コード例 #1
0
ファイル: ImmediateMode.cpp プロジェクト: galek/fhDOOM
void fhImmediateMode::End()
{
	active = false;
	if (!drawVertsUsed)
		return;

	auto vert = vertexCache.AllocFrameTemp(drawVerts, drawVertsUsed * sizeof(fhSimpleVert));
	drawCallVertexSize += drawVertsUsed * sizeof(fhSimpleVert);
	int offset = vertexCache.Bind(vert);

	if (!geometryOnly) {
		if (currentTexture) {
			currentTexture->Bind(1);

			if (currentTexture->type == TT_CUBIC) {
				GL_UseProgram(skyboxProgram);
			}
			else if (currentTexture->internalFormat == GL_DEPTH_COMPONENT) {
				GL_UseProgram(debugDepthProgram);
			}
			else {
				GL_UseProgram(defaultProgram);			
			}
		}
		else {
			GL_UseProgram(vertexColorProgram);
		}

		fhRenderProgram::SetModelViewMatrix(GL_ModelViewMatrix.Top());
		fhRenderProgram::SetProjectionMatrix(GL_ProjectionMatrix.Top());
		fhRenderProgram::SetDiffuseColor(idVec4::one);
		fhRenderProgram::SetColorAdd(idVec4::zero);
		fhRenderProgram::SetColorModulate(idVec4::one);
		fhRenderProgram::SetBumpMatrix(idVec4(1,0,0,0), idVec4(0,1,0,0));
	}

	GL_SetupVertexAttributes(fhVertexLayout::Simple, offset);

	GLenum mode = currentMode;

	if (mode == GL_QUADS || mode == GL_POLYGON || mode == GL_QUAD_STRIP) //quads and polygons are replaced by triangles in GLSL mode
		mode = GL_TRIANGLES;

	glDrawElements(mode,
		drawVertsUsed,
		GL_UNSIGNED_SHORT,
		lineIndices);

	drawCallCount++;

	GL_SetVertexLayout(fhVertexLayout::None);

	if (!geometryOnly) {
		GL_UseProgram(nullptr);
	}

	drawVertsUsed = 0;
	currentMode = GL_INVALID_ENUM;
}
コード例 #2
0
void fhPointBuffer::entry_t::Commit() {
  const int verticesUsed = vertices.Num();

  if (verticesUsed > 0)
  {
    glPointSize(size);
    GL_UseProgram(vertexColorProgram);

    fhRenderProgram::SetModelViewMatrix(GL_ModelViewMatrix.Top());
    fhRenderProgram::SetProjectionMatrix(GL_ProjectionMatrix.Top());
	fhRenderProgram::SetDiffuseColor(idVec4(1,1,1,1));
	fhRenderProgram::SetColorAdd(idVec4(0,0,0,0));
	fhRenderProgram::SetColorModulate(idVec4(1,1,1,1));

    int verticesCommitted = 0;
    while (verticesCommitted < verticesUsed)
    {
      int verticesToCommit = std::min(maxVerticesPerCommit, verticesUsed - verticesCommitted);

      auto vert = vertexCache.AllocFrameTemp(&vertices[verticesCommitted], verticesToCommit * sizeof(fhSimpleVert));
      int offset = vertexCache.Bind(vert);

	  GL_SetupVertexAttributes(fhVertexLayout::DrawPosColorOnly, offset);

      glDrawElements(GL_POINTS,
        verticesToCommit,
        GL_UNSIGNED_SHORT,
        ::indices());

      verticesCommitted += verticesToCommit;
    }

    glPointSize(1);
  }
}
コード例 #3
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 #4
0
ファイル: tr_dsa.c プロジェクト: ArtanAhmeti/lab
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location,
	GLsizei count, GLboolean transpose,
	const GLfloat *value)
{
	GL_UseProgram(program);
	qglUniformMatrix4fv(location, count, transpose, value);
}
コード例 #5
0
ファイル: r_sky.c プロジェクト: raynorpat/cake
void R_DrawSkyChain (msurface_t *surf)
{
	msurface_t *reversechain = NULL;
	int numindexes = 0;

	if (!surf) return;

	// push the depth range back to far end of the z-buffer
	// rogue has some pretty - unusual - brush placement and needs this
	glDepthRange (gldepthmax, gldepthmax);
	glProgramUniformMatrix4fv (gl_skycubeprog, u_skylocalMatrix, 1, GL_FALSE, r_mvpmatrix.m[0]);
	glEnable (GL_TEXTURE_CUBE_MAP_SEAMLESS);

	GL_UseProgram (gl_skycubeprog);
	GL_BindTexture (GL_TEXTURE0, GL_TEXTURE_CUBE_MAP, r_skysampler, r_skytexture);
	GL_Enable (DEPTHTEST_BIT | (gl_cull->value ? CULLFACE_BIT : 0));

	for (; surf; surf = surf->texturechain)
	{
		surf->reversechain = reversechain;
		reversechain = surf;
		numindexes += surf->numindexes;
	}

	R_DrawSurfaceChain (reversechain, numindexes);

	glDepthRange (gldepthmin, gldepthmax);
	glDisable (GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
コード例 #6
0
void fhTrisBuffer::Commit(idImage* texture, const idVec4& colorModulate, const idVec4& colorAdd) {
  const int verticesUsed = vertices.Num();

  if (verticesUsed > 0)
  {
    if (texture) {
      texture->Bind(1);
      if (texture->type == TT_CUBIC)
        GL_UseProgram(skyboxProgram);
      else
        GL_UseProgram(defaultProgram);
    }
    else {
      GL_UseProgram(vertexColorProgram);
    }

    fhRenderProgram::SetModelViewMatrix(GL_ModelViewMatrix.Top());
    fhRenderProgram::SetProjectionMatrix(GL_ProjectionMatrix.Top());
    fhRenderProgram::SetDiffuseColor(idVec4(1,1,1,1));
	fhRenderProgram::SetColorAdd(colorAdd);
	fhRenderProgram::SetColorModulate(colorModulate);
	fhRenderProgram::SetBumpMatrix(idVec4(1,0,0,0), idVec4(0,1,0,0));

    int verticesCommitted = 0;
    while (verticesCommitted < verticesUsed)
    {
      int verticesToCommit = std::min(maxVerticesPerCommit, verticesUsed - verticesCommitted);

      auto vert = vertexCache.AllocFrameTemp(&vertices[verticesCommitted], verticesToCommit * sizeof(fhSimpleVert));
      int offset = vertexCache.Bind(vert);

	  GL_SetupVertexAttributes(fhVertexLayout::Simple, offset);

      glDrawElements(GL_TRIANGLES,
        verticesToCommit,
        GL_UNSIGNED_SHORT,
        indices());

      verticesCommitted += verticesToCommit;
    }
  }
}
コード例 #7
0
ファイル: gl_pass.cpp プロジェクト: newerthcom/savagerebirth
void DepthNormalPass::finalize() {
	
	Cvar_SetVarValue(&gfx_GLSLPass, 1);
	Cvar_SetVarValue(&gfx_clouds, saveClouds);
	Cvar_SetVarValue(&gfx_grass, saveGrass);
	Cvar_SetVarValue(&gfx_sky, 1);
	
	GL_UseProgram(0);
	
	GL_Enable(GL_LIGHTING);
	GL_Enable(GL_BLEND);
	
	Pass::finalize();
	
	GLSL_catchLastError("DepthNormalPass::finalize(): ");
}
コード例 #8
0
ファイル: ImmediateMode.cpp プロジェクト: galek/fhDOOM
void fhLineBuffer::Commit()
{
  if(verticesUsed > 0)
  {
    GL_UseProgram(vertexColorProgram);

    fhRenderProgram::SetModelViewMatrix(GL_ModelViewMatrix.Top());
    fhRenderProgram::SetProjectionMatrix(GL_ProjectionMatrix.Top());
	fhRenderProgram::SetDiffuseColor(idVec4::one);
	fhRenderProgram::SetColorAdd(idVec4::zero);
	fhRenderProgram::SetColorModulate(idVec4::one);
	fhRenderProgram::SetBumpMatrix(idVec4(1,0,0,0), idVec4(0,1,0,0));

    int verticesCommitted = 0;
    while(verticesCommitted < verticesUsed)
    {
      static const int maxVerticesPerCommit = (sizeof(lineIndices)/sizeof(lineIndices[0]))/2;

      int verticesToCommit = Min(maxVerticesPerCommit, verticesUsed - verticesCommitted);

      auto vert = vertexCache.AllocFrameTemp(&vertices[verticesCommitted], verticesToCommit * sizeof(fhSimpleVert));
      int offset = vertexCache.Bind(vert);

	  GL_SetupVertexAttributes(fhVertexLayout::Simple, offset);

      glDrawElements(GL_LINES,
        verticesToCommit,
        GL_UNSIGNED_SHORT,
        lineIndices);

      verticesCommitted += verticesToCommit;
    }
  }

  verticesUsed = 0;
}
コード例 #9
0
ファイル: ImmediateMode.cpp プロジェクト: galek/fhDOOM
void fhImmediateMode::Sphere(float radius, int rings, int sectors, bool inverse)
{
  assert(!active);
  assert(radius > 0.0f);
  assert(rings > 1);
  assert(sectors > 1);

  float const R = 1. / (float)(rings - 1);
  float const S = 1. / (float)(sectors - 1);  

  int vertexNum = 0;   
  for (int r = 0; r < rings; r++) {
    for (int s = 0; s < sectors; s++) {
      float const y = sin(-(idMath::PI/2.0f) + idMath::PI * r * R);
      float const x = cos(2 * idMath::PI * s * S) * sin(idMath::PI * r * R);
      float const z = sin(2 * idMath::PI * s * S) * sin(idMath::PI * r * R);

      drawVerts[vertexNum].xyz.x = x * radius;
      drawVerts[vertexNum].xyz.y = y * radius;
      drawVerts[vertexNum].xyz.z = z * radius;
      drawVerts[vertexNum].st.x = s*S;
      drawVerts[vertexNum].st.y = r*R;
      drawVerts[vertexNum].color[0] = currentColor[0];
      drawVerts[vertexNum].color[1] = currentColor[1];
      drawVerts[vertexNum].color[2] = currentColor[2];
      drawVerts[vertexNum].color[3] = currentColor[3];

      vertexNum += 1;
    }
  }

  int indexNum = 0;
  for (int r = 0; r < rings - 1; r++) {
    for (int s = 0; s < sectors - 1; s++) {
      if(r == 0) {
        //faces of first ring are single triangles
        sphereIndices[indexNum + 2] = r * sectors + s;        
        sphereIndices[indexNum + 1] = (r + 1) * sectors + s;
        sphereIndices[indexNum + 0] = (r + 1) * sectors + (s + 1);

        indexNum += 3;
      } else if (r == rings - 2) {
        //faces of last ring are single triangles
        sphereIndices[indexNum + 0] = r * sectors + s;
        sphereIndices[indexNum + 1] = r * sectors + (s + 1);
        sphereIndices[indexNum + 2] = (r + 1) * sectors + (s + 1);

        indexNum += 3;
      } else {
        //faces of remaining rings are quads (two triangles)
        sphereIndices[indexNum + 0] = r * sectors + s;
        sphereIndices[indexNum + 1] = r * sectors + (s + 1);
        sphereIndices[indexNum + 2] = (r + 1) * sectors + (s + 1);

        sphereIndices[indexNum + 3] = sphereIndices[indexNum + 2];
        sphereIndices[indexNum + 4] = (r + 1) * sectors + s;
        sphereIndices[indexNum + 5] = sphereIndices[indexNum + 0];

        indexNum += 6;
      }
    }
  } 

  if(inverse) {
    for(int i = 0; i+2 < indexNum; i += 3) {
      unsigned short tmp = sphereIndices[i];
      sphereIndices[i] = sphereIndices[i+2];
      sphereIndices[i+2] = tmp;
    }
  }
  
  GL_UseProgram(vertexColorProgram);  

  auto vert = vertexCache.AllocFrameTemp(drawVerts, vertexNum * sizeof(fhSimpleVert));
  int offset = vertexCache.Bind(vert);

  fhRenderProgram::SetModelViewMatrix(GL_ModelViewMatrix.Top());
  fhRenderProgram::SetProjectionMatrix(GL_ProjectionMatrix.Top());
  fhRenderProgram::SetDiffuseColor(idVec4::one);
  fhRenderProgram::SetBumpMatrix(idVec4(1,0,0,0), idVec4(0,1,0,0));

  GL_SetupVertexAttributes(fhVertexLayout::Simple, offset);

  glDrawElements(GL_TRIANGLES,
    indexNum,
    GL_UNSIGNED_SHORT,
    sphereIndices);

  GL_SetVertexLayout(fhVertexLayout::None);  
  GL_UseProgram(nullptr);
}
コード例 #10
0
static void RB_GLSL_SubmitDrawInteractions(const viewLight_t& vLight, const InteractionList& interactionList) {
	if (interactionList.IsEmpty())
		return;

	// perform setup here that will be constant for all interactions
	GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );

	GL_UseProgram( interactionProgram );

	fhRenderProgram::SetShading( r_shading.GetInteger() );
	fhRenderProgram::SetSpecularExp( r_specularExp.GetFloat() );
	fhRenderProgram::SetAmbientLight( vLight.lightDef->lightShader->IsAmbientLight() ? 1 : 0 );

	if (vLight.lightDef->ShadowMode() == shadowMode_t::ShadowMap) {
		const idVec4 globalLightOrigin = idVec4( vLight.globalLightOrigin, 1 );
		fhRenderProgram::SetGlobalLightOrigin( globalLightOrigin );

		const float shadowBrightness = vLight.lightDef->ShadowBrightness();
		const float shadowSoftness = vLight.lightDef->ShadowSoftness();
		fhRenderProgram::SetShadowParams( idVec4( shadowSoftness, shadowBrightness, vLight.nearClip[0], vLight.farClip[0] ) );

		if(vLight.lightDef->parms.parallel) {
			//parallel light
			fhRenderProgram::SetShadowMappingMode( 3 );
			fhRenderProgram::SetPointLightProjectionMatrices( vLight.viewProjectionMatrices[0].ToFloatPtr() );
			fhRenderProgram::SetShadowCoords( vLight.shadowCoords, 6 );
			fhRenderProgram::SetCascadeDistances(
				r_smCascadeDistance0.GetFloat(),
				r_smCascadeDistance1.GetFloat(),
				r_smCascadeDistance2.GetFloat(),
				r_smCascadeDistance3.GetFloat(),
				r_smCascadeDistance4.GetFloat());

			idVec4 shadowmapSizes[6] = {
				idVec4(vLight.nearClip[0], vLight.farClip[0], vLight.width[0], vLight.height[0]),
				idVec4(vLight.nearClip[1], vLight.farClip[1], vLight.width[1], vLight.height[1]),
				idVec4(vLight.nearClip[2], vLight.farClip[2], vLight.width[2], vLight.height[2]),
				idVec4(vLight.nearClip[3], vLight.farClip[3], vLight.width[3], vLight.height[3]),
				idVec4(vLight.nearClip[4], vLight.farClip[4], vLight.width[4], vLight.height[4]),
				idVec4(vLight.nearClip[5], vLight.farClip[5], vLight.width[5], vLight.height[5])
			};

			fhRenderProgram::SetShadowMapSize(shadowmapSizes, 6);
		}
		else if (vLight.lightDef->parms.pointLight) {
			//point light
			fhRenderProgram::SetShadowMappingMode( 1 );
			fhRenderProgram::SetPointLightProjectionMatrices( vLight.viewProjectionMatrices[0].ToFloatPtr() );
			fhRenderProgram::SetShadowCoords(vLight.shadowCoords, 6);

			{
				const idMat3 axis = vLight.lightDef->parms.axis;

				float viewerMatrix[16];

				viewerMatrix[0] = axis[0][0];
				viewerMatrix[4] = axis[0][1];
				viewerMatrix[8] = axis[0][2];
				viewerMatrix[12] = 0;

				viewerMatrix[1] = axis[1][0];
				viewerMatrix[5] = axis[1][1];
				viewerMatrix[9] = axis[1][2];
				viewerMatrix[13] = 0;

				viewerMatrix[2] = axis[2][0];
				viewerMatrix[6] = axis[2][1];
				viewerMatrix[10] = axis[2][2];
				viewerMatrix[14] = 0;

				viewerMatrix[3] = 0;
				viewerMatrix[7] = 0;
				viewerMatrix[11] = 0;
				viewerMatrix[15] = 1;

				fhRenderProgram::SetInverseLightRotation( viewerMatrix );
			}
		}
		else {
			//projected light
			fhRenderProgram::SetShadowMappingMode( 2 );
			fhRenderProgram::SetSpotLightProjectionMatrix( vLight.viewProjectionMatrices[0].ToFloatPtr() );
			fhRenderProgram::SetShadowCoords(vLight.shadowCoords, 1);
		}
	}
	else {
		//no shadows
		fhRenderProgram::SetShadowMappingMode( 0 );
	}

	//make sure depth hacks are disabled
	//FIXME(johl): why is (sometimes) a depth hack enabled at this point?
	RB_LeaveDepthHack();

	fhRenderProgram::SetProjectionMatrix( backEnd.viewDef->projectionMatrix );
	fhRenderProgram::SetPomMaxHeight( -1 );

	const viewEntity_t* currentSpace = nullptr;
	stageVertexColor_t currentVertexColor = (stageVertexColor_t)-1;
	bool currentPomEnabled = false;
	idScreenRect currentScissor;
	bool depthHackActive = false;
	bool currentHasBumpMatrix = false;
	bool currentHasDiffuseMatrix = false;
	bool currentHasSpecularMatrix = false;
	idVec4 currentDiffuseColor = idVec4( 1, 1, 1, 1 );
	idVec4 currentSpecularColor = idVec4( 1, 1, 1, 1 );

	fhRenderProgram::SetDiffuseColor( currentDiffuseColor );
	fhRenderProgram::SetSpecularColor( currentSpecularColor );
	fhRenderProgram::SetBumpMatrix( idVec4::identityS, idVec4::identityT );
	fhRenderProgram::SetSpecularMatrix( idVec4::identityS, idVec4::identityT );
	fhRenderProgram::SetDiffuseMatrix( idVec4::identityS, idVec4::identityT );

	glDepthRange(0, 1);

	if (r_useScissor.GetBool()) {
		auto fb = fhFramebuffer::GetCurrentDrawBuffer();
		glScissor( 0, 0, fb->GetWidth(), fb->GetHeight() );
		currentScissor.x1 = 0;
		currentScissor.y1 = 0;
		currentScissor.x2 = fb->GetWidth();
		currentScissor.y2 = fb->GetHeight();
	}

	const int num = interactionList.Num();
	for (int i = 0; i < num; ++i) {
		const auto& din = interactionList[i];

		const auto offset = vertexCache.Bind( din.surf->geo->ambientCache );
		GL_SetupVertexAttributes( fhVertexLayout::Draw, offset );

		if (currentSpace != din.surf->space) {
			fhRenderProgram::SetModelMatrix( din.surf->space->modelMatrix );
			fhRenderProgram::SetModelViewMatrix( din.surf->space->modelViewMatrix );

			if (din.surf->space->modelDepthHack) {
				RB_EnterModelDepthHack( din.surf->space->modelDepthHack );
				fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
				depthHackActive = true;
			}
			else if (din.surf->space->weaponDepthHack) {
				RB_EnterWeaponDepthHack();
				fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
				depthHackActive = true;
			}
			else if (depthHackActive) {
				RB_LeaveDepthHack();
				fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
				depthHackActive = false;
			}

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

			currentSpace = din.surf->space;
		}

		fhRenderProgram::SetLocalLightOrigin( din.localLightOrigin );
		fhRenderProgram::SetLocalViewOrigin( din.localViewOrigin );
		fhRenderProgram::SetLightProjectionMatrix( din.lightProjection[0], din.lightProjection[1], din.lightProjection[2] );
		fhRenderProgram::SetLightFallOff( din.lightProjection[3] );

		if (din.hasBumpMatrix) {
			fhRenderProgram::SetBumpMatrix( din.bumpMatrix[0], din.bumpMatrix[1] );
			currentHasBumpMatrix = true;
		}
		else if (currentHasBumpMatrix) {
			fhRenderProgram::SetBumpMatrix( idVec4::identityS, idVec4::identityT );
			currentHasBumpMatrix = false;
		}

		if (din.hasDiffuseMatrix) {
			fhRenderProgram::SetDiffuseMatrix( din.diffuseMatrix[0], din.diffuseMatrix[1] );
			currentHasDiffuseMatrix = true;
		}
		else if (currentHasDiffuseMatrix) {
			fhRenderProgram::SetDiffuseMatrix( idVec4::identityS, idVec4::identityT );
			currentHasDiffuseMatrix = false;
		}

		if (din.hasSpecularMatrix) {
			fhRenderProgram::SetSpecularMatrix( din.specularMatrix[0], din.specularMatrix[1] );
			currentHasSpecularMatrix = true;
		}
		else if (currentHasSpecularMatrix) {
			fhRenderProgram::SetSpecularMatrix( idVec4::identityS, idVec4::identityT );
			currentHasSpecularMatrix = false;
		}

		if (currentVertexColor != din.vertexColor) {
			switch (din.vertexColor) {
			case SVC_IGNORE:
				fhRenderProgram::SetColorModulate( idVec4::zero );
				fhRenderProgram::SetColorAdd( idVec4::one );
				break;
			case SVC_MODULATE:
				fhRenderProgram::SetColorModulate( idVec4::one );
				fhRenderProgram::SetColorAdd( idVec4::zero );
				break;
			case SVC_INVERSE_MODULATE:
				fhRenderProgram::SetColorModulate( idVec4::negOne );
				fhRenderProgram::SetColorAdd( idVec4::one );
				break;
			}
			currentVertexColor = din.vertexColor;
		}

		if (din.diffuseColor != currentDiffuseColor) {
			fhRenderProgram::SetDiffuseColor( din.diffuseColor );
			currentDiffuseColor = din.diffuseColor;
		}

		if (din.specularColor != currentSpecularColor) {
			fhRenderProgram::SetSpecularColor( din.specularColor );
			currentSpecularColor = din.specularColor;
		}

		const bool pomEnabled = r_pomEnabled.GetBool() && din.specularImage->hasAlpha;
		if (pomEnabled != currentPomEnabled) {
			if (pomEnabled) {
				fhRenderProgram::SetPomMaxHeight( r_pomMaxHeight.GetFloat() );
			}
			else {
				fhRenderProgram::SetPomMaxHeight( -1 );
			}
		}

		fhRenderProgram::SetNormalMapEncoding( RB_GetNormalEncoding( din.bumpImage ) );

		din.bumpImage->Bind( 1 );
		din.lightFalloffImage->Bind( 2 );
		din.lightImage->Bind( 3 );
		din.diffuseImage->Bind( 4 );
		din.specularImage->Bind( 5 );

		// draw it
		backEnd.stats.groups[backEndGroup::Interaction].drawcalls += 1;
		backEnd.stats.groups[backEndGroup::Interaction].tris += din.surf->geo->numIndexes / 3;
		RB_DrawElementsWithCounters( din.surf->geo );
	}

	if (depthHackActive) {
		RB_LeaveDepthHack();
		fhRenderProgram::SetProjectionMatrix( GL_ProjectionMatrix.Top() );
	}

	if (r_useScissor.GetBool()) {
		auto fb = fhFramebuffer::GetCurrentDrawBuffer();
		glScissor( 0, 0, fb->GetWidth(), fb->GetHeight() );
		backEnd.currentScissor.x1 = 0;
		backEnd.currentScissor.y1 = 0;
		backEnd.currentScissor.x2 = fb->GetWidth();
		backEnd.currentScissor.y2 = fb->GetHeight();
	}
}
コード例 #11
0
ファイル: tr_dsa.c プロジェクト: ArtanAhmeti/lab
GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location,
	GLsizei count, const GLfloat *value)
{
	GL_UseProgram(program);
	qglUniform1fv(location, count, value);
}
コード例 #12
0
ファイル: tr_dsa.c プロジェクト: ArtanAhmeti/lab
GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location,
	GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
	GL_UseProgram(program);
	qglUniform4f(location, v0, v1, v2, v3);
}
コード例 #13
0
ファイル: tr_dsa.c プロジェクト: ArtanAhmeti/lab
GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location,
	GLfloat v0, GLfloat v1)
{
	GL_UseProgram(program);
	qglUniform2f(location, v0, v1);
}
コード例 #14
0
ファイル: tr_dsa.c プロジェクト: ArtanAhmeti/lab
GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0)
{
	GL_UseProgram(program);
	qglUniform1i(location, v0);
}
コード例 #15
0
ファイル: r_decal.c プロジェクト: raynorpat/cake
/*
=================
R_DrawDecals

Draws all decals on the decal list
=================
*/
void R_DrawDecals (void)
{
	cdecal_t    *dl, *next, *active;
	float		mindist, time;
	int			r_numdecals = 0;
	vec3_t		v;
	vec4_t		color;

	if (!gl_decals->value)
		return;

	if (r_newrefdef.rdflags & RDF_NOWORLDMODEL)
		return;

	active = &active_decals;

	mindist = DotProduct(r_origin, vpn) + 4.0;

	glEnable(GL_POLYGON_OFFSET_FILL);
	glPolygonOffset(-2, -2);

	GL_Enable(BLEND_BIT | DEPTHTEST_BIT);

	GL_UseProgram(gl_decalprog);

	glProgramUniformMatrix4fv (gl_decalprog, gl_decalmvpMatrix, 1, GL_FALSE, r_mvpmatrix.m[0]);

	for (dl = active->next; dl != active; dl = next)
	{
		next = dl->next;

		if (dl->node == NULL || dl->node->visframe != r_visframecount)
			continue;

		// check type
		if (dl->type < 0 || dl->type > MAX_DECAL_TEX)
		{
			R_FreeDecal (dl);
			continue;
		}

		// have we faded out yet?
		if (dl->time + gl_decalsTime->value <= r_newrefdef.time)
		{
			R_FreeDecal (dl);
			continue;
		}

		// do not render if the decal is behind the view
		if (DotProduct(dl->org, vpn) < mindist)
			continue;

		// do not render if the view origin is behind the decal
		VectorSubtract(dl->org, r_origin, v);
		if (DotProduct(dl->direction, v) < 0)
			continue;

		Vector4Copy(dl->color, color);

		time = dl->time + gl_decalsTime->value - r_newrefdef.time;
		if (time < 1.5)
			color[3] *= time / 1.5;

		// bind texture
		GL_BindTexture(GL_TEXTURE0, GL_TEXTURE_2D, r_drawnearestclampsampler, r_decalImages[dl->type]);

		// bind data into vbo
		glBindBuffer(GL_ARRAY_BUFFER, gl_decalvbo);
		glBufferData(GL_ARRAY_BUFFER, sizeof(dl->verts) + sizeof(dl->stcoords) + sizeof(color), NULL, GL_DYNAMIC_DRAW);
		glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(dl->verts), dl->verts);
		glBufferSubData(GL_ARRAY_BUFFER, sizeof(dl->verts), sizeof(dl->stcoords), dl->stcoords);
		glBufferSubData(GL_ARRAY_BUFFER, sizeof(dl->verts) + sizeof(dl->stcoords), sizeof(color), color);

		// bind vao
		GL_BindVertexArray(gl_decalvao);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(dl->verts));
		glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (void *)(sizeof(dl->verts) + sizeof(dl->stcoords)));

		// draw
		glDrawArrays(GL_TRIANGLE_FAN, 0, dl->numverts);

		r_numdecals++;
		if (r_numdecals >= MAX_DECALS)
			break;
	}

	glDisable(GL_POLYGON_OFFSET_FILL);
}
コード例 #16
0
ファイル: r_mesh.c プロジェクト: raynorpat/cake
/*
=============
GL_DrawAliasFrameLerp

interpolates between two frames and origins
FIXME: batch lerp all vertexes
=============
*/
void GL_DrawAliasFrameLerp (entity_t *e, dmdl_t *hdr, float backlerp)
{
	int		i;
	float	frontlerp;
	float	alpha;
	vec3_t	delta, vectors[3];

	daliasframe_t *currframe = (daliasframe_t *) ((byte *) hdr + hdr->ofs_frames + e->currframe * hdr->framesize);
	daliasframe_t *lastframe = (daliasframe_t *) ((byte *) hdr + hdr->ofs_frames + e->lastframe * hdr->framesize);

	meshubo_t *meshubo = NULL;
	GLbitfield access;

	if (e->flags & RF_TRANSLUCENT)
		alpha = e->alpha;
	else alpha = 1.0;

	frontlerp = 1.0 - backlerp;

	// move should be the delta back to the previous frame * backlerp
	VectorSubtract (e->lastorigin, e->currorigin, delta);
	AngleVectors (e->angles, vectors[0], vectors[1], vectors[2]);

	gl_meshuboupdate.move[0] = lastframe->translate[0] + DotProduct (delta, vectors[0]);	// forward
	gl_meshuboupdate.move[1] = lastframe->translate[1] - DotProduct (delta, vectors[1]);	// left
	gl_meshuboupdate.move[2] = lastframe->translate[2] + DotProduct (delta, vectors[2]);	// up

	for (i = 0; i < 3; i++)
	{
		gl_meshuboupdate.move[i] = backlerp * gl_meshuboupdate.move[i] + frontlerp * currframe->translate[i];
		gl_meshuboupdate.frontv[i] = frontlerp * currframe->scale[i];
		gl_meshuboupdate.backv[i] = backlerp * lastframe->scale[i];
	}

	if (!(e->flags & (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE)))
	{
		if (gl_monolightmap->value)
		{
			float ntsc[] = {0.3f, 0.59f, 0.11f};
			float gs = DotProduct (gl_meshuboupdate.shadelight, ntsc);

			gl_meshuboupdate.shadelight[0] = gl_meshuboupdate.shadelight[1] = gl_meshuboupdate.shadelight[2] = gs;
		}

		gl_meshuboupdate.shadelight[0] *= r_lightscale->value * 2.0f;
		gl_meshuboupdate.shadelight[1] *= r_lightscale->value * 2.0f;
		gl_meshuboupdate.shadelight[2] *= r_lightscale->value * 2.0f;

		gl_meshuboupdate.powersuitscale = 0.0f;
		gl_meshuboupdate.shellmix = 0.0f;
	}
	else
	{
		float scale = (e->flags & RF_WEAPONMODEL) ? WEAPONSHELL_SCALE : POWERSUIT_SCALE;

		gl_meshuboupdate.powersuitscale = scale;
		gl_meshuboupdate.shellmix = 1.0f;
	}

	gl_meshuboupdate.shadelight[3] = alpha;
	gl_meshuboupdate.lerpfrac = backlerp;

	if (e->model->lastcurrframe != e->currframe)
	{
		glVertexArrayVertexAttribOffsetEXT (e->model->meshvao, e->model->meshvbo, 0, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (posevert_t), VERTOFFSET (e->currframe));
		e->model->lastcurrframe = e->currframe;
	}

	if (e->model->lastlastframe != e->lastframe)
	{
		glVertexArrayVertexAttribOffsetEXT (e->model->meshvao, e->model->meshvbo, 1, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (posevert_t), VERTOFFSET (e->lastframe));
		e->model->lastlastframe = e->lastframe;
	}

	GL_BindVertexArray (e->model->meshvao);
	GL_Enable (DEPTHTEST_BIT | ((e->flags & RF_TRANSLUCENT) ? BLEND_BIT : DEPTHWRITE_BIT) | (gl_cull->value ? CULLFACE_BIT : 0));
	GL_UseProgram (gl_meshprog);

	if (gl_meshubonumblocks + 1 >= MESH_UBO_MAX_BLOCKS)
	{
		access = BUFFER_DISCARD;
		gl_meshubonumblocks = 0;
	}
	else access = BUFFER_NO_OVERWRITE;

	if ((meshubo = glMapNamedBufferRangeEXT (gl_meshubo, gl_meshubonumblocks * gl_meshuboblocksize, sizeof (meshubo_t), access)) != NULL)
	{
		memcpy (meshubo, &gl_meshuboupdate, sizeof (meshubo_t));

		glUnmapNamedBufferEXT (gl_meshubo);
		glBindBufferRange (GL_UNIFORM_BUFFER, gl_meshubobinding, gl_meshubo, gl_meshubonumblocks * gl_meshuboblocksize, sizeof (meshubo_t));

		glDrawElements (GL_TRIANGLES, e->model->numindexes, GL_UNSIGNED_SHORT, NULL);
		gl_meshubonumblocks++;
	}
}