コード例 #1
0
ファイル: r_portals.c プロジェクト: Picmip/qfusion
/*
* R_DrawPortals
*/
void R_DrawPortals( void ) {
	unsigned int i;

	if( rn.renderFlags & RF_SKYSHADOWVIEW ) {
		// render depth mask for skylights
		// TODO: rewrite this!
		float depthmin, depthmax;

		RB_GetDepthRange( &depthmin, &depthmax );

		RB_ClearDepth( depthmin );

		RB_Clear( GL_DEPTH_BUFFER_BIT, 0, 0, 0, 0 );

		if( rn.portalmasklist && rn.portalmasklist->numDrawSurfs ) {
			RB_SetShaderStateMask( ~0, GLSTATE_DEPTHWRITE | GLSTATE_NO_COLORWRITE | GLSTATE_OFFSET_FILL | GLSTATE_DEPTHFUNC_GT );
			RB_FlipFrontFace();
			RB_DepthRange( depthmax, depthmax );
			R_DrawPortalSurfaces( rn.portalmasklist );
			RB_SetShaderStateMask( ~0, GLSTATE_DEPTHWRITE | GLSTATE_NO_COLORWRITE | GLSTATE_OFFSET_FILL );
			RB_FlipFrontFace();
			RB_DepthRange( depthmin, depthmax );
		}

		RB_ClearDepth( depthmax );

		return;
	}

	if( rn.renderFlags & ( RF_MIRRORVIEW | RF_LIGHTVIEW | RF_PORTALVIEW ) ) {
		return;
	}
	if( rn.viewcluster == -1 ) {
		return;
	}

	R_DrawPortalsDepthMask();

	if( rn.skyportalSurface ) {
		// render skyportal
		portalSurface_t *ps = rn.skyportalSurface;
		R_DrawSkyportal( ps->entity, ps->skyPortal );
	} else {
		// FIXME: move this?
		// render sky dome that writes to depth
		R_DrawDepthSkySurf();
	}

	// render regular portals
	for( i = 0; i < rn.numPortalSurfaces; i++ ) {
		portalSurface_t ps = rn.portalSurfaces[i];
		if( !ps.skyPortal ) {
			R_DrawPortalSurface( &ps );
			rn.portalSurfaces[i] = ps;
		}
	}
}
コード例 #2
0
ファイル: r_portals.c プロジェクト: Picmip/qfusion
/*
* R_DrawPortalsDepthMask
*
* Renders portal or sky surfaces from the BSP tree to depth buffer. Each rendered pixel
* receives the depth value of 1.0, everything else is cleared to 0.0.
*
* The depth buffer is then preserved for portal render stage to minimize overdraw.
*/
static void R_DrawPortalsDepthMask( void ) {
	float depthmin, depthmax;

	if( !rn.portalmasklist || !rn.portalmasklist->numDrawSurfs ) {
		return;
	}

	RB_GetDepthRange( &depthmin, &depthmax );

	RB_ClearDepth( depthmin );
	RB_Clear( GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT, 0, 0, 0, 0 );

	RB_SetShaderStateMask( ~0, GLSTATE_DEPTHWRITE | GLSTATE_DEPTHFUNC_GT | GLSTATE_NO_COLORWRITE );
	RB_DepthRange( depthmax, depthmax );

	R_DrawPortalSurfaces( rn.portalmasklist );

	RB_DepthRange( depthmin, depthmax );
	RB_ClearDepth( depthmax );
}
コード例 #3
0
/*
* RB_Clear
*/
void RB_Clear( int bits, float r, float g, float b, float a )
{
	// this is required for glClear(GL_DEPTH_BUFFER_BIT) to work
	if( bits & GL_DEPTH_BUFFER_BIT )
		RB_SetState( GLSTATE_DEPTHWRITE );

	if( bits & GL_STENCIL_BUFFER_BIT )
		qglClearStencil( 128 );

	if( bits & GL_COLOR_BUFFER_BIT )
		qglClearColor( r, g, b, a );

	qglClear( bits );

	RB_DepthRange( 0, 1 );
}
コード例 #4
0
ファイル: r_backend.c プロジェクト: cfr/qfusion
/*
* RB_Clear
*/
void RB_Clear( int bits, float r, float g, float b, float a )
{
	int state = rb.gl.state;

	if( bits & GL_DEPTH_BUFFER_BIT )
		state |= GLSTATE_DEPTHWRITE;

	if( bits & GL_STENCIL_BUFFER_BIT )
		qglClearStencil( 128 );

	if( bits & GL_COLOR_BUFFER_BIT )
	{
		state &= ~GLSTATE_NO_COLORWRITE;
		qglClearColor( r, g, b, a );
	}

	RB_SetState( state );

	qglClear( bits );

	RB_DepthRange( 0.0f, 1.0f );
}