コード例 #1
0
ファイル: tr_backend.cpp プロジェクト: CairnTrenor/OpenJK
/*
=============
RB_DrawRotatePic2
=============
*/
const void *RB_RotatePic2 ( const void *data ) 
{
	const rotatePicCommand_t	*cmd;
	image_t *image;
	shader_t *shader;

	cmd = (const rotatePicCommand_t *)data;

	shader = cmd->shader;

	if ( shader->stages[0] )
	{
		image = shader->stages[0]->bundle[0].image[0];

		if ( image ) 
		{
			if ( !backEnd.projection2D ) 
			{
				RB_SetGL2D();
			}

			// Get our current blend mode, etc.
			GL_State( shader->stages[0]->stateBits );

			qglColor4ubv( backEnd.color2D );
			qglPushMatrix();

			// rotation point is going to be around the center of the passed in coordinates
			qglTranslatef( cmd->x, cmd->y, 0 );
			qglRotatef( cmd->a, 0.0, 0.0, 1.0 );
			
			GL_Bind( image );
			qglBegin( GL_QUADS );
				qglTexCoord2f( cmd->s1, cmd->t1);
				qglVertex2f( -cmd->w * 0.5f, -cmd->h * 0.5f );

				qglTexCoord2f( cmd->s2, cmd->t1 );
				qglVertex2f( cmd->w * 0.5f, -cmd->h * 0.5f );

				qglTexCoord2f( cmd->s2, cmd->t2 );
				qglVertex2f( cmd->w * 0.5f, cmd->h * 0.5f );

				qglTexCoord2f( cmd->s1, cmd->t2 );
				qglVertex2f( -cmd->w * 0.5f, cmd->h * 0.5f );
			qglEnd();
			
			qglPopMatrix();

			// Hmmm, this is not too cool
			GL_State( GLS_DEPTHTEST_DISABLE |
				  GLS_SRCBLEND_SRC_ALPHA |
				  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
		}
	}

	return (const void *)(cmd + 1);
}
コード例 #2
0
/*
================
R_ArrayElementDiscrete

This is just for OpenGL conformance testing, it should never be the fastest
================
*/
static void APIENTRY R_ArrayElementDiscrete( GLint index ) {
	qglColor4ubv( tess.svars.colors[ index ] );
	if ( glState.currenttmu ) {
		qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] );
		qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] );
	} else {
		qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] );
	}
	qglVertex3fv( tess.xyz[ index ].v );
}
コード例 #3
0
ファイル: tr_backend.cpp プロジェクト: L0rdWaffles/OpenJK
/*
=============
RB_DrawRotatePic
=============
*/
const void *RB_RotatePic ( const void *data ) 
{
	const rotatePicCommand_t	*cmd;
	image_t *image;
	shader_t *shader;

	cmd = (const rotatePicCommand_t *)data;

	shader = cmd->shader;
	image = &shader->stages[0].bundle[0].image[0];

	if ( image ) {
		if ( !backEnd.projection2D ) {
			RB_SetGL2D();
		}

		qglColor4ubv( backEnd.color2D );
		qglPushMatrix();

		qglTranslatef(cmd->x+cmd->w,cmd->y,0);
		qglRotatef(cmd->a, 0.0, 0.0, 1.0);
		
		GL_Bind( image );
#ifdef _XBOX
		qglBeginEXT (GL_QUADS, 4, 0, 0, 4, 0);
#else
		qglBegin (GL_QUADS);
#endif
		qglTexCoord2f( cmd->s1, cmd->t1);
		qglVertex2f( -cmd->w, 0 );
		qglTexCoord2f( cmd->s2, cmd->t1 );
		qglVertex2f( 0, 0 );
		qglTexCoord2f( cmd->s2, cmd->t2 );
		qglVertex2f( 0, cmd->h );
		qglTexCoord2f( cmd->s1, cmd->t2 );
		qglVertex2f( -cmd->w, cmd->h );
		qglEnd();
		
		qglPopMatrix();
	}

	return (const void *)(cmd + 1);
}
コード例 #4
0
void CQuickSpriteSystem::Flush(void)
{
	if (mNextVert==0)
	{
		return;
	}

	//
	// render the main pass
	//
	R_BindAnimatedImage( mTexBundle );
	GL_State(mGLStateBits);

	//
	// set arrays and lock
	//
	qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);

	qglEnableClientState( GL_COLOR_ARRAY);
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors );

	qglVertexPointer (3, GL_FLOAT, 16, mVerts);

	if ( qglLockArraysEXT )
	{
		qglLockArraysEXT(0, mNextVert);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	qglDrawArrays(GL_QUADS, 0, mNextVert);

	backEnd.pc.c_vertexes += mNextVert;
	backEnd.pc.c_indexes += mNextVert;
	backEnd.pc.c_totalIndexes += mNextVert;

	if (mUseFog)
	{
		//
		// render the fog pass
		//
		GL_Bind( tr.fogImage );
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );

		//
		// set arrays and lock
		//
		qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords);
//		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);	// Done above

		qglDisableClientState( GL_COLOR_ARRAY );
		qglColor4ubv((GLubyte *)&mFogColor);

//		qglVertexPointer (3, GL_FLOAT, 16, mVerts);	// Done above

		qglDrawArrays(GL_QUADS, 0, mNextVert);

		// Second pass from fog
		backEnd.pc.c_totalIndexes += mNextVert;
	}

	// 
	// unlock arrays
	//
	if (qglUnlockArraysEXT) 
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	mNextVert=0;
}
コード例 #5
0
ファイル: tr_quicksprite.cpp プロジェクト: AlexXT/OpenJK
void CQuickSpriteSystem::Flush(void)
{
	if (mNextVert==0)
	{
		return;
	}

	/*
	if (mUseFog && r_drawfog->integer == 2 &&
		mFogIndex == tr.world->globalFog)
	{ //enable hardware fog when we draw this thing if applicable -rww
		fog_t *fog = tr.world->fogs + mFogIndex;

		qglFogf(GL_FOG_MODE, GL_EXP2);
		qglFogf(GL_FOG_DENSITY, logtestExp2 / fog->parms.depthForOpaque);
		qglFogfv(GL_FOG_COLOR, fog->parms.color);
		qglEnable(GL_FOG);
	}
	*/
	//this should not be needed, since I just wait to disable fog for the surface til after surface sprites are done

	//
	// render the main pass
	//
	R_BindAnimatedImage( mTexBundle );
	GL_State(mGLStateBits);

	//
	// set arrays and lock
	//
	qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);

	qglEnableClientState( GL_COLOR_ARRAY);
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors );

	qglVertexPointer (3, GL_FLOAT, 16, mVerts);

	if ( qglLockArraysEXT )
	{
		qglLockArraysEXT(0, mNextVert);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	qglDrawArrays(GL_QUADS, 0, mNextVert);

	backEnd.pc.c_vertexes += mNextVert;
	backEnd.pc.c_indexes += mNextVert;
	backEnd.pc.c_totalIndexes += mNextVert;

	//only for software fog pass (global soft/volumetric) -rww
	if (mUseFog && (r_drawfog->integer != 2 || mFogIndex != tr.world->globalFog))
	{
		fog_t *fog = tr.world->fogs + mFogIndex;

		//
		// render the fog pass
		//
		GL_Bind( tr.fogImage );
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );

		//
		// set arrays and lock
		//
		qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords);
//		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);	// Done above

		qglDisableClientState( GL_COLOR_ARRAY );
		qglColor4ubv((GLubyte *)&fog->colorInt);

//		qglVertexPointer (3, GL_FLOAT, 16, mVerts);	// Done above

		qglDrawArrays(GL_QUADS, 0, mNextVert);

		// Second pass from fog
		backEnd.pc.c_totalIndexes += mNextVert;
	}

	//
	// unlock arrays
	//
	if (qglUnlockArraysEXT)
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	mNextVert=0;
}