor (
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
		0);

    /* GL Bug */ 
	/* When not using hw acceleration, gl will fault if we clear the depth 
	buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT
	only after Z_Draw() has been called once. Yeah, right. */
	qglClear(glbitClear); 
	glbitClear |= GL_DEPTH_BUFFER_BIT;

	qglMatrixMode(GL_PROJECTION);

  qglLoadIdentity ();
	w = z.width/2 / z.scale;
	h = z.height/2 / z.scale;
	qglOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);

	qglDisable(GL_TEXTURE_2D);
	qglDisable(GL_TEXTURE_1D);
	qglDisable(GL_DEPTH_TEST);
	qglDisable(GL_BLEND);


	//
	// now draw the grid
	//
	Z_DrawGrid ();

	//
	// draw stuff
	//

	qglDisable(GL_CULL_FACE);

	qglShadeModel (GL_FLAT);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

	qglDisable(GL_TEXTURE_2D);
	qglDisable(GL_BLEND);
	qglDisable(GL_DEPTH_TEST);


	// draw filled interiors and edges
	dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;
	dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;
	VectorCopy (z.origin, org_top);
	org_top[2] = MAX_WORLD_COORD;//4096;	// MAX_WORLD_COORD  ?  (John said this didn't work, Hmmmmmm)	// !suspect!
	VectorCopy (z.origin, org_bottom);
	org_bottom[2] = MIN_WORLD_COORD;//-4096;	// MIN_WORLD_COORD?    " "  !suspect!

	for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
	{
		if (brush->mins[0] >= z.origin[0]
			|| brush->maxs[0] <= z.origin[0]
			|| brush->mins[1] >= z.origin[1]
			|| brush->maxs[1] <= z.origin[1])
			continue;

		if (!Brush_Ray (org_top, dir_down, brush, &top))
			continue;
		top = org_top[2] - top;
		if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))
			continue;
		bottom = org_bottom[2] + bottom;

		q = Texture_ForName (brush->brush_faces->texdef.name);
		qglColor3f (q->color[0], q->color[1], q->color[2]);
		qglBegin (GL_QUADS);
		qglVertex2f (-xCam, bottom);
		qglVertex2f (xCam, bottom);
		qglVertex2f (xCam, top);
		qglVertex2f (-xCam, top);
		qglEnd ();

		qglColor3f (1,1,1);
		qglBegin (GL_LINE_LOOP);
		qglVertex2f (-xCam, bottom);
		qglVertex2f (xCam, bottom);
		qglVertex2f (xCam, top);
		qglVertex2f (-xCam, top);
		qglEnd ();
	}

	//
	// now draw selected brushes
	//
	for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next)
	{
		if ( !(brush->mins[0] >= z.origin[0]
			|| brush->maxs[0] <= z.origin[0]
			|| brush->mins[1] >= z.origin[1]
			|| brush->maxs[1] <= z.origin[1]) )
		{
			if (Brush_Ray (org_top, dir_down, brush, &top))
			{
				top = org_top[2] - top;
				if (Brush_Ray (org_bottom, dir_up, brush, &bottom))
				{
					bottom = org_bottom[2] + bottom;

					q = Texture_ForName (brush->brush_faces->texdef.name);
					qglColor3f (q->color[0], q->color[1], q->color[2]);
					qglBegin (GL_QUADS);
					qglVertex2f (-xCam, bottom);
					qglVertex2f (xCam, bottom);
					qglVertex2f (xCam, top);
					qglVertex2f (-xCam, top);
					qglEnd ();
				}
			}
		}

	  qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES]);
		qglBegin (GL_LINE_LOOP);
		qglVertex2f (-xCam, brush->mins[2]);
		qglVertex2f (xCam, brush->mins[2]);
		qglVertex2f (xCam, brush->maxs[2]);
		qglVertex2f (-xCam, brush->maxs[2]);
		qglEnd ();
	}


	ZDrawCameraIcon ();
	ZDrawZClip();

  qglFinish();
	QE_CheckOpenGLForErrors();

	if (z.timing)
	{
		end = Sys_DoubleTime ();
		Sys_Printf ("z: %i ms\n", (int)(1000*(end-start)));
	}
}
Esempio n. 15
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;
		}

#ifdef USE_OPENGLES
		GLfloat tex[] = {
		 0, 0, 
		 1, 0,
		 1, 1, 
		 0, 1 };
		GLfloat vtx[] = {
		 x, y,
		 x + w, y,
		 x + w, y + h,
		 x, y + h };
		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 );
		qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
		qglVertexPointer  ( 2, GL_FLOAT, 0, vtx );
		qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
		if (glcol)
			qglEnableClientState(GL_COLOR_ARRAY);
		if (!text)
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#else
		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();
#endif
	}

	qglFinish();

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

}
Esempio n. 16
0
	/*
	=============
	RB_SwapBuffers
	=============
	*/
	const void     *RB_SwapBuffers( const void *data )
	{
		const swapBuffersCommand_t *cmd;

		// finish any 2D drawing if needed
		if ( tess.numIndexes )
		{
			Tess_End();
		}

		// texture swapping test
#if !defined( USE_D3D10 )

		if ( r_showImages->integer )
		{
			RB_ShowImages();
		}

#endif

		cmd = ( const swapBuffersCommand_t * ) data;

#if defined( USE_D3D10 )
		// TODO
#else

		// we measure overdraw by reading back the stencil buffer and
		// counting up the number of increments that have happened
		if ( r_measureOverdraw->integer )
		{
			int           i;
			long          sum = 0;
			unsigned char *stencilReadback;

			stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
			qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );

			for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ )
			{
				sum += stencilReadback[ i ];
			}

			backEnd.pc.c_overDraw += sum;
			ri.Hunk_FreeTempMemory( stencilReadback );
		}

#endif

#if defined( USE_D3D10 )
		// TODO
#else

		if ( !glState.finishCalled )
		{
			qglFinish();
		}

#endif

		GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );

		// present the information rendered to the back buffer to the front buffer (the screen)
		dx.swapChain->Present( 0, 0 );

		if ( r_fullscreen->modified )
		{
			bool        fullscreen;
			bool        needToToggle = qtrue;
			bool        sdlToggled = qfalse;
			SDL_Surface *s = SDL_GetVideoSurface();

			if ( s )
			{
				// Find out the current state
				fullscreen = !!( s->flags & SDL_FULLSCREEN );

				if ( r_fullscreen->integer > 0 && ri.Cvar_VariableIntegerValue( "in_nograb" ) > 0 )
				{
					ri.Printf( PRINT_ALL, "Fullscreen not allowed with in_nograb 1\n" );
					ri.Cvar_Set( "r_fullscreen", "0" );
					r_fullscreen->modified = qfalse;
				}

				// Is the state we want different from the current state?
				needToToggle = !!r_fullscreen->integer != fullscreen;

				if ( needToToggle )
				{
					sdlToggled = SDL_WM_ToggleFullScreen( s );
				}
			}

			if ( needToToggle )
			{
				// SDL_WM_ToggleFullScreen didn't work, so do it the slow way
				if ( !sdlToggled )
				{
					ri.Cmd_ExecuteText( EXEC_APPEND, "vid_restart" );
				}

				ri.IN_Restart();
			}

			r_fullscreen->modified = qfalse;
		}

		backEnd.projection2D = qfalse;

		return ( const void * )( cmd + 1 );
	}
Esempio n. 17
0
	void RB_ShowImages( void )
	{
		int     i;
		image_t *image;
		float   x, y, w, h;
		vec4_t  quadVerts[ 4 ];
		int     start, end;

		GLimp_LogComment( "--- RB_ShowImages ---\n" );

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

		qglClear( GL_COLOR_BUFFER_BIT );

		qglFinish();

		GL_BindProgram( &tr.genericSingleShader );
		GL_Cull( CT_TWO_SIDED );

		// set uniforms
		GLSL_SetUniform_TCGen_Environment( &tr.genericSingleShader,  qfalse );
		GLSL_SetUniform_ColorGen( &tr.genericSingleShader, CGEN_VERTEX );
		GLSL_SetUniform_AlphaGen( &tr.genericSingleShader, AGEN_VERTEX );

		if ( glConfig.vboVertexSkinningAvailable )
		{
			GLSL_SetUniform_VertexSkinning( &tr.genericSingleShader, qfalse );
		}

		GLSL_SetUniform_DeformGen( &tr.genericSingleShader, DGEN_NONE );
		GLSL_SetUniform_AlphaTest( &tr.genericSingleShader, 0 );
		GLSL_SetUniform_ColorTextureMatrix( &tr.genericSingleShader, matrixIdentity );

		GL_SelectTexture( 0 );

		start = ri.Milliseconds();

		for ( i = 0; i < tr.images.currentElements; i++ )
		{
			image = Com_GrowListElement( &tr.images, i );

			/*
			   if(image->bits & (IF_RGBA16F | IF_RGBA32F | IF_LA16F | IF_LA32F))
			   {
			   // don't render float textures using FFP
			   continue;
			   }
			 */

			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->uploadWidth / 512.0f;
				h *= image->uploadHeight / 512.0f;
			}

			// bind u_ColorMap
			GL_Bind( image );

			VectorSet4( quadVerts[ 0 ], x, y, 0, 1 );
			VectorSet4( quadVerts[ 1 ], x + w, y, 0, 1 );
			VectorSet4( quadVerts[ 2 ], x + w, y + h, 0, 1 );
			VectorSet4( quadVerts[ 3 ], x, y + h, 0, 1 );

			Tess_InstantQuad( quadVerts );

			/*
			   qglBegin(GL_QUADS);
			   qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 0, 0, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x, y, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 1, 0, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x + w, y, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 1, 1, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x + w, y + h, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 0, 1, 0, 1);
			   qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x, y + h, 0, 1);
			   qglEnd();
			 */
		}

		qglFinish();

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

		GL_CheckErrors();
	}
Esempio n. 18
0
/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty ) {
	int i, j;
	int start, end;

	if ( !tr.registered ) {
		return;
	}
	R_IssuePendingRenderCommands();

	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows ) {
		ri.Error( ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows );
	}

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
#ifdef USE_OPENGLES
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#else
		qglTexImage2D( GL_TEXTURE_2D, 0, 3, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
	} else {
		if ( dirty ) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	RB_SetGL2D();

	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

#ifdef USE_OPENGLES
	GLfloat tex[] = {
	 0.5f / cols,  0.5f / rows,
	 ( cols - 0.5f ) / cols ,  0.5f / rows,
	 ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows,
	 0.5f / cols, ( rows - 0.5f ) / rows };
	GLfloat vtx[] = {
	 x, y,
	 x+w, y,
	 x+w, y+h,
	 x, y+h };
	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 );
	qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
	qglVertexPointer  ( 2, GL_FLOAT, 0, vtx );
	qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
	if (!text)
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	if (glcol)
		qglEnableClientState(GL_COLOR_ARRAY);
#else
	qglBegin( GL_QUADS );
	qglTexCoord2f( 0.5f / cols,  0.5f / rows );
	qglVertex2f( x, y );
	qglTexCoord2f( ( cols - 0.5f ) / cols,  0.5f / rows );
	qglVertex2f( x + w, y );
	qglTexCoord2f( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
	qglVertex2f( x + w, y + h );
	qglTexCoord2f( 0.5f / cols, ( rows - 0.5f ) / rows );
	qglVertex2f( x, y + h );
	qglEnd();
#endif
}
Esempio n. 19
0
/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
	int			i, j;
	int			start, end;
#ifdef VCMODS_OPENGLES
	vec2_t		texcoords[4];
	vec2_t		verts[4];
	glIndex_t	indicies[6] = {0, 1, 2, 0, 3, 2};
#endif

	if ( !tr.registered ) {
		return;
	}
	R_SyncRenderThread();

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = end = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
#ifdef VCMODS_OPENGLES
      //don't do qglTexImage2D as this may end up doing a compressed image
      //on which we are not allowed to do further sub images
		glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#else
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
	} else {
		if (dirty) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	RB_SetGL2D();

#ifdef VCMODS_OPENGLES
	qglColor4f( tr.identityLight, tr.identityLight, tr.identityLight, 1.0f );

	verts[0][0] = x;  verts[0][1] = y;
	verts[1][0] = x+w;  verts[1][1] = y;
	verts[2][0] = x+w;  verts[2][1] = y+h;
	verts[3][0] = x;  verts[3][1] = y+h;

	texcoords[0][0] = 0.5f/cols;      texcoords[0][1] = 0.5f/rows;
	texcoords[1][0] = (cols-0.5f)/cols;   texcoords[1][1] = 0.5f/rows;
	texcoords[2][0] = (cols-0.5f)/cols;   texcoords[2][1] = (rows-0.5f)/rows;
	texcoords[3][0] = 0.5f/cols;      texcoords[3][1] = (rows-0.5f)/rows;

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 0, texcoords );
	qglVertexPointer  ( 2, GL_FLOAT, 0, verts );
	qglDrawElements( GL_TRIANGLE_STRIP, 6, GL_INDEX_TYPE, indicies );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#else
	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

	qglBegin (GL_QUADS);
	qglTexCoord2f ( 0.5f / cols,  0.5f / rows );
	qglVertex2f (x, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols ,  0.5f / rows );
	qglVertex2f (x+w, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x+w, y+h);
	qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x, y+h);
	qglEnd ();
#endif
}
Esempio n. 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;
#ifdef VCMODS_OPENGLES
	vec2_t  texcoords[4] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} };
	vec2_t  verts[4];
	glIndex_t indicies[6] = { 0, 1, 2, 0, 3, 2};
#endif

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

	qglClear( GL_COLOR_BUFFER_BIT );

	qglFinish();

	start = ri.Milliseconds();
#ifdef VCMODS_OPENGLES
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
#endif

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

		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->uploadWidth / 512.0f;
			h *= image->uploadHeight / 512.0f;
		}

#ifdef VCMODS_OPENGLES
		verts[0][0] = x;  verts[0][1] = y;
		verts[1][0] = x+w;  verts[1][1] = y;
		verts[2][0] = x+w;  verts[2][1] = y+h;
		verts[3][0] = x;  verts[3][1] = y+h;

		qglTexCoordPointer( 2, GL_FLOAT, 0, texcoords );
		qglVertexPointer  ( 2, GL_FLOAT, 0, verts );
		qglDrawElements( GL_TRIANGLE_STRIP, 6, GL_INDEX_TYPE, indicies );
#else
		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();
#endif
	}

#ifdef VCMODS_OPENGLES
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#endif
	qglFinish();

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

}
Esempio n. 21
0
/*
=================
RB_BeginDrawingView

Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
static void RB_BeginDrawingView (void) {
	int clearBits = GL_DEPTH_BUFFER_BIT;

	// sync with gl if needed
	if ( r_finish->integer == 1 && !glState.finishCalled ) {
		qglFinish ();
		glState.finishCalled = qtrue;
	}
	if ( r_finish->integer == 0 ) {
		glState.finishCalled = qtrue;
	}

	// we will need to change the projection matrix before drawing
	// 2D images again
	backEnd.projection2D = qfalse;

	//
	// set the modelview matrix for the viewer
	//
	SetViewportAndScissor();

	// ensures that depth writes are enabled for the depth clear
	GL_State( GLS_DEFAULT );

	// clear relevant buffers
	if ( r_measureOverdraw->integer || r_shadows->integer == 2 || tr_stencilled )
	{
		clearBits |= GL_STENCIL_BUFFER_BIT;
		tr_stencilled = false;
	}

	if (skyboxportal)
	{
		if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL )
		{	// portal scene, clear whatever is necessary
			if (r_fastsky->integer || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) )
			{	// fastsky: clear color
				// try clearing first with the portal sky fog color, then the world fog color, then finally a default
				clearBits |= GL_COLOR_BUFFER_BIT;
				if (tr.world && tr.world->globalFog != -1)
				{
					const fog_t		*fog = &tr.world->fogs[tr.world->globalFog];
					qglClearColor(fog->parms.color[0],  fog->parms.color[1], fog->parms.color[2], 1.0f );
				}
				else
				{
					qglClearColor ( 0.3f, 0.3f, 0.3f, 1.0 );
				}
			}			
		}
	}
	else
	{
		if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects )
		{
			if (tr.world && tr.world->globalFog != -1)
			{
				const fog_t		*fog = &tr.world->fogs[tr.world->globalFog];
				qglClearColor(fog->parms.color[0],  fog->parms.color[1], fog->parms.color[2], 1.0f );
			}
			else
			{
				qglClearColor( 0.3f, 0.3f, 0.3f, 1 );	// FIXME: get color of sky
			}
			clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
		}
	}

	if ( !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && ( r_DynamicGlow->integer && !g_bRenderGlowingObjects ) )
	{
		if (tr.world && tr.world->globalFog != -1)
		{ //this is because of a bug in multiple scenes I think, it needs to clear for the second scene but it doesn't normally.
			const fog_t		*fog = &tr.world->fogs[tr.world->globalFog];

			qglClearColor(fog->parms.color[0],  fog->parms.color[1], fog->parms.color[2], 1.0f );
			clearBits |= GL_COLOR_BUFFER_BIT;
		}
	}
	// If this pass is to just render the glowing objects, don't clear the depth buffer since
	// we're sharing it with the main scene (since the main scene has already been rendered). -AReis
	if ( g_bRenderGlowingObjects )
	{
		clearBits &= ~GL_DEPTH_BUFFER_BIT;
	}

	if (clearBits)
	{
		qglClear( clearBits );
	}

	if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
	{
		RB_Hyperspace();
		return;
	}
	else
	{
		backEnd.isHyperspace = qfalse;
	}

	glState.faceCulling = -1;		// force face culling to set next time

	// we will only draw a sun if there was sky rendered in this view
	backEnd.skyRenderedThisView = qfalse;

	// clip to the plane of the portal
	if ( backEnd.viewParms.isPortal ) {
		float	plane[4];
		double	plane2[4];

		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

		plane2[0] = DotProduct (backEnd.viewParms.ori.axis[0], plane);
		plane2[1] = DotProduct (backEnd.viewParms.ori.axis[1], plane);
		plane2[2] = DotProduct (backEnd.viewParms.ori.axis[2], plane);
		plane2[3] = DotProduct (plane, backEnd.viewParms.ori.origin) - plane[3];

		qglLoadMatrixf( s_flipMatrix );
		qglClipPlane (GL_CLIP_PLANE0, plane2);
		qglEnable (GL_CLIP_PLANE0);
	} else {
		qglDisable (GL_CLIP_PLANE0);
	}
}
Esempio n. 22
0
/*
=============
RB_DrawSurfs

=============
*/
const void	*RB_DrawSurfs( const void *data ) {
	const drawSurfsCommand_t	*cmd;

	// finish any 2D drawing if needed
	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	cmd = (const drawSurfsCommand_t *)data;

	backEnd.refdef = cmd->refdef;
	backEnd.viewParms = cmd->viewParms;

	RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );

	// Dynamic Glow/Flares:
	/*
		The basic idea is to render the glowing parts of the scene to an offscreen buffer, then take
		that buffer and blur it. After it is sufficiently blurred, re-apply that image back to
		the normal screen using a additive blending. To blur the scene I use a vertex program to supply
		four texture coordinate offsets that allow 'peeking' into adjacent pixels. In the register
		combiner (pixel shader), I combine the adjacent pixels using a weighting factor. - Aurelio
	*/

	// Render dynamic glowing/flaring objects.
	if ( !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && g_bDynamicGlowSupported && r_DynamicGlow->integer )
	{
		// Copy the normal scene to texture.
		qglDisable( GL_TEXTURE_2D );
		qglEnable( GL_TEXTURE_RECTANGLE_EXT ); 
		qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage ); 
		qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight); 
		qglDisable( GL_TEXTURE_RECTANGLE_EXT );
		qglEnable( GL_TEXTURE_2D );    

		// Just clear colors, but leave the depth buffer intact so we can 'share' it.
		qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
		qglClear( GL_COLOR_BUFFER_BIT ); 

		// Render the glowing objects.
		g_bRenderGlowingObjects = true;
		RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );  
		g_bRenderGlowingObjects = false;
		qglFinish();

		// Copy the glow scene to texture.
		qglDisable( GL_TEXTURE_2D );
		qglEnable( GL_TEXTURE_RECTANGLE_EXT ); 
		qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.screenGlow ); 
		qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0,  backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); 
		qglDisable( GL_TEXTURE_RECTANGLE_EXT );
		qglEnable( GL_TEXTURE_2D );
		
		// Resize the viewport to the blur texture size.
		const int oldViewWidth = backEnd.viewParms.viewportWidth;
		const int oldViewHeight = backEnd.viewParms.viewportHeight;
		backEnd.viewParms.viewportWidth = r_DynamicGlowWidth->integer;
		backEnd.viewParms.viewportHeight = r_DynamicGlowHeight->integer;
		SetViewportAndScissor();

		// Blur the scene.
		RB_BlurGlowTexture();

		// Copy the finished glow scene back to texture.
		qglDisable( GL_TEXTURE_2D );
		qglEnable( GL_TEXTURE_RECTANGLE_EXT );
		qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage );
		qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); 
		qglDisable( GL_TEXTURE_RECTANGLE_EXT );
		qglEnable( GL_TEXTURE_2D );
		
		// Set the viewport back to normal.
		backEnd.viewParms.viewportWidth = oldViewWidth;
		backEnd.viewParms.viewportHeight = oldViewHeight;
		SetViewportAndScissor();
		qglClear( GL_COLOR_BUFFER_BIT ); 

		// Draw the glow additively over the screen.
		RB_DrawGlowOverlay(); 
	}

	return (const void *)(cmd + 1);
}
Esempio n. 23
0
	/*
	=============
	RE_StretchRaw

	FIXME: not exactly backend
	Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
	Used for cinematics.
	=============
	*/
	void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty )
	{
		int i, j;
		int start, end;

		if ( !tr.registered )
		{
			return;
		}

		R_SyncRenderThread();

		// we definitely want to sync every frame for the cinematics
#if defined( USE_D3D10 )
		// TODO
#else
		qglFinish();
#endif

		start = end = 0;

		if ( r_speeds->integer )
		{
#if defined( USE_D3D10 )
			// TODO
#else
			qglFinish();
#endif
			start = ri.Milliseconds();
		}

		// make sure rows and cols are powers of 2
		for ( i = 0; ( 1 << i ) < cols; i++ )
		{
		}

		for ( j = 0; ( 1 << j ) < rows; j++ )
		{
		}

		if ( ( 1 << i ) != cols || ( 1 << j ) != rows )
		{
			ri.Error( ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows );
		}

#if defined( USE_D3D10 )
		// TODO
#else
		RB_SetGL2D();

		qglVertexAttrib4fARB( ATTR_INDEX_NORMAL, 0, 0, 1, 1 );
		qglVertexAttrib4fARB( ATTR_INDEX_COLOR, tr.identityLight, tr.identityLight, tr.identityLight, 1 );

		GL_BindProgram( &tr.genericSingleShader );

		// set uniforms
		GLSL_SetUniform_TCGen_Environment( &tr.genericSingleShader,  qfalse );
		GLSL_SetUniform_ColorGen( &tr.genericSingleShader, CGEN_VERTEX );
		GLSL_SetUniform_AlphaGen( &tr.genericSingleShader, AGEN_VERTEX );

		//GLSL_SetUniform_Color(&tr.genericSingleShader, colorWhite);
		if ( glConfig.vboVertexSkinningAvailable )
		{
			GLSL_SetUniform_VertexSkinning( &tr.genericSingleShader, qfalse );
		}

		GLSL_SetUniform_DeformGen( &tr.genericSingleShader, DGEN_NONE );
		GLSL_SetUniform_AlphaTest( &tr.genericSingleShader, 0 );
		GLSL_SetUniform_ModelViewProjectionMatrix( &tr.genericSingleShader, glState.modelViewProjectionMatrix[ glState.stackIndex ] );

		// bind u_ColorMap
		GL_SelectTexture( 0 );
		GL_Bind( tr.scratchImage[ client ] );
		GLSL_SetUniform_ColorTextureMatrix( &tr.genericSingleShader, matrixIdentity );

		// if the scratchImage isn't in the format we want, specify it as a new texture
		if ( cols != tr.scratchImage[ client ]->width || rows != tr.scratchImage[ client ]->height )
		{
			tr.scratchImage[ client ]->width = tr.scratchImage[ client ]->uploadWidth = cols;
			tr.scratchImage[ client ]->height = tr.scratchImage[ client ]->uploadHeight = rows;

			qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );

			qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
			qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

			qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
			qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
		}
		else
		{
			if ( dirty )
			{
				// otherwise, just subimage upload it so that drivers can tell we are going to be changing
				// it and don't try and do a texture compression
				qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
			}
		}

#endif // #if defined(USE_D3D10)

		if ( r_speeds->integer )
		{
#if defined( USE_D3D10 )
			// TODO
#else
			qglFinish();
#endif
			end = ri.Milliseconds();
			ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
		}

		tess.numVertexes = 0;
		tess.numIndexes = 0;

		tess.xyz[ tess.numVertexes ][ 0 ] = x;
		tess.xyz[ tess.numVertexes ][ 1 ] = y;
		tess.xyz[ tess.numVertexes ][ 2 ] = 0;
		tess.xyz[ tess.numVertexes ][ 3 ] = 1;
		tess.texCoords[ tess.numVertexes ][ 0 ] = 0.5f / cols;
		tess.texCoords[ tess.numVertexes ][ 1 ] = 0.5f / rows;
		tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
		tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
		tess.numVertexes++;

		tess.xyz[ tess.numVertexes ][ 0 ] = x + w;
		tess.xyz[ tess.numVertexes ][ 1 ] = y;
		tess.xyz[ tess.numVertexes ][ 2 ] = 0;
		tess.xyz[ tess.numVertexes ][ 3 ] = 1;
		tess.texCoords[ tess.numVertexes ][ 0 ] = ( cols - 0.5f ) / cols;
		tess.texCoords[ tess.numVertexes ][ 1 ] = 0.5f / rows;
		tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
		tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
		tess.numVertexes++;

		tess.xyz[ tess.numVertexes ][ 0 ] = x + w;
		tess.xyz[ tess.numVertexes ][ 1 ] = y + h;
		tess.xyz[ tess.numVertexes ][ 2 ] = 0;
		tess.xyz[ tess.numVertexes ][ 3 ] = 1;
		tess.texCoords[ tess.numVertexes ][ 0 ] = ( cols - 0.5f ) / cols;
		tess.texCoords[ tess.numVertexes ][ 1 ] = ( rows - 0.5f ) / rows;
		tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
		tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
		tess.numVertexes++;

		tess.xyz[ tess.numVertexes ][ 0 ] = x;
		tess.xyz[ tess.numVertexes ][ 1 ] = y + h;
		tess.xyz[ tess.numVertexes ][ 2 ] = 0;
		tess.xyz[ tess.numVertexes ][ 3 ] = 1;
		tess.texCoords[ tess.numVertexes ][ 0 ] = 0.5f / cols;
		tess.texCoords[ tess.numVertexes ][ 1 ] = ( rows - 0.5f ) / rows;
		tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
		tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
		tess.numVertexes++;

		tess.indexes[ tess.numIndexes++ ] = 0;
		tess.indexes[ tess.numIndexes++ ] = 1;
		tess.indexes[ tess.numIndexes++ ] = 2;
		tess.indexes[ tess.numIndexes++ ] = 0;
		tess.indexes[ tess.numIndexes++ ] = 2;
		tess.indexes[ tess.numIndexes++ ] = 3;

		Tess_UpdateVBOs( ATTR_POSITION | ATTR_TEXCOORD );

		Tess_DrawElements();

		tess.numVertexes = 0;
		tess.numIndexes = 0;

#if defined( USE_D3D10 )
		// TODO
#else
		GL_CheckErrors();
#endif
	}
Esempio n. 24
0
/*
=================
RB_BeginDrawingView

Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
	int clearBits = 0;

	// sync with gl if needed
	if ( r_finish->integer == 1 && !glState.finishCalled ) {
		qglFinish ();
		glState.finishCalled = qtrue;
	}
	if ( r_finish->integer == 0 ) {
		glState.finishCalled = qtrue;
	}

	// we will need to change the projection matrix before drawing
	// 2D images again
	backEnd.projection2D = qfalse;

	//
	// set the modelview matrix for the viewer
	//
	SetViewportAndScissor();

	// ensures that depth writes are enabled for the depth clear
	GL_State( GLS_DEFAULT );
	// clear relevant buffers
	clearBits = GL_DEPTH_BUFFER_BIT;

	if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
	{
		clearBits |= GL_STENCIL_BUFFER_BIT;
	}
	if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
	{
		clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
#ifdef _DEBUG
		qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f );	// FIXME: get color of sky
#else
		qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
#endif
	}
	qglClear( clearBits );

	if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
	{
		RB_Hyperspace();
		return;
	}
	else
	{
		backEnd.isHyperspace = qfalse;
	}

	glState.faceCulling = -1;		// force face culling to set next time

	// we will only draw a sun if there was sky rendered in this view
	backEnd.skyRenderedThisView = qfalse;

	// clip to the plane of the portal
	if ( backEnd.viewParms.isPortal ) {
		float	plane[4];
		double	plane2[4];

		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

		plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
		plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
		plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
		plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];

		qglLoadMatrixf( s_flipMatrix );
		qglClipPlane (GL_CLIP_PLANE0, plane2);
		qglEnable (GL_CLIP_PLANE0);
	} else {
		qglDisable (GL_CLIP_PLANE0);
	}
}
Esempio n. 25
0
/*
=================
RB_BeginDrawingView

Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView( void ) {
	int clearBits = 0;

	// sync with gl if needed
	if ( r_finish->integer == 1 && !glState.finishCalled ) {
		qglFinish();
		glState.finishCalled = qtrue;
	}
	if ( r_finish->integer == 0 ) {
		glState.finishCalled = qtrue;
	}

	// we will need to change the projection matrix before drawing
	// 2D images again
	backEnd.projection2D = qfalse;

	//
	// set the modelview matrix for the viewer
	//
	SetViewportAndScissor();

	// ensures that depth writes are enabled for the depth clear
	GL_State( GLS_DEFAULT );


////////// (SA) modified to ensure one glclear() per frame at most

	// clear relevant buffers
	clearBits = 0;

	if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) {
		clearBits |= GL_STENCIL_BUFFER_BIT;
	}

	if ( r_uiFullScreen->integer ) {
		clearBits = GL_DEPTH_BUFFER_BIT;    // (SA) always just clear depth for menus

	} else if ( skyboxportal ) {
		if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) {   // portal scene, clear whatever is necessary
			clearBits |= GL_DEPTH_BUFFER_BIT;

			if ( r_fastsky->integer || backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) {  // fastsky: clear color

				// try clearing first with the portal sky fog color, then the world fog color, then finally a default
				clearBits |= GL_COLOR_BUFFER_BIT;
				if ( glfogsettings[FOG_PORTALVIEW].registered ) {
					qglClearColor( glfogsettings[FOG_PORTALVIEW].color[0], glfogsettings[FOG_PORTALVIEW].color[1], glfogsettings[FOG_PORTALVIEW].color[2], glfogsettings[FOG_PORTALVIEW].color[3] );
				} else if ( glfogNum > FOG_NONE && glfogsettings[FOG_CURRENT].registered )      {
					qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] );
				} else {
//					qglClearColor ( 1.0, 0.0, 0.0, 1.0 );	// red clear for testing portal sky clear
					qglClearColor( 0.5, 0.5, 0.5, 1.0 );
				}
			} else {                                                    // rendered sky (either clear color or draw quake sky)
				if ( glfogsettings[FOG_PORTALVIEW].registered ) {
					qglClearColor( glfogsettings[FOG_PORTALVIEW].color[0], glfogsettings[FOG_PORTALVIEW].color[1], glfogsettings[FOG_PORTALVIEW].color[2], glfogsettings[FOG_PORTALVIEW].color[3] );

					if ( glfogsettings[FOG_PORTALVIEW].clearscreen ) {    // portal fog requests a screen clear (distance fog rather than quake sky)
						clearBits |= GL_COLOR_BUFFER_BIT;
					}
				}

			}
		} else {                                        // world scene with portal sky, don't clear any buffers, just set the fog color if there is one

			clearBits |= GL_DEPTH_BUFFER_BIT;   // this will go when I get the portal sky rendering way out in the zbuffer (or not writing to zbuffer at all)

			if ( glfogNum > FOG_NONE && glfogsettings[FOG_CURRENT].registered ) {
				if ( backEnd.refdef.rdflags & RDF_UNDERWATER ) {
					if ( glfogsettings[FOG_CURRENT].mode == GL_LINEAR ) {
						clearBits |= GL_COLOR_BUFFER_BIT;
					}

				} else if ( !( r_portalsky->integer ) ) {    // portal skies have been manually turned off, clear bg color
					clearBits |= GL_COLOR_BUFFER_BIT;
				}

				qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] );
			}
		}
	} else {                                              // world scene with no portal sky
		clearBits |= GL_DEPTH_BUFFER_BIT;

		// NERVE - SMF - we don't want to clear the buffer when no world model is specified
		if ( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) {
			clearBits &= ~GL_COLOR_BUFFER_BIT;
		}
		// -NERVE - SMF
		// (SA) well, this is silly then
		else if ( r_fastsky->integer ) {   //  || backEnd.refdef.rdflags & RDF_NOWORLDMODEL

			clearBits |= GL_COLOR_BUFFER_BIT;

			if ( glfogsettings[FOG_CURRENT].registered ) { // try to clear fastsky with current fog color
				qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] );
			} else {
//				qglClearColor ( 0.0, 0.0, 1.0, 1.0 );	// blue clear for testing world sky clear
				qglClearColor( 0.5, 0.5, 0.5, 1.0 );
			}
		} else {        // world scene, no portal sky, not fastsky, clear color if fog says to, otherwise, just set the clearcolor
			if ( glfogsettings[FOG_CURRENT].registered ) { // try to clear fastsky with current fog color
				qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] );

				if ( glfogsettings[FOG_CURRENT].clearscreen ) {   // world fog requests a screen clear (distance fog rather than quake sky)
					clearBits |= GL_COLOR_BUFFER_BIT;
				}
			}
		}
	}


	if ( clearBits ) {
		qglClear( clearBits );
	}

//----(SA)	done

	if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) {
		RB_Hyperspace();
		return;
	} else
	{
		backEnd.isHyperspace = qfalse;
	}

	glState.faceCulling = -1;       // force face culling to set next time

	// we will only draw a sun if there was sky rendered in this view
	backEnd.skyRenderedThisView = qfalse;

	// clip to the plane of the portal
	if ( backEnd.viewParms.isPortal ) {
		float plane[4];
		double plane2[4];

		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

		plane2[0] = DotProduct( backEnd.viewParms.or.axis[0], plane );
		plane2[1] = DotProduct( backEnd.viewParms.or.axis[1], plane );
		plane2[2] = DotProduct( backEnd.viewParms.or.axis[2], plane );
		plane2[3] = DotProduct( plane, backEnd.viewParms.or.origin ) - plane[3];

		qglLoadMatrixf( s_flipMatrix );
		qglClipPlane( GL_CLIP_PLANE0, plane2 );
		qglEnable( GL_CLIP_PLANE0 );
	} else {
		qglDisable( GL_CLIP_PLANE0 );
	}
}
Esempio n. 26
0
void CCamWnd::Cam_Draw()
{
	brush_t	*brush;
	face_t	*face;
	float	screenaspect;
	float	yfov;
	double	start, end;
	int		i;

	/*
  FILE *f = fopen("g:/nardo/raduffy/editorhack.dat", "w");
  if (f != NULL) {
    fwrite(&m_Camera.origin[0], sizeof(float), 1, f);
    fwrite(&m_Camera.origin[1], sizeof(float), 1, f);
    fwrite(&m_Camera.origin[2], sizeof(float), 1, f);
		fwrite(&m_Camera.angles[PITCH], sizeof(float), 1, f);
		fwrite(&m_Camera.angles[YAW], sizeof(float), 1, f);
    fclose(f);
  }
	*/
	
	if (!active_brushes.next)
		return;	// not valid yet
	
	if (m_Camera.timing)
		start = Sys_DoubleTime ();
	
	//
	// clear
	//
	QE_CheckOpenGLForErrors();
	
	qglViewport(0, 0, m_Camera.width, m_Camera.height);
	qglScissor(0, 0, m_Camera.width, m_Camera.height);
	qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
		g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
		g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);
	qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	//
	// set up viewpoint
	//
	vec5_t lightPos;
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglEnable(GL_LIGHTING);
		//qglEnable(GL_LIGHT0);
		
		lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
		lightPos[3] = 1.0;
		qglLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightPos);
		//qglLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
		//lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
    //qglLightfv(GL_LIGHT0, GL_AMBIENT, lightPos);
	}
	else
	{
		qglDisable(GL_LIGHTING);
	}
	
	qglMatrixMode(GL_PROJECTION);
	qglLoadIdentity ();
	
	screenaspect = (float)m_Camera.width / m_Camera.height;
	yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;
	qgluPerspective (yfov,  screenaspect,  2,  8192);
	
	qglRotatef (-90,  1, 0, 0);	    // put Z going up
	qglRotatef (90,  0, 0, 1);	    // put Z going up
	qglRotatef (m_Camera.angles[0],  0, 1, 0);
	qglRotatef (-m_Camera.angles[1],  0, 0, 1);
	qglTranslatef (-m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2]);
	
	Cam_BuildMatrix ();
	
	
	//if (m_Camera.draw_mode == cd_light)
	//{
//	if (g_PrefsDlg.m_bGLLighting)
//	{
//		VectorCopy(m_Camera.origin, lightPos);
//		lightPos[3] = 1;
//		qglLightfv(GL_LIGHT0, GL_POSITION, lightPos);
//	}
	//}
	
	InitCull ();
	
	//
	// draw stuff
	//
	GLfloat lAmbient[] = {1.0, 1.0, 1.0, 1.0};
	
	switch (m_Camera.draw_mode)
	{
	case cd_wire:
		qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_TEXTURE_1D);
		qglDisable(GL_BLEND);
		qglDisable(GL_DEPTH_TEST);
		qglColor3f(1.0, 1.0, 1.0);
		//		qglEnable (GL_LINE_SMOOTH);
		break;
		
	case cd_solid:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_texture:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglEnable(GL_TEXTURE_2D);
		qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_blend:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglEnable(GL_TEXTURE_2D);
		qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		qglDisable(GL_DEPTH_TEST);
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		break;
	}
	
	qglMatrixMode(GL_TEXTURE);
	
	m_nNumTransBrushes = 0;
	
	for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
	{
		//DrawLightRadius(brush);
		
		if (CullBrush (brush))
			continue;
		
		if (FilterBrush (brush))
			continue;
		
		if ((brush->brush_faces->texdef.flags & (SURF_TRANS33 | SURF_TRANS66)) || (brush->brush_faces->d_texture->bFromShader && brush->brush_faces->d_texture->fTrans != 1.0))
		{
			m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
		} 
		else 
		{
			//--      if (brush->patchBrush)
			//--			  m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
			//--      else
			Brush_Draw(brush);
		}
		
		
	}
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglDisable (GL_LIGHTING);
	}
	
	//
	//qglDepthMask ( 0 ); // Don't write to depth buffer
	qglEnable ( GL_BLEND );
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	for ( i = 0; i < m_nNumTransBrushes; i++ ) 
		Brush_Draw (m_TransBrushes[i]);
	
	//qglDepthMask ( 1 ); // Ok, write now
	
	qglMatrixMode(GL_PROJECTION);
	
	//
	// now draw selected brushes
	//
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglEnable (GL_LIGHTING);
	}
	
	qglTranslatef (g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]);
	qglMatrixMode(GL_TEXTURE);
	
	brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
	// draw normally
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		//DrawLightRadius(brush);
		//if (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint)
		//  continue;
		
		Brush_Draw(brush);
	}
	
	// blend on top
	qglMatrixMode(GL_PROJECTION);
	
	
	qglDisable (GL_LIGHTING);
	qglColor4f(1.0, 0.0, 0.0, 0.3);
	qglEnable (GL_BLEND);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	qglDisable (GL_TEXTURE_2D);
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		if ( (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) || 
			(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint) )
			continue;
		
		for (face=brush->brush_faces ; face ; face=face->next)
			Face_Draw( face );
	}
	
 
  int nCount = g_ptrSelectedFaces.GetSize();
	if (nCount > 0)
  {
    for (int i = 0; i < nCount; i++)
    {
      face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));
		  Face_Draw(selFace);
    }
  }
		
	// non-zbuffered outline
	
	qglDisable (GL_BLEND);
	qglDisable (GL_DEPTH_TEST);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	qglColor3f (1, 1, 1);
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		if (g_qeglobals.dontDrawSelectedOutlines || (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) ||
			(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint))
			continue;
		
		for (face=brush->brush_faces ; face ; face=face->next)
			Face_Draw( face );
	}
	
	
	// edge / vertex flags
	
	if (g_qeglobals.d_select_mode == sel_vertex)
	{
		qglPointSize (4);
		qglColor3f (0,1,0);
		qglBegin (GL_POINTS);
		for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
			qglVertex3fv (g_qeglobals.d_points[i]);
		qglEnd ();
		qglPointSize (1);
	}
	else if (g_qeglobals.d_select_mode == sel_edge)
	{
		float	*v1, *v2;
		
		qglPointSize (4);
		qglColor3f (0,0,1);
		qglBegin (GL_POINTS);
		for (i=0 ; i<g_qeglobals.d_numedges ; i++)
		{
			v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
			v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
			qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
		}
		qglEnd ();
		qglPointSize (1);
	}
	
	
	g_splineList->draw(static_cast<qboolean>(g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint));
	if (g_qeglobals.selectObject && (g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint)) {
		g_qeglobals.selectObject->drawSelection();
	}

	//
	// draw pointfile
	//

	qglEnable(GL_DEPTH_TEST);
	

	DrawPathLines ();
	
	
	
	if (g_qeglobals.d_pointfile_display_list)
	{
		Pointfile_Draw();
		//		glCallList (g_qeglobals.d_pointfile_display_list);
	}
	
	// bind back to the default texture so that we don't have problems
	// elsewhere using/modifying texture maps between contexts
	qglBindTexture( GL_TEXTURE_2D, 0 );
	
#if 0
	// area selection hack
	if (g_qeglobals.d_select_mode == sel_area)
	{
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		qglColor4f(0.0, 0.0, 1.0, 0.25);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglRectfv(g_qeglobals.d_vAreaTL, g_qeglobals.d_vAreaBR);
		qglDisable (GL_BLEND);
	}
#endif
	
	qglFinish();
	QE_CheckOpenGLForErrors();
	//	Sys_EndWait();
	if (m_Camera.timing)
	{
		end = Sys_DoubleTime ();
		Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
	}
}
Esempio n. 27
0
/*
=================
RadiantInit

This is also called when you 'quit' in doom
=================
*/
void RadiantInit( void ) {

	// make sure the renderer is initialized
	if ( !renderSystem->IsOpenGLRunning() ) {
		common->Printf( "no OpenGL running\n" );
		return;
	}

	g_editorAlive = true;

	// allocate a renderWorld and a soundWorld
	if ( g_qeglobals.rw == NULL ) {
// jmarshall
	//	g_qeglobals.defaultEditorMaterial = declManager->FindMaterial( "_editordefault" );
		RadiantInitTestWindow();
// jmarshall end
		g_qeglobals.rw = renderSystem->AllocRenderWorld();
		g_qeglobals.rw->InitFromMap( NULL );
	}
	if ( g_qeglobals.sw == NULL ) {
		g_qeglobals.sw = soundSystem->AllocSoundWorld( g_qeglobals.rw );
	}

	if ( g_DoomInstance ) {
		if ( ::IsWindowVisible( win32.hWnd ) ) {
			::ShowWindow( win32.hWnd, SW_HIDE );
			g_pParentWnd->ShowWindow( SW_SHOW );
			g_pParentWnd->SetFocus();
		}
	} else {
		sys->GrabMouseCursor( false );

		g_DoomInstance = win32.hInstance;
		CWinApp* pApp = AfxGetApp();
		CWinThread *pThread = AfxGetThread();

		InitAfx();

		

		// App global initializations (rare)
		pApp->InitApplication();

		// Perform specific initializations
		pThread->InitInstance();

	

		qglFinish();
		//qwglMakeCurrent(0, 0);
		renderDevice->BindDeviceToWindow(win32.hDC);

		// hide the doom window by default
		::ShowWindow( win32.hWnd, SW_HIDE );

// jmarshall
		
		toolInterfaceLocal.ShowDebugConsole();
// jmarshall end
	}
}
Esempio n. 28
0
/*
=================
RB_BeginDrawingView

Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
	int clearBits = 0;

	// sync with gl if needed
	if ( r_finish->integer == 1 && !glState.finishCalled ) {
		qglFinish ();
		glState.finishCalled = qtrue;
	}
	if ( r_finish->integer == 0 ) {
		glState.finishCalled = qtrue;
	}

	// we will need to change the projection matrix before drawing
	// 2D images again
	backEnd.projection2D = qfalse;

	if (glRefConfig.framebufferObject)
	{
		// FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
		// drawing more world check is in case of double renders, such as skyportals
		if (backEnd.viewParms.targetFbo == NULL)
		{
			if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
			{
				FBO_Bind(NULL);
			}
			else
			{
				FBO_Bind(tr.renderFbo);
			}
		}
		else
		{
			FBO_Bind(backEnd.viewParms.targetFbo);

			// FIXME: hack for cubemap testing
			if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
			{
				//qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, backEnd.viewParms.targetFbo->colorImage[0]->texnum, 0);
				qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]->texnum, 0);
			}
		}
	}

	//
	// set the modelview matrix for the viewer
	//
	SetViewportAndScissor();

	// ensures that depth writes are enabled for the depth clear
	GL_State( GLS_DEFAULT );
	// clear relevant buffers
	clearBits = GL_DEPTH_BUFFER_BIT;

	if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
	{
		clearBits |= GL_STENCIL_BUFFER_BIT;
	}
	if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
	{
		clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
#ifdef _DEBUG
		qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f );	// FIXME: get color of sky
#else
		qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
#endif
	}

	// clear to white for shadow maps
	if (backEnd.viewParms.flags & VPF_SHADOWMAP)
	{
		clearBits |= GL_COLOR_BUFFER_BIT;
		qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
	}

	// clear to black for cube maps
	if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
	{
		clearBits |= GL_COLOR_BUFFER_BIT;
		qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	}

	qglClear( clearBits );

	if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
	{
		RB_Hyperspace();
		return;
	}
	else
	{
		backEnd.isHyperspace = qfalse;
	}

	glState.faceCulling = -1;		// force face culling to set next time

	// we will only draw a sun if there was sky rendered in this view
	backEnd.skyRenderedThisView = qfalse;

	// clip to the plane of the portal
	if ( backEnd.viewParms.isPortal ) {
#if 0
		float	plane[4];
		double	plane2[4];

		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

		plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
		plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
		plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
		plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
#endif
		GL_SetModelviewMatrix( s_flipMatrix );
	}
}
Esempio n. 29
0
/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
	int			i, j;
	int			start, end;

	if ( !tr.registered ) {
		return;
	}
	R_SyncRenderThread();

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = end = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );	
	} else {
		if (dirty) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	RB_SetGL2D();

	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

	qglBegin (GL_QUADS);
	qglTexCoord2f ( 0.5f / cols,  0.5f / rows );
	qglVertex2f (x, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols ,  0.5f / rows );
	qglVertex2f (x+w, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x+w, y+h);
	qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x, y+h);
	qglEnd ();
}
Esempio n. 30
0
/*
=============
RB_SwapBuffers

=============
*/
const void	*RB_SwapBuffers( const void *data ) {
	const swapBuffersCommand_t	*cmd;

	// finish any 2D drawing if needed
	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	// texture swapping test
	if ( r_showImages->integer ) {
		RB_ShowImages();
	}

	cmd = (const swapBuffersCommand_t *)data;

	// we measure overdraw by reading back the stencil buffer and
	// counting up the number of increments that have happened
	if ( r_measureOverdraw->integer ) {
		int i;
		long sum = 0;
		unsigned char *stencilReadback;

		stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
		qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );

		for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) {
			sum += stencilReadback[i];
		}

		backEnd.pc.c_overDraw += sum;
		ri.Hunk_FreeTempMemory( stencilReadback );
	}

	if (glRefConfig.framebufferObject)
	{
		if (!backEnd.framePostProcessed)
		{
			if (tr.msaaResolveFbo && r_hdr->integer)
			{
				// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
				FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
				FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
			}
			else if (tr.renderFbo)
			{
				FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
			}
		}
	}

	if ( !glState.finishCalled ) {
		qglFinish();
	}

	GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );

	GLimp_EndFrame();

	backEnd.framePostProcessed = qfalse;
	backEnd.projection2D = qfalse;

	return (const void *)(cmd + 1);
}