コード例 #1
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void Pass::finalize() {
	
	GL_SwitchTexUnit(GL_TEXTURE0_ARB);
	//GL_TextureEnvMode(GL_REPLACE);
	
	if(viewer)
		GL_PopCamera();
	
	//GL_Disable(GL_SCISSOR_TEST);
	
	GL_DepthMask(GL_FALSE);
	GL_Disable(GL_DEPTH_TEST);
	GL_Disable(GL_FOG);
	GL_Disable(GL_ALPHA_TEST);
	
	if(gfx_postProcessing.integer) {
		target->unmakeTarget();
	} else {
		glScreen->unmakeTarget();
	}
	
	GL_Disable(GL_LIGHTING);
	for(lightCount-=1;lightCount>=0;lightCount--)
		GL_Disable(GL_LIGHT0+lightCount);
	
	Cvar_SetVarValue(&gfx_GLSLPass, 0);
	
	glPopAttrib();
	
	//if(gfx_postProcessing.integer && gfx_GLSLQuality.integer>1)
		//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboTargetBufferId);
#ifdef DEBUG
	GLSL_catchLastError("Pass::finalize(): ");
#endif
}
コード例 #2
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void Pass2D::setup(GLRenderer *r) {
	Pass::setup(r);
	
	GL_Enable(GL_SCISSOR_TEST);
	
	GL_Disable(GL_LIGHTING);
	GL_Disable(GL_DEPTH_TEST);
	GL_Disable(GL_CULL_FACE);
	
	GL_Enable(GL_BLEND);
	GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glAlphaFunc(GL_GREATER, 0.01f);
	
	Cvar_SetVarValue(&gfx_GLSLPass, 0);
	
	GL_TexModulate(1.0);
	
	GL_UseProgram(0);
	
	GL_MatrixMode(GL_PROJECTION);
	GL_PushMatrix();
	glLoadIdentity();
	glOrtho(0, Vid_GetScreenW(), Vid_GetScreenH(), 0, -1.0, 1.0);
	
	GL_MatrixMode(GL_MODELVIEW);
	GL_PushMatrix();
	glLoadIdentity();
#ifdef DEBUG
	GLSL_catchLastError("Pass2D::setup(): ");
#endif
}
コード例 #3
0
ファイル: r_alias_misc.c プロジェクト: postfix/quake2vr
/*
==============
R_ShadowBlend
Draws projection shadow(s)
from stenciled volume
==============
*/
void R_ShadowBlend (float shadowalpha)
{
    const vec4_t color[4] = {
        {0, 0, 0, shadowalpha},
        {0, 0, 0, shadowalpha},
        {0, 0, 0, shadowalpha},
        {0, 0, 0, shadowalpha}
    };
    
    static const vec3_t verts[4] = {
        {10, 100, 100},
        {10, -100, 100},
        {10, -100, -100},
        {10, 100, -100}
    };
    
    static const uint32_t indices[6] = {
        0, 1, 2, 0, 2, 3
    };
    
	if (r_shadows->value != 3)
		return;

	GL_PushMatrix(GL_MODELVIEW);

	GL_LoadMatrix(GL_MODELVIEW, glState.axisRotation);

	GL_Disable (GL_ALPHA_TEST);
	GL_Enable (GL_BLEND);
	GL_Disable (GL_DEPTH_TEST);
	GL_DisableTexture(0);

    GL_StencilFunc(GL_NOTEQUAL, 0, 255);
    glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
	GL_Enable(GL_STENCIL_TEST);

	rb_vertex = rb_index = 0;
    
    memcpy(indexArray, indices, sizeof(indices));
    memcpy(vertexArray, verts, sizeof(vec3_t) * 4);
    memcpy(colorArray, color, sizeof(vec4_t) * 4);

    rb_index += 6;
	rb_vertex += 4;

    RB_RenderMeshGeneric (false);

	GL_PopMatrix(GL_MODELVIEW);

	GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	GL_Disable (GL_BLEND);
	GL_EnableTexture(0);
	GL_Enable (GL_DEPTH_TEST);
	GL_Disable(GL_STENCIL_TEST);
	//GL_Enable (GL_ALPHA_TEST);

	glColor4f(1,1,1,1);
}
コード例 #4
0
ファイル: r_draw.c プロジェクト: postfix/quake2vr
/*
 =============
 R_DrawStretchImage
 =============
 */
void R_DrawStretchImage (int32_t x, int32_t y, int32_t w, int32_t h, image_t *gl, float alpha)
{
    const vec4_t color[4] = {
        {1.0, 1.0, 1.0, alpha},
        {1.0, 1.0, 1.0, alpha},
        {1.0, 1.0, 1.0, alpha},
        {1.0, 1.0, 1.0, alpha}
    };

    const vec3_t verts[4] = {
        {x, y, 0},
        {x+w, y, 0},
        {x+w, y+h, 0},
        {x, y+h, 0}
    };


    if (scrap_dirty)
        Scrap_Upload ();

    // Psychospaz's transparent console support
    if (gl->has_alpha || alpha < 1.0)
    {
        GL_Disable (GL_ALPHA_TEST);
        GL_TexEnv (GL_MODULATE);
        GL_Enable (GL_BLEND);
        GL_DepthMask (false);
    }

    GL_Bind (gl->texnum);

    rb_vertex = rb_index = 0;
    memcpy(&indexArray[rb_index], indices, sizeof(indices));

    rb_index = 6;

    Vector2Set(texCoordArray[0][0], gl->sl, gl->tl);
    Vector2Set(texCoordArray[0][1], gl->sh, gl->tl);
    Vector2Set(texCoordArray[0][2], gl->sh, gl->th);
    Vector2Set(texCoordArray[0][3], gl->sl, gl->th);

    memcpy(vertexArray, verts, sizeof(vec3_t) * 4);
    memcpy(colorArray[rb_vertex], color, sizeof(vec4_t) * 4);

    rb_vertex = 4;

    RB_RenderMeshGeneric (false);

    // Psychospaz's transparent console support
    if (gl->has_alpha || alpha < 1.0)
    {
        GL_DepthMask (true);
        GL_TexEnv (GL_REPLACE);
        GL_Disable (GL_BLEND);
        GL_Enable (GL_ALPHA_TEST);
    }
}
コード例 #5
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void CascadedShadowPass::setup(GLRenderer *r) {
	
	if(gfx_shadowDebug.integer)
		target = glScreen;
	else
		target = shadowTarget;

	Pass::setup(r);
	
	if(!gfx_postProcessing.integer)
		target->makeTarget();
	
	saveGLSLQuality = gfx_GLSLQuality.integer;
	saveGrass = gfx_grass.integer;
	saveClouds = gfx_clouds.integer;
	
	if(!canRender()) {
		
		glScreen->makeTarget();
		return;
	}
	
	Cvar_SetVarValue(&gfx_sky, 0);
	Cvar_SetVarValue(&gfx_GLSLQuality, 1);
	Cvar_SetVarValue(&gfx_grass, 0);
	Cvar_SetVarValue(&gfx_clouds, 0);
	
	if(shadowSplit==0)
		updateSplitDist(shadowFrusta, scene_cam->nearclip, scene_cam->farclip);
	
	if(gfx_shadowQuality.integer >= 2) {
		GL_PopCamera();
		GL_PushCSMCamera(viewer, scene_cam, shadowSplit);   //CSM or UniformSM
	}

	if(!gfx_shadowDebug.integer)
		((GLDepthRenderTarget*)target)->makeTargetLayer(shadowSplit);
	
	shadowSplit++;
	
	glClear(GL_DEPTH_BUFFER_BIT);
	
	GL_Disable(GL_LIGHTING);
	GL_Disable(GL_POLYGON_SMOOTH);
	if(!gfx_shadowDebug.integer)
		glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
	glShadeModel(GL_FLAT);
	//GL_CullFace(GL_FRONT);
	
	layer2_enabled = terrain_layer2.integer;
	layer3_enabled = terrain_layer3.integer;
	Cvar_SetVarValue(&terrain_layer2, 0);
	Cvar_SetVarValue(&terrain_layer3, 0);
}
コード例 #6
0
ファイル: r_draw.c プロジェクト: Nephatrine/nephq2
/*
 =============
 R_DrawStretchImage
 =============
 */
void R_DrawStretchImage (int32_t x, int32_t y, int32_t w, int32_t h, image_t *gl, float alpha)
{
    int32_t			i;
    vec2_t		texCoord[4], verts[4];
    
    if (scrap_dirty)
        Scrap_Upload ();
    
    // Psychospaz's transparent console support
    if (gl->has_alpha || alpha < 1.0)
    {
        GL_Disable (GL_ALPHA_TEST);
        GL_TexEnv (GL_MODULATE);
        GL_Enable (GL_BLEND);
        GL_DepthMask (false);
    }
    
    GL_Bind (gl->texnum);
    
    Vector2Set(texCoord[0], gl->sl, gl->tl);
    Vector2Set(texCoord[1], gl->sh, gl->tl);
    Vector2Set(texCoord[2], gl->sh, gl->th);
    Vector2Set(texCoord[3], gl->sl, gl->th);
    
    Vector2Set(verts[0], x, y);
    Vector2Set(verts[1], x+w, y);
    Vector2Set(verts[2], x+w, y+h);
    Vector2Set(verts[3], x, y+h);
    
    rb_vertex = rb_index = 0;
    indexArray[rb_index++] = rb_vertex+0;
    indexArray[rb_index++] = rb_vertex+1;
    indexArray[rb_index++] = rb_vertex+2;
    indexArray[rb_index++] = rb_vertex+0;
    indexArray[rb_index++] = rb_vertex+2;
    indexArray[rb_index++] = rb_vertex+3;
    for (i=0; i<4; i++) {
        VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
        VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
        VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, alpha);
        rb_vertex++;
    }
    RB_RenderMeshGeneric (false);
    
    // Psychospaz's transparent console support
    if (gl->has_alpha || alpha < 1.0)
    {
        GL_DepthMask (true);
        GL_TexEnv (GL_REPLACE);
        GL_Disable (GL_BLEND);
        GL_Enable (GL_ALPHA_TEST);
    }
}
コード例 #7
0
ファイル: r_draw.c プロジェクト: postfix/quake2vr
/*
======================
R_DrawFill

Fills a box of pixels with a
24-bit color w/ alpha
===========================
*/
void R_DrawFill (int32_t x, int32_t y, int32_t w, int32_t h, int32_t red, int32_t green, int32_t blue, int32_t alpha)
{
    const vec_t r = min(red, 255)*DIV255;
    const vec_t g = min(green, 255)*DIV255;
    const vec_t b = min(blue, 255)*DIV255;
    const vec_t a = max(min(alpha, 255), 1)*DIV255;

    const vec4_t color[4] = {
        {r, g, b, a},
        {r, g, b, a},
        {r, g, b, a},
        {r, g, b, a}
    };


    const vec3_t verts[4] = {
        {x, y, 0},
        {x+w, y, 0},
        {x+w, y+h, 0},
        {x, y+h, 0}
    };

//	GL_DisableTexture (0);
    GL_Disable (GL_ALPHA_TEST);
    GL_TexEnv (GL_MODULATE);
    GL_Enable (GL_BLEND);
    GL_DepthMask   (false);

    GL_Bind (glMedia.whitetexture->texnum);

    rb_vertex = rb_index = 0;

    memcpy(&indexArray[rb_index], indices, sizeof(indices));
    rb_index = 6;

    memcpy(vertexArray, verts, sizeof(vec3_t) * 4);
    memcpy(colorArray, color, sizeof(vec4_t) * 4);

    rb_vertex = 4;

    RB_RenderMeshGeneric (false);

    GL_DepthMask (true);
    GL_Disable (GL_BLEND);
    GL_TexEnv (GL_REPLACE);
    GL_Enable (GL_ALPHA_TEST);
//	GL_EnableTexture (0);
}
コード例 #8
0
/*
 * =================
 * R_Bloom_DrawEffect
 * =================
 */
void R_Bloom_DrawEffect(void)
{
    GL_Bind(r_bloomeffecttexture->texnum);
    GL_Enable(GL_BLEND);
    GL_BlendFunc(GL_ONE, GL_ONE);
    GL_TexEnv(GL_MODULATE);

    rb_vertex = rb_index = 0;
    indexArray[rb_index++] = rb_vertex + 0;
    indexArray[rb_index++] = rb_vertex + 1;
    indexArray[rb_index++] = rb_vertex + 2;
    indexArray[rb_index++] = rb_vertex + 0;
    indexArray[rb_index++] = rb_vertex + 2;
    indexArray[rb_index++] = rb_vertex + 3;
    VA_SetElem2(texCoordArray[0][rb_vertex], 0, sampleText_tch);
    VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0);
    VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y + curView_height, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, 0);
    VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y + curView_height, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, sampleText_tch);
    VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    RB_DrawArrays();
    rb_vertex = rb_index = 0;

    GL_Disable(GL_BLEND);
}
コード例 #9
0
ファイル: r_backend.c プロジェクト: Kiln707/KMQuake2
/*
=============
RB_DrawMeshTris
Re-draws a mesh in outline mode
=============
*/
void RB_DrawMeshTris (void)
{
	int i, numTMUs = 0;

	if (!r_showtris->value)
		return;

	if (r_showtris->value == 1)
		GL_Disable(GL_DEPTH_TEST);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	for (i=0; i<glConfig.max_texunits; i++)
		if (glState.activetmu[i])
		{	numTMUs++;		GL_DisableTexture (i);	}
	qglDisableClientState (GL_COLOR_ARRAY);
	qglColor4f(1.0, 1.0, 1.0, 1.0);

	RB_DrawArrays ();

	qglEnableClientState (GL_COLOR_ARRAY);
	for (i=0; i<numTMUs; i++)
		GL_EnableTexture(i);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

	if (r_showtris->value == 1)
		GL_Enable(GL_DEPTH_TEST);
}
コード例 #10
0
/*
=============
RB_DrawMeshTris
Re-draws a mesh in outline mode
=============
*/
void RB_DrawMeshTris (GLenum polyMode, int numTMUs)
{
	int i;

	if (!r_showtris->value)
		return;

	if (r_showtris->value == 1)
		GL_Disable(GL_DEPTH_TEST);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	for (i=0; i<numTMUs; i++)
		GL_DisableTexture (i);
	qglDisableClientState (GL_COLOR_ARRAY);
	qglColor4f(1.0, 1.0, 1.0, 1.0);

	RB_DrawArrays(polyMode);

	qglEnableClientState (GL_COLOR_ARRAY);
	for (i=0; i<numTMUs; i++)
		GL_EnableTexture(i);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

	if (r_showtris->value == 1)
		GL_Enable(GL_DEPTH_TEST);
}
コード例 #11
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void DepthPass::setup(GLRenderer *r) {
	Pass::setup(r);
	
	GL_Disable(GL_LIGHTING);
	GL_Disable(GL_BLEND);
	
	normalShader->use();
	setCurrentShader(normalShader);
	glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);

	saveClouds = gfx_clouds.integer;
	saveGrass = gfx_grass.integer;
	
	Cvar_SetVarValue(&gfx_sky, 0);
	Cvar_SetVarValue(&gfx_clouds, 0);
	Cvar_SetVarValue(&gfx_grass, 0);
	Cvar_SetVarValue(&gfx_GLSLPass, 0);
}
コード例 #12
0
ファイル: r_alias_misc.c プロジェクト: postfix/quake2vr
/*
=================
R_SetBlendModeOff
=================
*/
void R_SetBlendModeOff (void)
{
	if ( currententity->flags & RF_TRANSLUCENT )
	{
		GL_DepthMask (true);
		GL_Disable(GL_BLEND);
		GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
}
コード例 #13
0
ファイル: r_draw.c プロジェクト: Nephatrine/nephq2
/*
================
R_FlushChars
================
*/
void R_FlushChars (void)
{
	if (rb_vertex == 0 || rb_index == 0) // nothing to flush
		return;

	GL_Disable (GL_ALPHA_TEST);
	GL_TexEnv (GL_MODULATE);
	GL_Enable (GL_BLEND);
	GL_DepthMask (false);
	GL_Bind(draw_chars->texnum);

	RB_RenderMeshGeneric (false);
	char_count = 0;

	GL_DepthMask (true);
	GL_Disable (GL_BLEND);
	GL_TexEnv (GL_REPLACE);
	GL_Enable (GL_ALPHA_TEST);
}
コード例 #14
0
ファイル: r_draw.c プロジェクト: Nephatrine/nephq2
/*
======================
R_DrawFill

Fills a box of pixels with a
24-bit color w/ alpha
===========================
*/
void R_DrawFill (int32_t x, int32_t y, int32_t w, int32_t h, int32_t red, int32_t green, int32_t blue, int32_t alpha)
{
	int32_t		i;
	vec2_t	verts[4];

	red = min(red, 255);
	green = min(green, 255);
	blue = min(blue, 255);
	alpha = max(min(alpha, 255), 1);

//	GL_DisableTexture (0);
	GL_Disable (GL_ALPHA_TEST);
	GL_TexEnv (GL_MODULATE);
	GL_Enable (GL_BLEND);
	GL_DepthMask   (false);

	GL_Bind (glMedia.whitetexture->texnum);

	Vector2Set(verts[0], x, y);
	Vector2Set(verts[1], x+w, y);
	Vector2Set(verts[2], x+w, y+h);
	Vector2Set(verts[3], x, y+h);

	rb_vertex = rb_index = 0;
	indexArray[rb_index++] = rb_vertex+0;
	indexArray[rb_index++] = rb_vertex+1;
	indexArray[rb_index++] = rb_vertex+2;
	indexArray[rb_index++] = rb_vertex+0;
	indexArray[rb_index++] = rb_vertex+2;
	indexArray[rb_index++] = rb_vertex+3;
	for (i=0; i<4; i++) {
		VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
		VA_SetElem4(colorArray[rb_vertex], red*DIV255, green*DIV255, blue*DIV255, alpha*DIV255);
		rb_vertex++;
	}
	RB_RenderMeshGeneric (false);

	GL_DepthMask (true);
	GL_Disable (GL_BLEND);
	GL_TexEnv (GL_REPLACE);
	GL_Enable (GL_ALPHA_TEST);
//	GL_EnableTexture (0);
}
コード例 #15
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void DepthNormalPass::setup(GLRenderer *r) {
	Pass::setup(r);
	
	glClear(GL_COLOR_BUFFER_BIT);
	
	GL_Disable(GL_LIGHTING);
	GL_Disable(GL_BLEND);
	
	normalShader->use();
	
	setCurrentShader(normalShader);
	
	saveClouds = gfx_clouds.integer;
	saveGrass = gfx_grass.integer;
	
	Cvar_SetVarValue(&gfx_sky, 0);
	Cvar_SetVarValue(&gfx_clouds, 0);
	Cvar_SetVarValue(&gfx_grass, 0);
	Cvar_SetVarValue(&gfx_GLSLPass, 0);
}
コード例 #16
0
/*
=================
R_Bloom_DownsampleView
=================
*/
void R_Bloom_DownsampleView( void )
{
    GL_Disable( GL_BLEND );
    qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );

    //stepped downsample
    if( r_screendownsamplingtexture_size )
    {
        int		midsample_width = r_screendownsamplingtexture_size * sampleText_tcw;
        int		midsample_height = r_screendownsamplingtexture_size * sampleText_tch;

        //copy the screen and draw resized
        GL_Bind(r_bloomscreentexture->texnum);
        qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, vid.height - (curView_y + curView_height), curView_width, curView_height);
        R_Bloom_Quad( 0,  vid.height-midsample_height, midsample_width, midsample_height, screenText_tcw, screenText_tch  );

        //now copy into Downsampling (mid-sized) texture
        GL_Bind(r_bloomdownsamplingtexture->texnum);
        qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, midsample_width, midsample_height);

        //now draw again in bloom size
        qglColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
        R_Bloom_Quad( 0,  vid.height-sample_height, sample_width, sample_height, sampleText_tcw, sampleText_tch );

        //now blend the big screen texture into the bloom generation space (hoping it adds some blur)
        GL_Enable( GL_BLEND );
        GL_BlendFunc(GL_ONE, GL_ONE);
        qglColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
        GL_Bind(r_bloomscreentexture->texnum);
        R_Bloom_Quad( 0,  vid.height-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
        qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
        GL_Disable( GL_BLEND );

    } else {	//downsample simple

        GL_Bind(r_bloomscreentexture->texnum);
        qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, vid.height - (curView_y + curView_height), curView_width, curView_height);
        R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
    }
}
コード例 #17
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void Pass2D::finalize() {
	
	GL_MatrixMode(GL_PROJECTION);
	GL_PopMatrix();
	
	GL_MatrixMode(GL_MODELVIEW);
	GL_PopMatrix();
	
	GL_Disable(GL_SCISSOR_TEST);
	
	GL_Enable(GL_CULL_FACE);
	
	Pass::finalize();
}
コード例 #18
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void ShadowPass::setup(GLRenderer *r) {
	if(!gfx_shadowDebug.integer)
		target = shadowTarget;
	else target = glScreen;
	
	Pass::setup(r);
	
	saveGLSLQuality = gfx_GLSLQuality.integer;
	saveGrass = gfx_grass.integer;
	
	if(!canRender())
		return;
	
	Cvar_SetVarValue(&gfx_sky, 0);
	Cvar_SetVarValue(&gfx_GLSLQuality, 1);
	Cvar_SetVarValue(&gfx_grass, 0);
	
	/*updateSplitDist(shadowFrusta, scene_cam->nearclip, scene_cam->farclip);
	shadowSplit = 0;
	
	if(gfx_shadowQuality.integer != 3) {
		GL_PopCamera();
		GL_PushCSMCamera(viewer, scene_cam, shadowSplit);   //CSM or UniformSM
	}*/
	
	GL_Disable(GL_LIGHTING);
	GL_Disable(GL_POLYGON_SMOOTH);
	if(!gfx_shadowDebug.integer)
		glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
	glShadeModel(GL_FLAT);
	//GL_CullFace(GL_FRONT);
	
	layer2_enabled = terrain_layer2.integer;
	layer3_enabled = terrain_layer3.integer;
	Cvar_SetVarValue(&terrain_layer2, 0);
	Cvar_SetVarValue(&terrain_layer3, 0);
}
コード例 #19
0
ファイル: r_alias_misc.c プロジェクト: postfix/quake2vr
/*
=================
R_SetShellBlend
=================
*/
void R_SetShellBlend (qboolean toggle)
{
	// shells only
	if ( !(currententity->flags & RF_MASK_SHELL) )
		return;

	if (toggle) //turn on
	{
		// Psychospaz's envmapping
		if (EnvMapShell())
		{
			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

			GL_Bind(glMedia.spheremappic->texnum);

			glEnable(GL_TEXTURE_GEN_S);
			glEnable(GL_TEXTURE_GEN_T);
		}
		else if (FlowingShell())
			GL_Bind(glMedia.shelltexture->texnum);
		else
			GL_DisableTexture(0);
        
        GL_ClearStencil(0);
        glClear(GL_STENCIL_BUFFER_BIT);
        GL_StencilFunc(GL_EQUAL, 1, 2);
        glStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
        GL_Enable(GL_STENCIL_TEST);
        
		shellFlowH =  0.25 * sin(r_newrefdef.time * 0.5 * M_PI);
		shellFlowV = -(r_newrefdef.time / 2.0); 
	}
	else // turn off
	{
		// Psychospaz's envmapping
		if (EnvMapShell())
		{
			glDisable(GL_TEXTURE_GEN_S);
			glDisable(GL_TEXTURE_GEN_T);
		}
		else if (FlowingShell())
		{ /*nothing*/ }
		else
			GL_EnableTexture(0);

        GL_Disable(GL_STENCIL_TEST);
	}
}
コード例 #20
0
void    GL_RenderPath()
{
	if ( navrep_render.integer != -1 )
	{
		vec4_t white = {1,1,1,1};
		
		GL_DisableTexture(GL_TEXTURE0_ARB);
		GL_Disable(GL_LIGHTING);
		GL_SetColor(white);
		
		glBegin(GL_LINES);
				NavRep_Render();
		glEnd();
	}
}
コード例 #21
0
ファイル: r_vr.c プロジェクト: fourks/quake2vr
void R_VR_EndFrame()
{
	if (hmd && vr_enabled->value)
	{
		GL_Disable(GL_DEPTH_TEST);

		//draw the HUD into specific views
		R_VR_DrawHud();

		// draw the HUD 
		R_BindFBO(vrState.offscreen);
		GL_SetIdentity(GL_PROJECTION);
		GL_SetIdentity(GL_MODELVIEW);

		// tell the HMD renderer to draw composited scene
		hmd->present((qboolean) (loadingScreen || (vr_aimmode->value == 0)));
	}
}
コード例 #22
0
ファイル: r_alias_misc.c プロジェクト: postfix/quake2vr
/*
=================
R_DrawAliasModelBBox
=================
*/
void R_DrawAliasModelBBox (vec3_t bbox[8], entity_t *e)
{
	if (!r_showbbox->value)
		return;

	if (e->flags & RF_WEAPONMODEL || e->flags & RF_VIEWERMODEL || e->flags & RF_BEAM || e->renderfx & RF2_CAMERAMODEL)
		return;

	GL_Disable (GL_CULL_FACE);
	glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	GL_DisableTexture (0);

	// Draw top and sides
	glBegin(GL_TRIANGLE_STRIP);
	glVertex3fv( bbox[2] );
	glVertex3fv( bbox[1] );
	glVertex3fv( bbox[0] );
	glVertex3fv( bbox[1] );
	glVertex3fv( bbox[4] );
	glVertex3fv( bbox[5] );
	glVertex3fv( bbox[1] );
	glVertex3fv( bbox[7] );
	glVertex3fv( bbox[3] );
	glVertex3fv( bbox[2] );
	glVertex3fv( bbox[7] );
	glVertex3fv( bbox[6] );
	glVertex3fv( bbox[2] );
	glVertex3fv( bbox[4] );
	glVertex3fv( bbox[0] );
	glEnd();

  	// Draw bottom
	glBegin(GL_TRIANGLE_STRIP);
	glVertex3fv( bbox[4] );
	glVertex3fv( bbox[6] );
	glVertex3fv( bbox[7] );
	glEnd();

	GL_EnableTexture (0);
	glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	GL_Enable (GL_CULL_FACE);
}
コード例 #23
0
/*
=================
R_Bloom_DrawEffect
=================
*/
void R_Bloom_DrawEffect( refdef_t *fd )
{
    GL_Bind(r_bloomeffecttexture->texnum);
    GL_Enable(GL_BLEND);
    GL_BlendFunc(GL_ONE, GL_ONE);
    qglColor4f(r_bloom_alpha->value + fd->bloomalpha /*bc mod*/, r_bloom_alpha->value + fd->bloomalpha /*bc mod*/, r_bloom_alpha->value + fd->bloomalpha /*bc mod*/, 1.0f);
    GL_TexEnv(GL_MODULATE);
    qglBegin(GL_QUADS);
    qglTexCoord2f(	0,							sampleText_tch	);
    qglVertex2f(	curView_x,					curView_y	);
    qglTexCoord2f(	0,							0	);
    qglVertex2f(	curView_x,					curView_y + curView_height	);
    qglTexCoord2f(	sampleText_tcw,				0	);
    qglVertex2f(	curView_x + curView_width,	curView_y + curView_height	);
    qglTexCoord2f(	sampleText_tcw,				sampleText_tch	);
    qglVertex2f(	curView_x + curView_width,	curView_y	);
    qglEnd();

    GL_Disable(GL_BLEND);
}
コード例 #24
0
//the "main" of the renderer
void GLRenderer::render(float dt) {
	
	camera_t *viewer, *lastviewer=NULL;
	
	LightPass lightpasses[128];
	int lightpass_count=0;
	unsigned int num_lights = lightList.size();
	unsigned int maxLightsPass = gfx_GLSLQuality.integer>1 ? 4 : MIN(gfx_maxlightsperpass.integer, glMaxLights);
	
	renderer_meshculled=0;
	renderer_octculled=0;
	
	//// SORT SORTED LIST ////
	sortedRenderList.sort(dist_sort);  //depth sorting
	sortedStaticRenderList.sort(dist_sort);  //depth sorting
	
	if(gfx_sortAll.integer)
		unsortedRenderList.sort(rev_dist_sort);

	//// ADD IN OCTREE ////
	//octree list items always have to be near the start of the list
	for(std::list<GLRenderListItem*>::iterator itr = --octreeList.end();
				itr != octreeList.begin(); itr--) {
		unsortedRenderList.push_front((*itr)->getRef());
	}
	
	unsortedRenderList.push_front((*octreeList.begin())->getRef());
	
	//// PRERENDER ////
	for(std::list<GLRenderListItem*>::iterator itr = unsortedRenderList.begin();
				itr != unsortedRenderList.end(); itr++) {
			(*itr)->prerenderStage(dt);
	}
	
	for(std::list<GLRenderListItem*>::iterator itr = sortedRenderList.begin();
				itr != sortedRenderList.end(); itr++) {
			(*itr)->prerenderStage(dt);
	}
	
	//// ADD LIGHTING PASSES ////
	if(num_lights > maxLightsPass && gfx_multipassLighting.integer) {
		for(unsigned int i=maxLightsPass; i<num_lights && lightpass_count<128; i+=maxLightsPass) {
			lightpasses[lightpass_count] = LightPass();
			lightpasses[lightpass_count].setLightStart(i);
			addPass(&lightpasses[lightpass_count++]);
		}
	}
	
	if(vid_multisample.integer)
		GL_Enable(GL_MULTISAMPLE_ARB);
	
	//// PERFORM ALL RENDER PASSES ////
	for(std::list<Pass *>::iterator itr=passes.begin();itr!=passes.end();itr++) {
		currentPass = *itr;
		
#ifdef DEBUG
		if(gfx_shadowDebug.integer&& !currentPass->isShadowPass())
			break;
#endif
		
		//DEBUG ONLY:
		if(gfx_flush.integer)
			glClear(GL_COLOR_BUFFER_BIT);
		
		GL_ResetColor();
		
		//setup the pass
		currentPass->setup(this);
		
		if(currentPass->canRender()) {
			viewer = currentPass->getViewer();
			
			if(lastviewer != viewer) {
				resetPass();
				lastviewer = viewer;
			}
			
			if(gfx_GLSLQuality.integer > 1 && !currentPass->isShadowPass()) {
				GL_SwitchTexUnit(GL_TEXTURE1_ARB);
				shadowTarget->bindTexture(0);
				GL_BuildShadowTextureMatrix(viewer);
			}
			
			//render the lights for this pass
			unsigned int currentLight = 0;
			for(std::list<GLRenderListLightItem*>::iterator itr = lightList.begin();
						itr != lightList.end(); itr++) {
				if(currentLight >= currentPass->getLightStart()+maxLightsPass)
					break;
				if((int)currentLight >= currentPass->getLightStart())
					(*itr)->renderPass(this);
				currentLight++;
			}
			
			//determine visibility and render
			//unsorted items are drawn first
			std::for_each(unsortedRenderList.begin(), unsortedRenderList.end(), RenderIfVisible(this));
			if(!(viewer->flags & CAM_NO_WORLDOBJECTS))
				std::for_each(unsortedStaticRenderList.begin(), unsortedStaticRenderList.end(), RenderIfVisible(this));
			
			//sorted items are drawn next (translucent & additive stuff)
			if(!(viewer->flags & CAM_NO_WORLDOBJECTS))
				std::for_each(sortedStaticRenderList.begin(), sortedStaticRenderList.end(), RenderIfVisible(this));
			std::for_each(sortedRenderList.begin(), sortedRenderList.end(), RenderIfVisible(this));
			
			//effects last, as they always look better as overlays
			
			//for nice effects, do this
			if(gfx_niceEffects.integer && gfx_GLSLQuality.integer>=1 && gfx_postProcEnabled.integer) {
				GL_BeginPostProcessingEffects();
					
				std::for_each(effectsList.begin(), effectsList.end(), RenderIfVisible(this));
				
				GL_EndPostProcessingEffects();
			} else {
				std::for_each(effectsList.begin(), effectsList.end(), RenderIfVisible(this));
			}
			
			#ifdef DEBUG
			for(unsigned int i=0;i<bboxCount;i++) {
				vec3_t bmin, bmax;
				
				M_AddVec3(bboxes[i].min,bboxes[i].pos, bmin);
				M_AddVec3(bboxes[i].max,bboxes[i].pos, bmax);
				//Draw the box
				GL_DrawBox(bmin, bmax);
			}
			#endif
			
			if(gfx_GLSLQuality.integer > 1 && !currentPass->isShadowPass()) {
				GL_SwitchTexUnit(GL_TEXTURE1_ARB);
				shadowTarget->unbindTexture(0);
			}
			
			GL_RenderPath();
		}
		
		currentPass->finalize();
	}
	
	if(gfx_GLSLQuality.integer > 1 && gfx_postProcessing.integer && gfx_postProcEnabled.integer)
		GL_DoPostProcessing();
	
	if(vid_multisample.integer)
		GL_Disable(GL_MULTISAMPLE_ARB);
#ifdef DEBUG
	bboxCount=0;
#endif
	//// RESET ////
	//resetPass();
	
	std::for_each(unsortedRenderList.begin(), unsortedRenderList.end(), std::mem_fun(&GLRenderListItem::reset));

	std::for_each(sortedRenderList.begin(), sortedRenderList.end(), std::mem_fun(&GLRenderListItem::reset));
	
	std::for_each(effectsList.begin(), effectsList.end(), std::mem_fun(&GLRenderListItem::reset));
	
	//// CLEAR ////
	
	passes.clear();
	sortedRenderList.clear();
	unsortedRenderList.clear();
	effectsList.clear();
	lightList.clear();
	meshpool.clear();
	spritepool.clear();
	polypool.clear();
	lightpool.clear();
	
	//Console_DPrintf("Mesh Total: %d Culled: %d\n", renderer_meshcount, renderer_meshculled);
	//Console_DPrintf("Oct  Total: %d Culled: %d\n", oci, renderer_octculled);
	
	renderer_meshcount=0;
}
コード例 #25
0
/*
 ==================
 GL_Setup2D

 TODO: time is messed up
 ==================
*/
void GL_Setup2D (int time){

	mat4_t	projectionMatrix = {2.0f / backEnd.cropWidth, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f / backEnd.cropHeight, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f};

	QGL_LogPrintf("---------- RB_Setup2D ----------\n");

	backEnd.projection2D = true;

	backEnd.time = time;
	backEnd.floatTime = MS2SEC(Sys_Milliseconds());

	backEnd.viewport.x = 0;
	backEnd.viewport.y = 0;
	backEnd.viewport.width = backEnd.cropWidth;
	backEnd.viewport.height = backEnd.cropHeight;

	backEnd.scissor.x = 0;
	backEnd.scissor.y = 0;
	backEnd.scissor.width = backEnd.cropWidth;
	backEnd.scissor.height = backEnd.cropHeight;

	backEnd.coordScale[0] = 1.0f / backEnd.viewport.width;
	backEnd.coordScale[1] = 1.0f / backEnd.viewport.height;

	backEnd.coordBias[0] = -backEnd.viewport.x * backEnd.coordScale[0];
	backEnd.coordBias[1] = -backEnd.viewport.y * backEnd.coordScale[1];

	backEnd.depthFilling = false;
	backEnd.debugRendering = false;

	backEnd.currentColorCaptured = SORT_BAD;
	backEnd.currentDepthCaptured = false;

	// Set up the viewport
	GL_Viewport(backEnd.viewport);

	// Set up the scissor
	GL_Scissor(backEnd.viewport);

	// Set up the depth bounds
	if (glConfig.depthBoundsTestAvailable)
		GL_DepthBounds(0.0f, 1.0f);

	// Set the projection matrix
	GL_LoadMatrix(GL_PROJECTION, projectionMatrix);

	// Set the modelview matrix
	GL_LoadIdentity(GL_MODELVIEW);

	// Set the GL state
	GL_PolygonMode(GL_FILL);

	GL_Disable(GL_CULL_FACE);
	GL_Disable(GL_POLYGON_OFFSET_FILL);
	GL_Disable(GL_BLEND);
	GL_Disable(GL_ALPHA_TEST);
	GL_Disable(GL_DEPTH_TEST);
	GL_Disable(GL_STENCIL_TEST);

	GL_DepthRange(0.0f, 1.0f);

	GL_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	GL_DepthMask(GL_FALSE);
	GL_StencilMask(255);

	// Disable the clip plane
	qglDisable(GL_CLIP_PLANE0);

	// Disable multisampling if available
	if (glConfig.multiSamples > 1)
		qglDisable(GL_MULTISAMPLE);

	// Check for errors
	if (!r_ignoreGLErrors->integerValue)
		GL_CheckForErrors();

	QGL_LogPrintf("--------------------\n");
}
コード例 #26
0
ファイル: r_sprite.c プロジェクト: mczero80/KMQuake2
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
    float			alpha = 1.0f;
    vec2_t			texCoord[4];
    vec3_t			point[4];
    dsprite_t		*psprite;
    dsprframe_t		*frame;
    float			*up, *right;
    int				i;

    // don't even bother culling, because it's just a single
    // polygon without a surface cache

    psprite = (dsprite_t *)currentmodel->extradata;

    e->frame %= psprite->numframes;

    frame = &psprite->frames[e->frame];

    if (!frame) return;

    c_alias_polys += 2;

    // normal sprite
    up = vup;
    right = vright;

    if (e->flags & RF_TRANSLUCENT)
        alpha = e->alpha;

    R_SetVertexRGBScale (true);

    // Psychospaz's additive transparency
    if ((currententity->flags & RF_TRANS_ADDITIVE) && (alpha != 1.0f))
    {
        GL_Enable (GL_BLEND);
        GL_TexEnv (GL_MODULATE);
        GL_Disable (GL_ALPHA_TEST);
        GL_DepthMask (false);
        GL_BlendFunc (GL_SRC_ALPHA, GL_ONE);
    }
    else
    {
        GL_TexEnv (GL_MODULATE);
        if (alpha == 1.0f) {
            GL_Enable (GL_ALPHA_TEST);
            GL_DepthMask (true);
        }
        else {
            GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            GL_DepthMask (false);
            GL_Enable (GL_BLEND);
            GL_Disable (GL_ALPHA_TEST);
        }
    }
    GL_Bind(currentmodel->skins[0][e->frame]->texnum);

    Vector2Set(texCoord[0], 0, 1);
    Vector2Set(texCoord[1], 0, 0);
    Vector2Set(texCoord[2], 1, 0);
    Vector2Set(texCoord[3], 1, 1);

    VectorMA (e->origin, -frame->origin_y, up, point[0]);
    VectorMA (point[0], -frame->origin_x, right, point[0]);

    VectorMA (e->origin, frame->height - frame->origin_y, up, point[1]);
    VectorMA (point[1], -frame->origin_x, right, point[1]);

    VectorMA (e->origin, frame->height - frame->origin_y, up, point[2]);
    VectorMA (point[2], frame->width - frame->origin_x, right, point[2]);

    VectorMA (e->origin, -frame->origin_y, up, point[3]);
    VectorMA (point[3], frame->width - frame->origin_x, right, point[3]);

    rb_vertex = rb_index = 0;
    indexArray[rb_index++] = rb_vertex+0;
    indexArray[rb_index++] = rb_vertex+1;
    indexArray[rb_index++] = rb_vertex+2;
    indexArray[rb_index++] = rb_vertex+0;
    indexArray[rb_index++] = rb_vertex+2;
    indexArray[rb_index++] = rb_vertex+3;
    for (i=0; i<4; i++) {
        VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
        VA_SetElem3(vertexArray[rb_vertex], point[i][0], point[i][1], point[i][2]);
        VA_SetElem4(colorArray[rb_vertex], 1.0f, 1.0f, 1.0f, alpha);
        rb_vertex++;
    }
    RB_DrawArrays ();

    GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    GL_TexEnv (GL_REPLACE);
    GL_DepthMask (true);
    GL_Disable (GL_ALPHA_TEST);
    GL_Disable (GL_BLEND);

    R_SetVertexRGBScale (false);

    RB_DrawMeshTris ();
    rb_vertex = rb_index = 0;
}
コード例 #27
0
ファイル: r_vr.c プロジェクト: fourks/quake2vr
void R_VR_DrawHud()
{
	float fov = vr_hud_fov->value;
	float depth = vr_hud_depth->value;
	int numsegments = vr_hud_segments->value;
	int index = 0;
	vec_t mat[4][4], temp[4][4];


	if (!vr_enabled->value)
		return;
	
	// enable alpha testing so only pixels that have alpha info get written out
	// prevents black pixels from being rendered into the view
	GL_Enable(GL_ALPHA_TEST);
	GL_AlphaFunc(GL_GREATER, 0.0f);

	// if hud transparency is enabled, enable blending
	if (vr_hud_transparency->value)
	{
		GL_Enable(GL_BLEND);
		GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}


	// bind the texture
	GL_MBind(0, hud.texture);

	// disable this for the loading screens since they are not at 60fps
	if ((vr_hud_bounce->value > 0) && !loadingScreen && ((int32_t) vr_aimmode->value > 0))
	{
		// load the quaternion directly into a rotation matrix
		vec4_t q;
		VR_GetOrientationEMAQuat(q);
		q[2] = -q[2];
		QuatToRotation(q, mat);
	} else {
		// identity matrix
		TranslationMatrix(0,0,0,mat);
	}

	// set proper mode
//	glEnableClientState (GL_TEXTURE_COORD_ARRAY);
//	glEnableClientState (GL_VERTEX_ARRAY);
	glDisableClientState (GL_COLOR_ARRAY);

	// bind vertex buffer and set tex coord parameters
	R_BindIVBO(&hudVBO,NULL,0);
	glTexCoordPointer(2,GL_FLOAT,sizeof(vert_t),(void *)( sizeof(GL_FLOAT) * 3));
	glVertexPointer(3,GL_FLOAT,sizeof(vert_t),NULL);

	for (index = 0; index < 2; index++)
	{
		// bind the eye FBO
		R_BindFBO(vrState.eyeFBO[index]);

		// set the perspective matrix for that eye
		R_PerspectiveScale(vrState.renderParams[index].projection, 0.24, 251.0);

		// build the eye translation matrix
		if (vr_autoipd->value)
		{
			TranslationMatrix(-vrState.renderParams[index].viewOffset[0], vrState.renderParams[index].viewOffset[1], vrState.renderParams[index].viewOffset[2], temp);
		} else {
			float viewOffset = (vr_ipd->value / 2000.0);
			TranslationMatrix((-1 + index * 2) * -viewOffset, 0, 0, temp);
		}

		// load the view matrix
		MatrixMultiply(temp, mat, temp);
		GL_LoadMatrix(GL_MODELVIEW, temp);

		// draw the hud for that eye
		R_DrawIVBO(&hudVBO);
	}

	// teardown 
	R_ReleaseIVBO();

	GL_MBind(0, 0);

	glEnableClientState (GL_COLOR_ARRAY);
	glTexCoordPointer (2, GL_FLOAT, sizeof(texCoordArray[0][0]), texCoordArray[0][0]);
	glVertexPointer (3, GL_FLOAT, sizeof(vertexArray[0]), vertexArray[0]);
	GL_Disable(GL_BLEND);
	GL_Disable(GL_ALPHA_TEST);
}
コード例 #28
0
void GlassViewer::draw(gcn::Graphics *g) {
	sceneobj_t sc;
	int x,y;
	vec4_t rect;
	if(isCulled(g))
		return;
	
	getAbsolutePosition(x, y);
	
	gcn::Rectangle r = g->getCurrentClipArea();
	
	//setup camera
	Cam_DefaultCamera(&cam, r.width, r.height, 0.1, Cvar_GetValue("gfx_farclip"));
	cam.fovx = fov;
	cam.fog_near = cam.fog_far = 10000;
	cam.x = x;
	cam.y = Vid_GetScreenH()-y-mDimension.height;
	cam.use_viewport = true;
	Cam_CalcFovy(&cam);
	//Cam_SetDistance(&cam, 1000);
	
	M_CopyVec3(target, cam.viewaxis[AXIS_FORWARD]);
	M_GetAxisFromForwardVec(cam.viewaxis[AXIS_FORWARD], cam.viewaxis);
	M_CopyVec3(camPos, cam.origin);
	
	cam.time = Host_Milliseconds()/1000.0f;
	
	SET_VEC4(rect, 0, 0, r.width, r.height);
	
	if(mOpaque) {
		g->setColor(getBackgroundColor());
		g->fillRectangle(gcn::Rectangle(0,0,getWidth(),getHeight()));
	}
	
	Scene_Clear();
	
	Scene_SetFrustum(&cam, rect);
	
	if(model!=(residx_t)-1) {
		CLEAR_SCENEOBJ(sc);
		
		//SET_VEC3(cam.viewaxis[AXIS_FORWARD], target[0]-camPos[0], target[1]-camPos[1], target[2]-camPos[2]);
		//M_Normalize(cam.viewaxis[AXIS_FORWARD]);
		//M_GetAxisFromForwardVec(cam.viewaxis[AXIS_FORWARD], cam.viewaxis);
		M_MultVec3(cam.viewaxis[AXIS_FORWARD], -distance, cam.origin);
		
		M_AddVec3(cam.origin, camPos, cam.origin);
		
		sc.model = model;
		sc.skeleton = &skeleton;
		sc.flags = SCENEOBJ_NEVER_CULL | SCENEOBJ_USE_AXIS;
		SET_VEC3(sc.rimColor, 1.0, 1.0, 1.0);
		
		if(animState.size() > 0) {
			Geom_BeginPose(sc.skeleton, sc.model);
			Geom_SetBoneAnim("", animState.c_str(), Host_Milliseconds(), Host_Milliseconds(), 0, 0);
			Geom_EndPose();
		}
		
		M_CopyVec3(position, sc.pos);
		
		sc.angle[0] = sc.angle[1] = 0;
		sc.angle[2] = angle;
		M_GetAxis(sc.angle[0], sc.angle[1], sc.angle[2], sc.axis);
		
		if(mAutoRotate)
			angle = int(angle + dAngle) % 360;
		
		if(angle<0)
			angle +=360;
		
		Scene_AddObject(&sc);
	}
	
	if(!world) {
		cam.fog_near = 9000;
		cam.fog_far = 10000;
		cam.flags |= CAM_NO_WORLD;
	} else {
		cam.flags &= ~CAM_NO_WORLD;
		cam.fog_near = Cvar_GetValue("gfx_fog_near");
		cam.fog_far = Cvar_GetValue("gfx_fog_far");
		WO_RenderEmitters(cam.origin);
		WL_RenderLights(cam.origin);
	}
	
	//FIXME: add post-processing with viewers
	int old = gfx_postProcessing.integer;
	
	Cvar_SetVarValue(&gfx_postProcessing, 0);
	
	GL_EndFrame();
	
	GL_Enable(GL_CULL_FACE);
	
	Scene_Render(&cam, cam.origin, 0);
	
	GL_Disable(GL_CULL_FACE);
	
	GL_BeginFrame();
	Cvar_SetVarValue(&gfx_postProcessing, old);
	
	if(animState.size() > 0 && model != (residx_t)-1)
		Geom_FreeSkeleton(&skeleton);
	
}
コード例 #29
0
/*
 ==================
 GL_Setup3D

 TODO: time is messed up
 ==================
*/
void GL_Setup3D (int time){

	double	clipPlane[4];

	QGL_LogPrintf("---------- RB_Setup3D ----------\n");

	backEnd.projection2D = false;

	backEnd.time = time;
	backEnd.floatTime = MS2SEC(Sys_Milliseconds());

	backEnd.viewport.x = backEnd.viewParms.viewport.x;
	backEnd.viewport.y = backEnd.viewParms.viewport.y;
	backEnd.viewport.width = backEnd.viewParms.viewport.width;
	backEnd.viewport.height = backEnd.viewParms.viewport.height;

	backEnd.scissor.x = backEnd.viewParms.scissor.x;
	backEnd.scissor.y = backEnd.viewParms.scissor.y;
	backEnd.scissor.width = backEnd.viewParms.scissor.width;
	backEnd.scissor.height = backEnd.viewParms.scissor.height;

	backEnd.coordScale[0] = 1.0f / backEnd.viewport.width;
	backEnd.coordScale[1] = 1.0f / backEnd.viewport.height;

	backEnd.coordBias[0] = -backEnd.viewport.x * backEnd.coordScale[0];
	backEnd.coordBias[1] = -backEnd.viewport.y * backEnd.coordScale[1];

	backEnd.depthFilling = false;
	backEnd.debugRendering = false;

	backEnd.currentColorCaptured = SORT_BAD;
	backEnd.currentDepthCaptured = false;

	// Set up the viewport
	GL_Viewport(backEnd.viewport);

	// Set up the scissor
	GL_Scissor(backEnd.viewport);

	// Set up the depth bounds
	if (glConfig.depthBoundsTestAvailable)
		GL_DepthBounds(0.0f, 1.0f);

	// Set the projection matrix
	GL_LoadMatrix(GL_PROJECTION, backEnd.viewParms.projectionMatrix);

	// Set the modelview matrix
	GL_LoadIdentity(GL_MODELVIEW);

	// Set the GL state
	GL_PolygonMode(GL_FILL);

	GL_Disable(GL_CULL_FACE);
	GL_Disable(GL_POLYGON_OFFSET_FILL);
	GL_Disable(GL_BLEND);
	GL_Disable(GL_ALPHA_TEST);
	GL_Disable(GL_DEPTH_TEST);
	GL_Disable(GL_STENCIL_TEST);

	GL_DepthRange(0.0f, 1.0f);

	GL_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	GL_DepthMask(GL_TRUE);
	GL_StencilMask(255);

	// Enable the clip plane if needed
	if (backEnd.viewParms.viewType != VIEW_MIRROR)
		qglDisable(GL_CLIP_PLANE0);
	else {
		clipPlane[0] = -DotProduct(backEnd.viewParms.axis[1], backEnd.viewParms.clipPlane.normal);
		clipPlane[1] = DotProduct(backEnd.viewParms.axis[2], backEnd.viewParms.clipPlane.normal);
		clipPlane[2] = -DotProduct(backEnd.viewParms.axis[0], backEnd.viewParms.clipPlane.normal);
		clipPlane[3] = DotProduct(backEnd.viewParms.origin, backEnd.viewParms.clipPlane.normal) - backEnd.viewParms.clipPlane.dist;

		qglEnable(GL_CLIP_PLANE0);
		qglClipPlane(GL_CLIP_PLANE0, clipPlane);
	}

	// Enable multisampling if available
	if (glConfig.multiSamples > 1)
		qglEnable(GL_MULTISAMPLE);

	// Clear the buffers
	qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	qglClearDepth(1.0f);
	qglClearStencil(0);

	if (backEnd.viewParms.primaryView)
		qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	else
		qglClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	// Check for errors
	if (!r_ignoreGLErrors->integerValue)
		GL_CheckForErrors();

	QGL_LogPrintf("--------------------\n");
}
コード例 #30
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void Pass::setup(GLRenderer *) {
	
	vec4_t ambient = { sunLight.ambient[0] * 0.8, sunLight.ambient[1] * 0.8, sunLight.ambient[2] * 0.95, 1 };
	
	GLSL_reset();
	
	shader = NULL;
	lightCount = 0;
	
	glPushAttrib(attrib_bits);
	
	//GL_Enable(GL_SCISSOR_TEST);
	GL_SwitchTexUnit(GL_TEXTURE0_ARB);
	
	//defaults for pass
	GL_Enable(GL_BLEND);
	GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
	GL_Enable(GL_CULL_FACE);
	GL_Enable(GL_ALPHA_TEST);
	//glAlphaFunc(GL_GREATER, 0.0);
	GL_ResetColor();
	
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	
	//enable the lights for this pass by default
	if(allowLighting()) {
		if(gfx_GLSLQuality.integer <= 1)
			M_MultVec3(ambient, 1.5, ambient);
		
		GL_Enable(GL_LIGHTING);
		glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
		glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, true);
		glShadeModel(GL_SMOOTH);
	}
	//GL_Enable(GL_NORMALIZE);
	
	//framebuffer
	if(gfx_postProcessing.integer) {
		if(!target)
			target = glScreen;
		target->makeTarget();
	} else {
		glScreen->makeTarget();
	}
	
	//depth
	GL_Enable(GL_DEPTH_TEST);
	GL_DepthMask(depthMask);
	GL_DepthFunc(depthFunc);
	
	if(preclearDepth) {
		glClearDepth(1.0);
		glClear(GL_DEPTH_BUFFER_BIT);
	}
	
	if(viewer) {
		vec4_t rect;
		//FIXME: probably should be a data member for configurable pass "windows"
		SET_VEC4(rect, 0, 0, viewer->width, viewer->height);
		
		Scene_SetFrustum(viewer, rect);
		Scene_BuildOccluderList(viewer);
		
		if(gfx_debugCamera.integer>0) {
			camera_t debugcam;
			vec3_t back;
			M_MultVec3(viewer->viewaxis[AXIS_FORWARD], -gfx_debugCamera.integer, back);
			memcpy(&debugcam, viewer, sizeof(camera_t));
			M_AddVec3(debugcam.origin, back, debugcam.origin);
			GL_PushCamera(&debugcam);
		} else {
			GL_PushCamera(viewer);
			//scene_cam = viewer;
		}
		
		//fog
		if (viewer->fog_far > 0 && gfx_fog.integer) 
		{
			vec4_t fog_color = { gfx_fogr.value, gfx_fogg.value, gfx_fogb.value, 0 };
			
			GL_Enable(GL_FOG);
			if(gfx_nicerFog.integer)
			{
				glFogf(GL_FOG_MODE, GL_EXP2);
				glFogf(GL_FOG_DENSITY, 1.5 / viewer->fog_far); // Notaus: old value was fixed at 0.00072 and not appropriate for very foggy maps
			}
			else
			{
				glFogf(GL_FOG_MODE, GL_LINEAR);
			}
			glHint(GL_FOG_HINT, GL_NICEST);
			if (viewer->fog_near > 0 && viewer->fog_far >= viewer->fog_near)
			{
				glFogf(GL_FOG_START, viewer->fog_near);
				glFogf(GL_FOG_END, viewer->fog_far);
				fog_near = viewer->fog_near;
				fog_far = viewer->fog_far;
			}
			else
			{
				glFogf(GL_FOG_START, gfx_fog_near.value);
				glFogf(GL_FOG_END, gfx_fog_far.value);
				fog_near = gfx_fog_near.value;
				fog_far = gfx_fog_far.value;
			}
			glFogfv(GL_FOG_COLOR, fog_color);
		}
		else if (gfx_fog.integer==0) {
			GL_Enable(GL_FOG);
			glFogf(GL_FOG_START, 90000);
			glFogf(GL_FOG_END, 100000);   //shaders make it better just to set this ridiculously far out
		} else {
			GL_Disable(GL_FOG);
		}
		
	} else {
		GL_Disable(GL_FOG);
	}
	
	if(gfx_GLSL.integer)
		Cvar_SetVarValue(&gfx_GLSLPass, 1);
	else
		GL_TexModulate(2.0);
#ifdef DEBUG
	GLSL_catchLastError("Pass::setup()");
#endif
}