예제 #1
0
static void do_bloom(CTexture* t)
{
	glBindTexture(GL_TEXTURE_2D, 0);
	glViewport(0, 0, t->_size, t->_size);
	glCullFace(GL_BACK);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glDepthMask(true);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_FOG);
	glFogf(GL_FOG_START, RenderFogDistance() / 2);
	glFogf(GL_FOG_END, RenderFogDistance());
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_TEXTURE_2D);
	EntityRender();
	CarRender();
	LightRender();
	glBindTexture(GL_TEXTURE_2D, t->_glid);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, t->_size, t->_size, 0);
}
예제 #2
0
파일: Render.cpp 프로젝트: 96fps/pixelcity
void RenderUpdate (void)		
{

  GLvector        pos;
  GLvector        angle;
  GLrgba          color;
  int             elapsed;

  frames++;
  do_fps ();
  glViewport (0, 0, WinWidth (), WinHeight ());
  glDepthMask (true);
  glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
  glEnable(GL_DEPTH_TEST);
  glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  if (letterbox) 
    glViewport (0, letterbox_offset, render_width, render_height);
  if (LOADING_SCREEN && TextureReady () && !EntityReady ()) {
    do_effects (EFFECT_NONE);
    SwapBuffers (hDC);
    return;
  }
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glShadeModel(GL_SMOOTH);
  glFogi (GL_FOG_MODE, GL_LINEAR);
	glDepthFunc(GL_LEQUAL);
  glEnable (GL_CULL_FACE);
  glCullFace (GL_BACK);
  glEnable (GL_BLEND);
  glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glMatrixMode (GL_TEXTURE);
  glLoadIdentity();
	glMatrixMode (GL_MODELVIEW);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glLoadIdentity();
  glLineWidth (1.0f);
  pos = CameraPosition ();
  angle = CameraAngle ();
  glRotatef (angle.x, 1.0f, 0.0f, 0.0f);
  glRotatef (angle.y, 0.0f, 1.0f, 0.0f);
  glRotatef (angle.z, 0.0f, 0.0f, 1.0f);
  glTranslatef (-pos.x, -pos.y, -pos.z);
  glEnable (GL_TEXTURE_2D);
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  //Render all the stuff in the whole entire world.
  glDisable (GL_FOG);
  SkyRender ();
  if (show_fog) {
    glEnable (GL_FOG);
    glFogf (GL_FOG_START, fog_distance - 100);
    glFogf (GL_FOG_END, fog_distance);
    color = glRgba (0.0f);
    glFogfv (GL_FOG_COLOR, &color.red);
  }
  WorldRender ();
  if (effect == EFFECT_GLASS_CITY) {
    glDisable (GL_CULL_FACE);
    glEnable (GL_BLEND);
    glBlendFunc (GL_ONE, GL_ONE);
    glDepthFunc (false);
    glDisable(GL_DEPTH_TEST);
    glMatrixMode (GL_TEXTURE);
    glTranslatef ((pos.x + pos.z) / SEGMENTS_PER_TEXTURE, 0, 0);
	  glMatrixMode (GL_MODELVIEW);
  } else {
    glEnable (GL_CULL_FACE);
    glDisable (GL_BLEND);
  }
  EntityRender ();
  if (!LOADING_SCREEN) {
    elapsed = 3000 - WorldSceneElapsed ();
    if (elapsed >= 0 && elapsed <= 3000) {
      RenderFogFX ((float)elapsed / 3000.0f);
      glDisable (GL_TEXTURE_2D);
      glEnable (GL_BLEND);
      glBlendFunc (GL_ONE, GL_ONE);
      EntityRender ();
    }
  } 
  if (EntityReady ())
    LightRender ();
  CarRender ();
  if (show_wireframe) {
    glDisable (GL_TEXTURE_2D);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    EntityRender ();
  }
  do_effects (effect);
  //Framerate tracker
  if (show_fps) 
    RenderPrint (1, "FPS=%d : Entities=%d : polys=%d", current_fps, EntityCount () + LightCount () + CarCount (), EntityPolyCount () + LightCount () + CarCount ());
  //Show the help overlay
  if (show_help)
    do_help ();
  SwapBuffers (hDC);

}
예제 #3
0
void hack_draw (xstuff_t * XStuff, double currentTime, float frameTime)
{

  GLvector        pos;
  GLvector        angle;
  GLrgba          color;
  int             elapsed;

  incrementTickCount(frameTime * 1000);

  CameraUpdate ();
  EntityUpdate ();
  WorldUpdate ();
  TextureUpdate ();
  VisibleUpdate ();
  CarUpdate ();

  glViewport (0, 0, render_width, render_height);
  glDepthMask (true);
  glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
  glEnable(GL_DEPTH_TEST);
  glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  if (letterbox)
    glViewport (0, letterbox_offset, render_width, render_height);
  if (LOADING_SCREEN && TextureReady () && !EntityReady ()) {
    do_effects (EFFECT_NONE);
    return;
  }
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glShadeModel(GL_SMOOTH);
  glFogi (GL_FOG_MODE, GL_LINEAR);
  glDepthFunc(GL_LEQUAL);
  glEnable (GL_CULL_FACE);
  glCullFace (GL_BACK);
  glEnable (GL_BLEND);
  glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glMatrixMode (GL_TEXTURE);
  glLoadIdentity();
  glMatrixMode (GL_MODELVIEW);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glLoadIdentity();
  glLineWidth (1.0f);
  pos = CameraPosition ();
  angle = CameraAngle ();
  glRotatef (angle.x, 1.0f, 0.0f, 0.0f);
  glRotatef (angle.y, 0.0f, 1.0f, 0.0f);
  glRotatef (angle.z, 0.0f, 0.0f, 1.0f);
  glTranslatef (-pos.x, -pos.y, -pos.z);
  glEnable (GL_TEXTURE_2D);
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  //Render all the stuff in the whole entire world.
  glDisable (GL_FOG);
  SkyRender ();
  if (show_fog) {
    glEnable (GL_FOG);
    glFogf (GL_FOG_START, fog_distance - 100);
    glFogf (GL_FOG_END, fog_distance);
    color = glRgba (0.0f);
    glFogfv (GL_FOG_COLOR, &color.red);
  }
  WorldRender ();
  if (effect == EFFECT_GLASS_CITY) {
    glDisable (GL_CULL_FACE);
    glEnable (GL_BLEND);
    glBlendFunc (GL_ONE, GL_ONE);
    glDepthFunc (false);
    glDisable(GL_DEPTH_TEST);
    glMatrixMode (GL_TEXTURE);
    glTranslatef ((pos.x + pos.z) / SEGMENTS_PER_TEXTURE, 0, 0);
    glMatrixMode (GL_MODELVIEW);
  } else {
    glEnable (GL_CULL_FACE);
    glDisable (GL_BLEND);
  }
  EntityRender ();
  if (!LOADING_SCREEN) {
    elapsed = 3000 - WorldSceneElapsed ();
    if (elapsed >= 0 && elapsed <= 3000) {
      RenderFogFX ((float)elapsed / 3000.0f);
      glDisable (GL_TEXTURE_2D);
      glEnable (GL_BLEND);
      glBlendFunc (GL_ONE, GL_ONE);
      EntityRender ();
    }
  }
  if (EntityReady ())
    LightRender ();
  CarRender ();
  if (show_wireframe) {
    glDisable (GL_TEXTURE_2D);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    EntityRender ();
  }
  do_effects (effect);
}