/* =============== R_Set2DMode =============== */ void R_Set2DMode( qboolean enable ) { if( enable ) { if( glState.in2DMode ) return; // set 2D virtual screen size pglScissor( 0, 0, glState.width, glState.height ); pglViewport( 0, 0, glState.width, glState.height ); pglMatrixMode( GL_PROJECTION ); pglLoadIdentity(); pglOrtho( 0, glState.width, glState.height, 0, -99999, 99999 ); pglMatrixMode( GL_MODELVIEW ); pglLoadIdentity(); GL_Cull( 0 ); pglDepthMask( GL_FALSE ); pglDisable( GL_DEPTH_TEST ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); glState.in2DMode = true; RI.currententity = NULL; RI.currentmodel = NULL; } else { pglDepthMask( GL_TRUE ); pglEnable( GL_DEPTH_TEST ); pglMatrixMode( GL_MODELVIEW ); glState.in2DMode = false; } }
/* ============= R_ShadowPassSetupGL ============= */ static void R_ShadowPassSetupGL( const plight_t *pl ) { // matrices already computed RI.worldviewMatrix = pl->modelviewMatrix; RI.projectionMatrix = pl->projectionMatrix; RI.worldviewProjectionMatrix = RI.projectionMatrix.Concat( RI.worldviewMatrix ); GLfloat dest[16]; // tell engine about worldviewprojection matrix so TriWorldToScreen and TriScreenToWorld // will be working properly RI.worldviewProjectionMatrix.CopyToArray( dest ); SET_ENGINE_WORLDVIEW_MATRIX( dest ); pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] ); pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] ); pglMatrixMode( GL_PROJECTION ); GL_LoadMatrix( RI.projectionMatrix ); pglMatrixMode( GL_MODELVIEW ); GL_LoadMatrix( RI.worldviewMatrix ); GL_Cull( GL_FRONT ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); pglEnable( GL_POLYGON_OFFSET_FILL ); pglDisable( GL_TEXTURE_2D ); pglDepthMask( GL_TRUE ); pglPolygonOffset( 8, 30 ); pglEnable( GL_DEPTH_TEST ); pglDisable( GL_ALPHA_TEST ); pglDisable( GL_BLEND ); }
/* ============= R_SetupGL ============= */ static void R_SetupGL( void ) { if( RI.refdef.waterlevel >= 3 ) { float f; f = sin( cl.time * 0.4f * ( M_PI * 2.7f )); RI.refdef.fov_x += f; RI.refdef.fov_y -= f; } R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix ); R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix ); // if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0]; Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix ); pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] ); pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] ); pglMatrixMode( GL_PROJECTION ); GL_LoadMatrix( RI.projectionMatrix ); pglMatrixMode( GL_MODELVIEW ); GL_LoadMatrix( RI.worldviewMatrix ); if( RI.params & RP_CLIPPLANE ) { GLdouble clip[4]; mplane_t *p = &RI.clipPlane; clip[0] = p->normal[0]; clip[1] = p->normal[1]; clip[2] = p->normal[2]; clip[3] = -p->dist; pglClipPlane( GL_CLIP_PLANE0, clip ); pglEnable( GL_CLIP_PLANE0 ); } if( RI.params & RP_FLIPFRONTFACE ) GL_FrontFace( !glState.frontFace ); GL_Cull( GL_FRONT ); pglDisable( GL_BLEND ); pglDisable( GL_ALPHA_TEST ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); }
static void _makeFrameBlack( float opacity ) { if ( opacity < 0.0f || opacity > 1.0f ) opacity = 1.0f; if ( CL_IsInConsole( ) ) // No strobing on the console { pglEnable( GL_SCISSOR_TEST ); pglScissor( con_rect.x, ( -con_rect.y ) - ( con_rect.h * 1.25 ), con_rect.w, con_rect.h ); // Preview strobe setting on static pglClearColor( 0.0f, 0.0f, 0.0f, opacity ); pglClear( GL_COLOR_BUFFER_BIT ); pglDisable( GL_SCISSOR_TEST ); } else { pglClearColor( 0.0f, 0.0f, 0.0f, opacity ); pglClear( GL_COLOR_BUFFER_BIT ); } }
/* ================= R_BloomBlend ================= */ void R_BloomBlend( const ref_params_t *fd ) { if( !r_bloom->value ) return; if( !BLOOM_SIZE ) R_Bloom_InitTextures(); if( screen_texture_width < BLOOM_SIZE || screen_texture_height < BLOOM_SIZE ) return; // set up full screen workspace pglScissor( 0, 0, glState.width, glState.height ); pglViewport( 0, 0, glState.width, glState.height ); pglMatrixMode( GL_PROJECTION ); pglLoadIdentity(); pglOrtho( 0, glState.width, glState.height, 0, -10, 100 ); pglMatrixMode( GL_MODELVIEW ); pglLoadIdentity(); pglDisable( GL_DEPTH_TEST ); pglDisable( GL_ALPHA_TEST ); pglDepthMask( GL_FALSE ); pglDisable( GL_BLEND ); GL_Cull( 0 ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); // set up current sizes curView_x = fd->viewport[0]; curView_y = fd->viewport[1]; curView_width = fd->viewport[2]; curView_height = fd->viewport[3]; screenTex_tcw = ( (float)curView_width / (float)screen_texture_width ); screenTex_tch = ( (float)curView_height / (float)screen_texture_height ); if( curView_height > curView_width ) { sampleText_tcw = ( (float)curView_width / (float)curView_height ); sampleText_tch = 1.0f; } else { sampleText_tcw = 1.0f; sampleText_tch = ( (float)curView_height / (float)curView_width ); } sample_width = ( BLOOM_SIZE * sampleText_tcw ); sample_height = ( BLOOM_SIZE * sampleText_tch ); // copy the screen space we'll use to work into the backup texture GL_Bind( GL_TEXTURE0, r_bloombackuptexture ); pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, r_screenbackuptexture_width * sampleText_tcw, r_screenbackuptexture_height * sampleText_tch ); // create the bloom image R_Bloom_DownsampleView(); R_Bloom_GeneratexDiamonds(); pglDisable( GL_BLEND ); // restore the screen-backup to the screen GL_Bind( GL_TEXTURE0, r_bloombackuptexture ); pglColor4f( 1, 1, 1, 1 ); R_Bloom_Quad( 0, glState.height - (r_screenbackuptexture_height * sampleText_tch), r_screenbackuptexture_width * sampleText_tcw, r_screenbackuptexture_height * sampleText_tch, sampleText_tcw, sampleText_tch ); pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] ); R_Bloom_DrawEffect(); pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] ); pglMatrixMode( GL_PROJECTION ); GL_LoadMatrix( RI.projectionMatrix ); pglMatrixMode( GL_MODELVIEW ); GL_LoadMatrix( RI.worldviewMatrix ); pglEnable( GL_DEPTH_TEST ); pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); GL_Cull( GL_FRONT ); }
/* ================= R_Bloom_GeneratexDiamonds ================= */ static void R_Bloom_GeneratexDiamonds( void ) { int i, j; float intensity; // set up sample size workspace pglScissor( 0, 0, sample_width, sample_height ); pglViewport( 0, 0, sample_width, sample_height ); pglMatrixMode( GL_PROJECTION ); pglLoadIdentity(); pglOrtho( 0, sample_width, sample_height, 0, -10, 100 ); pglMatrixMode( GL_MODELVIEW ); pglLoadIdentity(); // copy small scene into r_bloomeffecttexture GL_Bind( GL_TEXTURE0, r_bloomeffecttexture ); pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height ); // start modifying the small scene corner pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglEnable( GL_BLEND ); // darkening passes if( r_bloom_darken->value ) { pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglBlendFunc( GL_DST_COLOR, GL_ZERO ); for( i = 0; i < (int)r_bloom_darken->value; i++ ) R_Bloom_SamplePass( 0, 0 ); pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height ); } // bluring passes pglBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR ); if( r_bloom_diamond_size->value > 7.0f || r_bloom_diamond_size->value <= 3.0f ) { if( r_bloom_diamond_size->value != 8.0f ) CVAR_SET_FLOAT( "r_bloom_diamond_size", 8.0f ); for( i = 0; i < r_bloom_diamond_size->value; i++ ) { for( j = 0; j < r_bloom_diamond_size->value; j++ ) { intensity = r_bloom_intensity->value * 0.3f * Diamond8x[i][j]; if( intensity < 0.01f ) continue; pglColor4f( intensity, intensity, intensity, 1.0f ); R_Bloom_SamplePass( i-4, j-4 ); } } } else if( r_bloom_diamond_size->value > 5.0f ) { if( r_bloom_diamond_size->value != 6.0f ) CVAR_SET_FLOAT( "r_bloom_diamond_size", 6.0f ); for( i = 0; i < r_bloom_diamond_size->value; i++ ) { for( j = 0; j < r_bloom_diamond_size->value; j++ ) { intensity = r_bloom_intensity->value * 0.5f * Diamond6x[i][j]; if( intensity < 0.01f ) continue; pglColor4f( intensity, intensity, intensity, 1.0f ); R_Bloom_SamplePass( i-3, j-3 ); } } } else if( r_bloom_diamond_size->value > 3.0f ) { if( r_bloom_diamond_size->value != 4.0f ) CVAR_SET_FLOAT( "r_bloom_diamond_size", 4.0f ); for( i = 0; i < r_bloom_diamond_size->value; i++ ) { for( j = 0; j < r_bloom_diamond_size->value; j++ ) { intensity = r_bloom_intensity->value * 0.8f * Diamond4x[i][j]; if( intensity < 0.01f ) continue; pglColor4f( intensity, intensity, intensity, 1.0f ); R_Bloom_SamplePass( i-2, j-2 ); } } } pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height ); // restore full screen workspace pglScissor( 0, 0, glState.width, glState.height ); pglViewport( 0, 0, glState.width, glState.height ); pglMatrixMode( GL_PROJECTION ); pglLoadIdentity(); pglOrtho( 0, glState.width, glState.height, 0, -10, 100 ); pglMatrixMode( GL_MODELVIEW ); pglLoadIdentity(); }