コード例 #1
0
ファイル: tr_init.cpp プロジェクト: Ced2911/massive-tyrion
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState (GL_VERTEX_ARRAY);

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

#ifdef _NPATCH
	// If n-patches are supported, make sure they are disabled for now
	// Set the initial tesselation level and the interpolation modes
	if ( qglPNTrianglesiATI )
	{
		qglDisable( GL_PN_TRIANGLES_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, 3 );
	}
#endif // _NPATCH
}
コード例 #2
0
ファイル: tr_backend.cpp プロジェクト: CairnTrenor/OpenJK
/*
================
 RE_NPatchLevel - n-patch tesselation level
================
*/
void RE_NPatchLevel( int level )
{
	if ( qglPNTrianglesiATI )
	{
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, level );
	}
}
コード例 #3
0
ファイル: tr_init.c プロジェクト: MAN-AT-ARMS/iortcw-archive
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void ) {
	qglClearDepth( 1.0f );

	qglCullFace( GL_FRONT );

	qglColor4f( 1,1,1,1 );

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable( GL_TEXTURE_2D );
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState( GL_VERTEX_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

#ifdef USE_OPENGLES
	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#else
	qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
#endif
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

#ifndef USE_OPENGLES
//----(SA)	added.
	// ATI pn_triangles
	if ( qglPNTrianglesiATI ) {
		int maxtess;
		// get max supported tesselation
		qglGetIntegerv( GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI, (GLint*)&maxtess );
		glConfig.ATIMaxTruformTess = maxtess;
		// cap if necessary
		if ( r_ati_truform_tess->value > maxtess ) {
			ri.Cvar_Set( "r_ati_truform_tess", va( "%d", maxtess ) );
		}

		// set Wolf defaults
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
	}
//----(SA)	end
#endif

	if ( glConfig.anisotropicAvailable ) {
		float maxAnisotropy;

		qglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy );
		glConfig.maxAnisotropy = maxAnisotropy;

		// set when rendering
//	   qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, glConfig.maxAnisotropy);
	}
}
コード例 #4
0
ファイル: tr_cmds.c プロジェクト: MAN-AT-ARMS/iortcw-archive
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t *cmd = NULL;
	colorMaskCommand_t *colcmd = NULL;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer ) {
		if ( glConfig.stencilBits < 4 ) {
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else if ( r_shadows->integer == 2 )   {
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else
		{
			R_IssuePendingRenderCommands();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	} else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_IssuePendingRenderCommands();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_IssuePendingRenderCommands();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	//
	// ATI stuff
	//

	// TRUFORM
	if ( qglPNTrianglesiATI ) {

		// tess
		if ( r_ati_truform_tess->modified ) {
			r_ati_truform_tess->modified = qfalse;
			// cap if necessary
			if ( r_ati_truform_tess->value > glConfig.ATIMaxTruformTess ) {
				ri.Cvar_Set( "r_ati_truform_tess", va( "%d",glConfig.ATIMaxTruformTess ) );
			}

			qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
		}

		// point mode
		if ( r_ati_truform_pointmode->modified ) {
			r_ati_truform_pointmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_pointmode->string, "LINEAR" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI;
				// GR - fix point mode change
			} else if ( !Q_stricmp( r_ati_truform_pointmode->string, "CUBIC" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
				ri.Cvar_Set( "r_ati_truform_pointmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, glConfig.ATIPointMode );
		}

		// normal mode
		if ( r_ati_truform_normalmode->modified ) {
			r_ati_truform_normalmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_normalmode->string, "LINEAR" ) ) {
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI;
				// GR - fix normal mode change
			} else if ( !Q_stricmp( r_ati_truform_normalmode->string, "QUADRATIC" ) ) {
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI;
				ri.Cvar_Set( "r_ati_truform_normalmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, glConfig.ATINormalMode );
		}
	}

	//
	// NVidia stuff
	//

	// fog control
	if ( glConfig.NVFogAvailable && r_nv_fogdist_mode->modified ) {
		r_nv_fogdist_mode->modified = qfalse;
		if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE_ABSOLUTE_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE_ABSOLUTE_NV;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_RADIAL_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
		} else {
			// in case this was really 'else', store a valid value for next time
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
			ri.Cvar_Set( "r_nv_fogdist_mode", "GL_EYE_RADIAL_NV" );
		}
	}


	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer ) {
		int err;

		R_IssuePendingRenderCommands();
		if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err );
		}
	}

	if (glConfig.stereoEnabled) {
		if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
			return;
			
		cmd->commandId = RC_DRAW_BUFFER;
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	}
	else
	{
		if(r_anaglyphMode->integer)
		{
			if(r_anaglyphMode->modified)
			{
				// clear both, front and backbuffer.
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				backEnd.colorMask[0] = GL_FALSE;
				backEnd.colorMask[1] = GL_FALSE;
				backEnd.colorMask[2] = GL_FALSE;
				backEnd.colorMask[3] = GL_FALSE;

				if (glRefConfig.framebufferObject)
				{
					// clear all framebuffers
					if (tr.msaaResolveFbo)
					{
						FBO_Bind(tr.msaaResolveFbo);
						qglClear(GL_COLOR_BUFFER_BIT);
					}

					if (tr.renderFbo)
					{
						FBO_Bind(tr.renderFbo);
						qglClear(GL_COLOR_BUFFER_BIT);
					}

					FBO_Bind(NULL);
				}

				qglDrawBuffer(GL_FRONT);
				qglClear(GL_COLOR_BUFFER_BIT);
				qglDrawBuffer(GL_BACK);
				qglClear(GL_COLOR_BUFFER_BIT);
				
				r_anaglyphMode->modified = qfalse;
			}
			
			if(stereoFrame == STEREO_LEFT)
			{
				if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
					return;
				
				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else if(stereoFrame == STEREO_RIGHT)
			{
				clearDepthCommand_t *cldcmd;
				
				if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
					return;

				cldcmd->commandId = RC_CLEARDEPTH;

				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );

			R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
			colcmd->commandId = RC_COLORMASK;
		}
		else
		{
			if(stereoFrame != STEREO_CENTER)
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );

			if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
				return;
		}

		if(cmd)
		{
			cmd->commandId = RC_DRAW_BUFFER;

			if(r_anaglyphMode->modified)
			{
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				backEnd.colorMask[0] = 0;
				backEnd.colorMask[1] = 0;
				backEnd.colorMask[2] = 0;
				backEnd.colorMask[3] = 0;
				r_anaglyphMode->modified = qfalse;
			}

			if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
				cmd->buffer = (int)GL_FRONT;
			else
				cmd->buffer = (int)GL_BACK;
		}
	}

	tr.refdef.stereoFrame = stereoFrame;
}
コード例 #5
0
ファイル: tr_shade.c プロジェクト: LBoksha/RTCW-SP-linux
/*
** RB_StageIteratorVertexLitTexture
*/
void RB_StageIteratorVertexLitTexture( void ) {
	shaderCommands_t *input;
	shader_t        *shader;

	input = &tess;

	shader = input->shader;

	//
	// compute colors
	//
	RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va( "--- RB_StageIteratorVertexLitTexturedUnfogged( %s ) ---\n", tess.shader->name ) );
	}


	// set GL fog
	SetIteratorFog();

	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	//
	// set arrays and lock
	//
	qglEnableClientState( GL_COLOR_ARRAY );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );

	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
#ifdef __MACOS__    //DAJ ATI
		qglPNTrianglesiATI( GL_PN_TRIANGLES_ATI, 1 );
#else
		qglEnable( GL_PN_TRIANGLES_ATI ); // ATI PN-Triangles extension
#endif
		qglEnableClientState( GL_NORMAL_ARRAY );         // RF< so we can send the normals as an array
		qglNormalPointer( GL_FLOAT, 16, input->normal );
	}

	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );


	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// call special shade routine
	//
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	GL_State( tess.xstages[0]->stateBits );
	R_DrawElements( input->numIndexes, input->indexes );

	//
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

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

	if ( qglPNTrianglesiATI && tess.ATI_tess )
#ifdef __MACOS__ //DAJ ATI{
		qglPNTrianglesiATI( GL_PN_TRIANGLES_ATI, 0 );
	}
コード例 #6
0
ファイル: tr_shade.c プロジェクト: LBoksha/RTCW-SP-linux
/*
** RB_StageIteratorGeneric
*/
void RB_StageIteratorGeneric( void ) {
	shaderCommands_t *input;

	input = &tess;

	RB_DeformTessGeometry();

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va( "--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name ) );
	}

	// set GL fog
	SetIteratorFog();

	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
		// RF< so we can send the normals as an array
		qglEnableClientState( GL_NORMAL_ARRAY );
#ifdef __MACOS__    //DAJ ATI
		qglPNTrianglesiATI( GL_PN_TRIANGLES_ATI, 1 );
#else
		qglEnable( GL_PN_TRIANGLES_ATI ); // ATI PN-Triangles extension
#endif
	}


	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	// set polygon offset if necessary
	if ( input->shader->polygonOffset ) {
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
	}

	//
	// if there is only a single pass then we can enable color
	// and texture arrays before we compile, otherwise we need
	// to avoid compiling those arrays since they will change
	// during multipass rendering
	//
	if ( tess.numPasses > 1 || input->shader->multitextureEnv ) {
		setArraysOnce = qfalse;
		qglDisableClientState( GL_COLOR_ARRAY );
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	} else
	{
		setArraysOnce = qtrue;

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
	}

	// RF, send normals only if required
	// This must be done first, since we can't change the arrays once they have been
	// locked
	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
		qglNormalPointer( GL_FLOAT, 16, input->normal );
	}

	//
	// lock XYZ
	//
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); // padded for SIMD
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// enable color and texcoord arrays after the lock if necessary
	//
	if ( !setArraysOnce ) {
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglEnableClientState( GL_COLOR_ARRAY );
	}

	//
	// call shader function
	//
	RB_IterateStagesGeneric( input );

	//
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
		 && !( tess.shader->surfaceFlags & ( SURF_NODLIGHT | SURF_SKY ) ) ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

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

	//
	// reset polygon offset
	//
	if ( input->shader->polygonOffset ) {
		qglDisable( GL_POLYGON_OFFSET_FILL );
	}

	// turn truform back off
	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
#ifdef __MACOS__    //DAJ ATI
		qglPNTrianglesiATI( GL_PN_TRIANGLES_ATI, 0 );
#else
		qglDisable( GL_PN_TRIANGLES_ATI );    // ATI PN-Triangles extension
#endif
		qglDisableClientState( GL_NORMAL_ARRAY );
	}

}