Esempio n. 1
0
void idGLWidget::OnPaint()
{

    if (!initialized)
    {
        CDC *dc = GetDC();
        QEW_SetupPixelFormat(dc->m_hDC);
        ReleaseDC(dc);
        initialized = true;
    }
    CPaintDC dc(this); // device context for painting

    CRect rect;
    GetClientRect(rect);

    if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC))
    {
    }

    qglViewport(0, 0, rect.Width(), rect.Height());
    qglScissor(0, 0, rect.Width(), rect.Height());
    qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity();
    qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
    qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    qglDisable(GL_DEPTH_TEST);
    qglDisable(GL_BLEND);
    qglOrtho(0, rect.Width(), 0, rect.Height(), -256, 256);

    if (drawable)
    {
        drawable->draw(1, 1, rect.Width()-1, rect.Height()-1);
    }
    else
    {
        qglViewport(0, 0, rect.Width(), rect.Height());
        qglScissor(0, 0, rect.Width(), rect.Height());
        qglMatrixMode(GL_PROJECTION);
        qglLoadIdentity();
        qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
        qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    qwglSwapBuffers(dc);
    qglFlush();
    qwglMakeCurrent(win32.hDC, win32.hGLRC);

}
Esempio n. 2
0
/*
================
RB_SetGL2D

================
*/
void    RB_SetGL2D(void)
{
	backEnd.projection2D = qtrue;

	// set 2D virtual screen size
	qglViewport(0, 0, glConfig.vidWidth, glConfig.vidHeight);
	qglScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
	qglMatrixMode(GL_PROJECTION);
	qglLoadIdentity();
	qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
	qglMatrixMode(GL_MODELVIEW);
	qglLoadIdentity();

	GL_State(GLS_DEPTHTEST_DISABLE |
	         GLS_SRCBLEND_SRC_ALPHA |
	         GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);

	qglDisable(GL_FOG);   //----(SA)    added

	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;
}
Esempio n. 3
0
/*
================
RB_SetGL2D

================
*/
void	RB_SetGL2D (void) {
	if ( tess.numIndexes | tess.numVertexes )
		Com_Printf(" Going 2d with verts?" );
	backEnd.projection2D = qtrue;
	backEnd.currentModel = 0;
	
	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity ();
	qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
	qglMatrixMode(GL_MODELVIEW);
    qglLoadIdentity ();

	GL_State( GLS_DEPTHTEST_DISABLE |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );
	qglDisable( GL_CLIP_PLANE0 );

	// set time for 2D shaders
//	tess.shaderTime = ri.Milliseconds();
}
Esempio n. 4
0
/*
======================
RB_SetDefaultGLState

This should initialize all GL state that any part of the entire program
may touch, including the editor.
======================
*/
void RB_SetDefaultGLState( void ) {
	int		i;

	RB_LogComment( "--- R_SetDefaultGLState ---\n" );

	qglClearDepth( 1.0f );
	qglColor4f (1,1,1,1);

	// the vertex array is always enabled
	qglEnableClientState( GL_VERTEX_ARRAY );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglDisableClientState( GL_COLOR_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
	backEnd.glState.forceGlState = true;

	qglColorMask( 1, 1, 1, 1 );

	qglEnable( GL_DEPTH_TEST );
	qglEnable( GL_BLEND );
	qglEnable( GL_SCISSOR_TEST );
	qglEnable( GL_CULL_FACE );
	qglDisable( GL_LIGHTING );
	qglDisable( GL_LINE_STIPPLE );
	qglDisable( GL_STENCIL_TEST );

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDepthFunc( GL_ALWAYS );
 
	qglCullFace( GL_FRONT_AND_BACK );
	qglShadeModel( GL_SMOOTH );

	if ( r_useScissor.GetBool() ) {
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}

	for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
		GL_SelectTexture( i );

		// object linear texgen is our default
		qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
		qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
		qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
		qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );

		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		if ( glConfig.texture3DAvailable ) {
			qglDisable( GL_TEXTURE_3D );
		}
		if ( glConfig.cubeMapAvailable ) {
			qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
		}
	}
}
Esempio n. 5
0
/*
* RB_ApplyScissor
*/
void RB_ApplyScissor( void )
{
    int h = rb.gl.scissor[3];
    if( rb.gl.scissorChanged ) {
        rb.gl.scissorChanged = false;
        qglScissor( rb.gl.scissor[0], rb.gl.fbHeight - h - rb.gl.scissor[1], rb.gl.scissor[2], h );
    }
}
Esempio n. 6
0
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 );
}
Esempio n. 7
0
/*
* RB_Scissor
*/
void RB_Scissor( int x, int y, int w, int h )
{
	qglScissor( x, rb.gl.fbHeight - h - y, w, h );

	rb.gl.scissor[0] = x;
	rb.gl.scissor[1] = y;
	rb.gl.scissor[2] = w;
	rb.gl.scissor[3] = h;
}
Esempio n. 8
0
/*
* RB_Scissor
*/
void RB_Scissor( int x, int y, int w, int h )
{
	qglScissor( x, glConfig.height - h - y, w, h );

	rb.gl.scissorX = x;
	rb.gl.scissorY = y;
	rb.gl.scissorW = w;
	rb.gl.scissorH = h;
}
Esempio n. 9
0
/*
==================
RB_STD_LightScale

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

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

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

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

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

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

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

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


	qglPopMatrix();
	qglEnable( GL_DEPTH_TEST );
	qglMatrixMode( GL_MODELVIEW );
	GL_Cull( CT_FRONT_SIDED );
}
Esempio n. 10
0
/*
=================
R_BloomScreen
=================
*/
void R_BloomScreen( void )
{
	if( !r_bloom->integer )
		return;
	if(r_bloom_sky_only->integer)
		return;
	if ( backEnd.doneBloom )
		return;
	if ( !backEnd.doneSurfaces )
		return;
	backEnd.doneBloom = qtrue;
	if( !bloom.started ) {
		R_Bloom_InitTextures();
		if( !bloom.started )
			return;
	}

	if ( !backEnd.projection2D )
		RB_SetGL2D();
#if 0
	// set up full screen workspace
	GL_TexEnv( GL_MODULATE );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity ();
	qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity ();

	GL_Cull( CT_TWO_SIDED );
#endif

	qglColor4f( 1, 1, 1, 1 );

	//Backup the old screen in a texture
	R_Bloom_BackupScreen();
	// create the bloom texture using one of a few methods
	if(r_bloom_cascade->integer)
		R_Bloom_Cascaded();
	else
		R_Bloom_WarsowEffect ();
//	R_Bloom_CreateEffect();
	// restore the screen-backup to the screen
	R_Bloom_RestoreScreen();
	// Do the final pass using the bloom texture for the final effect
	R_Bloom_DrawEffect ();

// 	LEILEI - Lens Bloom Hack
//		The concept of this is to inverse the coordinates on both X and Y,
//		then scale outward using the offset value applied, as well as the modulated color
//		applied to give a rainbow streak effect.  Most effective with high bloom darkness
//		values.
	if(r_bloom_reflection->integer)
	R_Bloom_LensEffect ();
}
Esempio n. 11
0
void SetViewportAndScissor( void ) {
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// 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 );
}
Esempio n. 12
0
static void SetViewportAndScissor( void ) {
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// set the window clipping
	qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );

    if(r_subviewScissor->integer)
    {
        qglScissor( backEnd.viewParms.scissorMinX, backEnd.viewParms.scissorMinY, 
            backEnd.viewParms.scissorMaxX - backEnd.viewParms.scissorMinX, 
            backEnd.viewParms.scissorMaxY - backEnd.viewParms.scissorMinY );
    }
    else
    {
        qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
            backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
    }
}
Esempio n. 13
0
void idGLDrawableConsole::draw(int x, int y, int w, int h) {
    qglPushAttrib( GL_ALL_ATTRIB_BITS );
    qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
    qglScissor( 0, 0, w, h );
    qglClear( GL_COLOR_BUFFER_BIT );
    renderSystem->BeginFrame( w, h );

    console->Draw( true );

    renderSystem->EndFrame( NULL, NULL );
    qglPopAttrib();
}
Esempio n. 14
0
/*
==================
RB_STD_FogAllLights
==================
*/
void RB_STD_FogAllLights( void ) {
	viewLight_t	*vLight;

	if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
		 || backEnd.viewDef->isXraySubview /* dont fog in xray mode*/
		 ) {
		return;
	}

	qglDisable( GL_STENCIL_TEST );

	for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
		backEnd.vLight = vLight;

		if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) {
			continue;
		}

#if 0 // _D3XP disabled that
		if ( r_ignore.GetInteger() ) {
			// we use the stencil buffer to guarantee that no pixels will be
			// double fogged, which happens in some areas that are thousands of
			// units from the origin
			backEnd.currentScissor = vLight->scissorRect;
			if ( r_useScissor.GetBool() ) {
				qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
					backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
					backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
					backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
			}
			qglClear( GL_STENCIL_BUFFER_BIT );

			qglEnable( GL_STENCIL_TEST );

			// only pass on the cleared stencil values
			qglStencilFunc( GL_EQUAL, 128, 255 );

			// when we pass the stencil test and depth test and are going to draw,
			// increment the stencil buffer so we don't ever draw on that pixel again
			qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
		}
#endif

		if ( vLight->lightShader->IsFogLight() ) {
			RB_FogPass( vLight->globalInteractions, vLight->localInteractions );
		} else if ( vLight->lightShader->IsBlendLight() ) {
			RB_BlendLight( vLight->globalInteractions, vLight->localInteractions );
		}
		qglDisable( GL_STENCIL_TEST );
	}

	qglEnable( GL_STENCIL_TEST );
}
Esempio n. 15
0
/*
 ==================
 GL_Scissor
 ==================
*/
void GL_Scissor (rect_t rect){

	if (glState.scissorX == rect.x && glState.scissorY == rect.y && glState.scissorWidth == rect.width && glState.scissorHeight == rect.height)
		return;

	glState.scissorX = rect.x;
	glState.scissorY = rect.y;
	glState.scissorWidth = rect.width;
	glState.scissorHeight = rect.height;

	qglScissor(rect.x, rect.y, rect.width, rect.height);
}
Esempio n. 16
0
/*
==================
RB_RenderViewLight

==================
*/
static void RB_RenderViewLight(viewLight_t *vLight)
{
	backEnd.vLight = vLight;

	// do fogging later
	if (vLight->lightShader->IsFogLight()) {
		return;
	}

	if (vLight->lightShader->IsBlendLight()) {
		return;
	}

	RB_LogComment("---------- RB_RenderViewLight 0x%p ----------\n", vLight);

	// clear the stencil buffer if needed
	if (vLight->globalShadows || vLight->localShadows) {
		backEnd.currentScissor = vLight->scissorRect;

		if (r_useScissor.GetBool()) {
			qglScissor(backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
			           backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
			           backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
			           backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1);
		}

		qglClear(GL_STENCIL_BUFFER_BIT);
	} else {
		// no shadows, so no need to read or write the stencil buffer
		// we might in theory want to use GL_ALWAYS instead of disabling
		// completely, to satisfy the invarience rules
		qglStencilFunc(GL_ALWAYS, 128, 255);
	}

	backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
	RB_StencilShadowPass(vLight->globalShadows);
	RB_CreateDrawInteractions(vLight->localInteractions);
	RB_StencilShadowPass(vLight->localShadows);
	RB_CreateDrawInteractions(vLight->globalInteractions);

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

	// disable stencil testing for translucent interactions, because
	// the shadow isn't calculated at their point, and the shadow
	// behind them may be depth fighting with a back side, so there
	// isn't any reasonable thing to do
	qglStencilFunc(GL_ALWAYS, 128, 255);
	backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
	RB_CreateDrawInteractions(vLight->translucentInteractions);
}
Esempio n. 17
0
/*
=============
RB_ScissorPic
=============
*/
const void *RB_Scissor ( const void *data ) 
{
	const scissorCommand_t	*cmd;

	cmd = (const scissorCommand_t *)data;

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

	if (cmd->x >= 0)
	{
		qglScissor( cmd->x,(glConfig.vidHeight - cmd->y - cmd->h),cmd->w,cmd->h);
	}
	else
	{
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight);
	}		

	return (const void *)(cmd + 1);
}
Esempio n. 18
0
static void SetViewportAndScissor( void ) {
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// 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 );
	Matrix4Copy(backEnd.viewParms.projectionMatrix, glState.currentProjectionMatrix);
	Matrix4Multiply(glState.currentProjectionMatrix, glState.currentModelViewMatrix, glState.currentModelViewProjectionMatrix);
}
void idGLDrawableView::draw(int x, int y, int w, int h)
{
    int i;
    renderView_t	refdef;
    const idMaterial		*mat = material;

    if (mat)
    {
        qglViewport(x, y, w, h);
        qglScissor(x, y, w, h);
        qglMatrixMode(GL_PROJECTION);
        qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
        qglClear(GL_COLOR_BUFFER_BIT);

        UpdateLights();

        // render it
        renderSystem->BeginFrame(w, h);

        memset( &refdef, 0, sizeof( refdef ) );

        UpdateCamera( &refdef );

        // Copy global shaderparms to view
        for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ )
        {
            refdef.shaderParms[ i ] = globalParms[ i ];
        }

        refdef.width = SCREEN_WIDTH;
        refdef.height = SCREEN_HEIGHT;
        refdef.fov_x = 90;
        refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;

        refdef.time = eventLoop->Milliseconds();

        world->RenderScene( &refdef );

        if ( showLights )
        {
            drawLights( &refdef );
        }

        renderSystem->EndFrame( NULL, NULL );

        world->DebugClearLines( refdef.time );

        qglMatrixMode( GL_MODELVIEW );
        qglLoadIdentity();
    }
}
Esempio n. 20
0
/*
================
RB_SetGL2D

================
*/
void	RB_SetGL2D (void) {
	backEnd.projection2D = qtrue;

	// set 2D virtual screen size
#ifdef IPHONE
	if ( glConfig.vidRotation == 90.0 || glConfig.vidRotation == 270.0 )
	{
		qglViewport ( 0, 0, glConfig.vidHeight, glConfig.vidWidth );
		qglScissor( 0, 0, glConfig.vidHeight, glConfig.vidWidth );
	}
	else
#endif // IPHONE
	{
		qglViewport ( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}
	qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity ();
#ifdef IPHONE
	qglRotatef (glConfig.vidRotation, 0, 0, 1);
	qglTranslatef (0, 0, 0);
#endif // IPHONE
	qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
	qglMatrixMode(GL_MODELVIEW);
    qglLoadIdentity ();
	
	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;
}
Esempio n. 21
0
static void SetViewportAndScissor( void ) {
	qglMatrixMode( GL_PROJECTION );
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode( GL_MODELVIEW );

	// set the window clipping
	qglViewport(    backEnd.viewParms.viewportX,
					backEnd.viewParms.viewportY,
					backEnd.viewParms.viewportWidth,
					backEnd.viewParms.viewportHeight );

// TODO: insert handling for widescreen?  (when looking through camera)
	qglScissor(     backEnd.viewParms.viewportX,
					backEnd.viewParms.viewportY,
					backEnd.viewParms.viewportWidth,
					backEnd.viewParms.viewportHeight );
}
Esempio n. 22
0
/*
================
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;
}
Esempio n. 23
0
/*
====================
RB_RenderDrawSurfListWithFunction

The triangle functions can check backEnd.currentSpace != surf->space
to see if they need to perform any new matrix setup.  The modelview
matrix will already have been loaded, and backEnd.currentSpace will
be updated after the triangle function completes.
====================
*/
void RB_RenderDrawSurfListWithFunction( drawSurf_t **drawSurfs, int numDrawSurfs, 
											  void (*triFunc_)( const drawSurf_t *) ) {
	int				i;
	const drawSurf_t		*drawSurf;

	backEnd.currentSpace = NULL;

	for (i = 0  ; i < numDrawSurfs ; i++ ) {
		drawSurf = drawSurfs[i];

		// change the matrix if needed
		if ( drawSurf->space != backEnd.currentSpace ) {
			qglLoadMatrixf( drawSurf->space->modelViewMatrix );
		}

		if ( drawSurf->space->weaponDepthHack ) {
			RB_EnterWeaponDepthHack();
		}

		if ( drawSurf->space->modelDepthHack != 0.0f ) {
			RB_EnterModelDepthHack( drawSurf->space->modelDepthHack );
		}

		// change the scissor if needed
		if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( drawSurf->scissorRect ) ) {
			backEnd.currentScissor = drawSurf->scissorRect;
			qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1, 
				backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
				backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
				backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
		}

		// render it
		triFunc_( drawSurf );

		if ( drawSurf->space->weaponDepthHack || drawSurf->space->modelDepthHack != 0.0f ) {
			RB_LeaveDepthHack();
		}

		backEnd.currentSpace = drawSurf->space;
	}
}
Esempio n. 24
0
/*
=============
RB_SetGL2D

This is not used by the normal game paths, just by some tools
=============
*/
void RB_SetGL2D( void ) {
	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	if ( r_useScissor.GetBool() ) {
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity();
	qglOrtho( 0, 640, 480, 0, 0, 1 );		// always assume 640x480 virtual coordinates
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity();

	GL_State( GLS_DEPTHFUNC_ALWAYS |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );

	qglDisable( GL_DEPTH_TEST );
	qglDisable( GL_STENCIL_TEST );
}
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) {
	// set the modelview matrix for the viewer
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// set the window clipping
	qglViewport( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1, 
		tr.viewportOffset[1] + backEnd.viewDef->viewport.y1, 
		backEnd.viewDef->viewport.x2 + 1 - backEnd.viewDef->viewport.x1,
		backEnd.viewDef->viewport.y2 + 1 - backEnd.viewDef->viewport.y1 );

	// the scissor may be smaller than the viewport for subviews
	qglScissor( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1, 
		tr.viewportOffset[1] + backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1, 
		backEnd.viewDef->scissor.x2 + 1 - backEnd.viewDef->scissor.x1,
		backEnd.viewDef->scissor.y2 + 1 - backEnd.viewDef->scissor.y1 );
	backEnd.currentScissor = backEnd.viewDef->scissor;

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

	// we don't have to clear the depth / stencil buffer for 2D rendering
	if ( backEnd.viewDef->viewEntitys ) {
		qglStencilMask( 0xff );
		// some cards may have 7 bit stencil buffers, so don't assume this
		// should be 128
		qglClearStencil( 1<<(glConfig.stencilBits-1) );
		qglClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
		qglEnable( GL_DEPTH_TEST );
	} else {
		qglDisable( GL_DEPTH_TEST );
		qglDisable( GL_STENCIL_TEST );
	}

	backEnd.glState.faceCulling = -1;		// force face culling to set next time
	GL_Cull( CT_FRONT_SIDED );

}
Esempio n. 26
0
/*
=================
R_PostprocessScreen
=================
*/
void R_PostprocessScreen( void )
{
	if( !postprocess )
		return;
	if ( backEnd.donepostproc )
		return;
	if ( !backEnd.doneSurfaces )
		return;
	backEnd.donepostproc = qtrue;
	if( !postproc.started ) {
		R_Postprocess_InitTextures();
		if( !postproc.started )
			return;
	}

	if ( !backEnd.projection2D )
		RB_SetGL2D();
#if 0
	// set up full screen workspace
	GL_TexEnv( GL_MODULATE );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity ();
	qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity ();

	GL_Cull( CT_TWO_SIDED );
#endif

	qglColor4f( 1, 1, 1, 1 );

	//Backup the old screen in a texture
	R_Postprocess_BackupScreen();
	//Redraw texture using GLSL program
	R_Bloom_RestoreScreen_Postprocessed();
}
Esempio n. 27
0
void idGLDrawable::draw(int x, int y, int w, int h) {
    GL_State( GLS_DEFAULT );
    qglViewport(x, y, w, h);
    qglScissor(x, y, w, h);
    qglMatrixMode(GL_PROJECTION);
    qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
    qglClear(GL_COLOR_BUFFER_BIT);
    qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    qglLineWidth(0.5);
    qglColor3f(1, 1, 1);
    globalImages->BindNull();
    qglBegin(GL_LINE_LOOP);
    qglColor3f(1, 0, 0);
    qglVertex2f(x + 3, y + 3);
    qglColor3f(0, 1, 0);
    qglVertex2f(x + 3, h - 3);
    qglColor3f(0, 0, 1);
    qglVertex2f(w - 3, h - 3);
    qglColor3f(1, 1, 1);
    qglVertex2f(w - 3, y + 3);
    qglEnd();

}
Esempio n. 28
0
	// Based on RB_SetGL2D(): FIXME? Code duplication can probably be avoided.
	static void Unicode_Setup2D (void) {
		backEnd.projection2D = qtrue;

		// set 2D virtual screen size
		qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
		qglMatrixMode(GL_PROJECTION);
		qglLoadIdentity ();
		qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, -200, 200); // This changed. FIXME? Perhaps do it beter.
		qglMatrixMode(GL_MODELVIEW);
		qglLoadIdentity ();
				
		GL_State( GLS_DEPTHTEST_DISABLE |
					GLS_SRCBLEND_SRC_ALPHA |
					GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

		qglDisable( GL_CULL_FACE );
		qglDisable( GL_CLIP_PLANE0 );
		qglDisable( GL_CLIP_PLANE1 );

		// set time for 2D shaders
		//backEnd.refdef.time = ri.Milliseconds();
		//backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
	}
Esempio n. 29
0
void idGLDrawableModel::draw(int x, int y, int w, int h) {
    if ( !worldModel ) {
        return;
    }
    if ( worldModel->IsDynamicModel() != DM_STATIC ) {
        //return;
    }

    rect.Set( x, y, w, h );

    qglViewport(x, y, w, h);
    qglScissor(x, y, w, h);
    qglMatrixMode(GL_PROJECTION);
    qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
    qglClear(GL_COLOR_BUFFER_BIT);

    if (worldDirty) {
        //InitWorld();
        world->InitFromMap( NULL );
        renderLight_t	parms;
        idDict spawnArgs;
        spawnArgs.Set("classname", "light");
        spawnArgs.Set("name", "light_1");
        spawnArgs.Set("origin", "-128 0 0");
        idStr str;
        sprintf(str, "%f %f %f", light, light, light);
        spawnArgs.Set("_color", str);
        gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &parms );
        lightDef = world->AddLightDef( &parms );

        renderEntity_t worldEntity;
        memset( &worldEntity, 0, sizeof( worldEntity ) );
        spawnArgs.Clear();
        spawnArgs.Set("classname", "func_static");
        spawnArgs.Set("name", spawnArgs.GetString("model"));
        spawnArgs.Set("origin", "0 0 0");
        if ( skinStr.Length() ) {
            spawnArgs.Set( "skin", skinStr );
        }
        gameEdit->ParseSpawnArgsToRenderEntity(&spawnArgs, &worldEntity);
        worldEntity.hModel = worldModel;

        worldEntity.axis = rotation.ToMat3();

        worldEntity.shaderParms[0] = 1;
        worldEntity.shaderParms[1] = 1;
        worldEntity.shaderParms[2] = 1;
        worldEntity.shaderParms[3] = 1;
        modelDef = world->AddEntityDef( &worldEntity );

        worldDirty = false;
    }

    renderView_t	refdef;
    // render it
    renderSystem->BeginFrame(w, h);
    memset( &refdef, 0, sizeof( refdef ) );
    refdef.vieworg.Set(zOffset, xOffset, -yOffset);

    refdef.viewaxis = idAngles(0,0,0).ToMat3();
    refdef.shaderParms[0] = 1;
    refdef.shaderParms[1] = 1;
    refdef.shaderParms[2] = 1;
    refdef.shaderParms[3] = 1;

    refdef.width = SCREEN_WIDTH;
    refdef.height = SCREEN_HEIGHT;
    refdef.fov_x = 90;
    refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;

    refdef.time = eventLoop->Milliseconds();

    world->RenderScene( &refdef );
    int frontEnd, backEnd;
    renderSystem->EndFrame( &frontEnd, &backEnd );

    qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity();
}
Esempio n. 30
0
void idGLDrawableMaterial::draw(int x, int y, int w, int h) {
    const idMaterial *mat = material;
    if (mat) {
        qglViewport(x, y, w, h);
        qglScissor(x, y, w, h);
        qglMatrixMode(GL_PROJECTION);
        qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
        qglClear(GL_COLOR_BUFFER_BIT);

        if (worldDirty) {
            InitWorld();
            renderLight_t	parms;
            idDict spawnArgs;
            spawnArgs.Set("classname", "light");
            spawnArgs.Set("name", "light_1");
            spawnArgs.Set("origin", "0 0 0");
            idStr str;
            sprintf(str, "%f %f %f", light, light, light);
            spawnArgs.Set("_color", str);
            gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &parms );
            lightDef = world->AddLightDef( &parms );

            idImage *img = (mat->GetNumStages() > 0) ? mat->GetStage(0)->texture.image : mat->GetEditorImage();

            if (img == NULL) {
                common->Warning("Unable to load image for preview for %s", mat->GetName());
                return;
            }

            int width = img->uploadWidth;
            int height = img->uploadHeight;

            width *= scale;
            height *= scale;

            srfTriangles_t *tris = worldModel->AllocSurfaceTriangles( 4, 6 );
            tris->numVerts = 4;
            tris->numIndexes = 6;

            tris->indexes[0] = 0;
            tris->indexes[1] = 1;
            tris->indexes[2] = 2;
            tris->indexes[3] = 3;
            tris->indexes[4] = 1;
            tris->indexes[5] = 0;

            tris->verts[0].xyz.x = 64;
            tris->verts[0].xyz.y = -xOffset + 0 - width / 2;
            tris->verts[0].xyz.z = yOffset + 0 - height / 2;
            tris->verts[0].st.x = 1;
            tris->verts[0].st.y = 1;

            tris->verts[1].xyz.x = 64;
            tris->verts[1].xyz.y = -xOffset + width / 2;
            tris->verts[1].xyz.z = yOffset + height / 2;
            tris->verts[1].st.x = 0;
            tris->verts[1].st.y = 0;

            tris->verts[2].xyz.x = 64;
            tris->verts[2].xyz.y = -xOffset + 0 - width / 2;
            tris->verts[2].xyz.z = yOffset + height / 2;
            tris->verts[2].st.x = 1;
            tris->verts[2].st.y = 0;

            tris->verts[3].xyz.x = 64;
            tris->verts[3].xyz.y = -xOffset + width / 2;
            tris->verts[3].xyz.z = yOffset + 0 - height / 2;
            tris->verts[3].st.x = 0;
            tris->verts[3].st.y = 1;

            tris->verts[0].normal = tris->verts[1].xyz.Cross(tris->verts[3].xyz);
            tris->verts[1].normal = tris->verts[2].normal = tris->verts[3].normal = tris->verts[0].normal;
            AddTris(tris, mat);

            worldModel->FinishSurfaces();

            renderEntity_t worldEntity;

            memset( &worldEntity, 0, sizeof( worldEntity ) );
            if ( mat->HasGui() ) {
                worldEntity.gui[ 0 ] = mat->GlobalGui();
            }
            worldEntity.hModel = worldModel;
            worldEntity.axis = mat3_default;
            worldEntity.shaderParms[0] = 1;
            worldEntity.shaderParms[1] = 1;
            worldEntity.shaderParms[2] = 1;
            worldEntity.shaderParms[3] = 1;
            modelDef = world->AddEntityDef( &worldEntity );

            worldDirty = false;
        }

        renderView_t	refdef;
        // render it
        renderSystem->BeginFrame(w, h);
        memset( &refdef, 0, sizeof( refdef ) );
        refdef.vieworg.Set(viewAngle, 0, 0);

        refdef.viewaxis = idAngles(0,0,0).ToMat3();
        refdef.shaderParms[0] = 1;
        refdef.shaderParms[1] = 1;
        refdef.shaderParms[2] = 1;
        refdef.shaderParms[3] = 1;

        refdef.width = SCREEN_WIDTH;
        refdef.height = SCREEN_HEIGHT;
        refdef.fov_x = 90;
        refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;

        refdef.time = eventLoop->Milliseconds();

        world->RenderScene( &refdef );
        int frontEnd, backEnd;
        renderSystem->EndFrame( &frontEnd, &backEnd );

        qglMatrixMode( GL_MODELVIEW );
        qglLoadIdentity();
    }

}