コード例 #1
0
ファイル: gl_drawprim.c プロジェクト: cr88192/bgbtech_engine
PDGL_API void pdglTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
	if(pglTexEnvf)
		{ pglTexEnvf(target, pname, param); return; }
	pglTexEnvf=pdglGetProcAddress("glTexEnvf");
	pglTexEnvf(target, pname, param);
}
コード例 #2
0
// set texture modulation mode
static void ogl_SetTextureModulation( INDEX iScale)
{
  // check consistency
  ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL);
#ifndef NDEBUG                 
  // check current modulation
  GLint iRet;
  pglGetTexEnviv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &iRet);
  ASSERT( (GFX_iTexModulation[GFX_iActiveTexUnit]==1 && iRet==GL_MODULATE)
       || (GFX_iTexModulation[GFX_iActiveTexUnit]==2 && iRet==GL_COMBINE_EXT));
  OGL_CHECKERROR;
#endif
  
  // cached?
  ASSERT( iScale==1 || iScale==2);
  if( GFX_iTexModulation[GFX_iActiveTexUnit]==iScale) return;
  GFX_iTexModulation[GFX_iActiveTexUnit] = iScale;

  _sfStats.StartTimer(CStatForm::STI_GFXAPI);

  if( iScale==2) {
    pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
    pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,  GL_MODULATE);
    pglTexEnvf( GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,    2.0f);
  } else {
    pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  } OGL_CHECKERROR;

  _sfStats.StopTimer(CStatForm::STI_GFXAPI);
}
コード例 #3
0
ファイル: cl_netgraph.c プロジェクト: Solexid/xash3d
/*
===========
SCR_DrawNetGraph

===========
*/
void SCR_DrawNetGraph( void )
{
	wrect_t	rect;
	float	avg_ping;
	int	ping_count;
	int	w, x, y;

	if( !host.developer )
		return;

	if( cls.state != ca_active )
		return;

	if( !net_graph->value )
		return;

	if( net_scale->value <= 0 )
		Cvar_SetFloat( "net_scale", 0.1f );

	NetGraph_GetScreenPos( &rect, &w, &x, &y );

	NetGraph_GetFrameData( &avg_ping, &ping_count );

	NetGraph_DrawTextFields( x, y, w, rect, ping_count, avg_ping, packet_loss, packet_choke );

	if( net_graph->value < 3 )
	{
		pglEnable( GL_BLEND );
		pglDisable( GL_TEXTURE_2D );
		pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
		pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
		pglBegin( GL_QUADS ); // draw all the fills as a long solid sequence of quads for speedup reasons

		// NOTE: fill colors without texture at this point
		NetGraph_DrawDataUsage( x, y, w );
		NetGraph_DrawTimes( rect, x, w );

		pglEnd();
		pglColor4ub( 255, 255, 255, 255 );
		pglEnable( GL_TEXTURE_2D );
		pglDisable( GL_BLEND );
	}
}
コード例 #4
0
ファイル: r_bloom.cpp プロジェクト: XashDev/XashXT
/*
=================
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 );
}