예제 #1
0
void Pass2D::finalize() {
	
	GL_MatrixMode(GL_PROJECTION);
	GL_PopMatrix();
	
	GL_MatrixMode(GL_MODELVIEW);
	GL_PopMatrix();
	
	GL_Disable(GL_SCISSOR_TEST);
	
	GL_Enable(GL_CULL_FACE);
	
	Pass::finalize();
}
예제 #2
0
void GLRenderListWaterItem::renderPass(GLRenderer *r, bool renderPass, bool loadMatrix, unsigned int materialPass) {
	sceneobj_t obj;
	float waterlevel = gfx_waterlevel.value*world_waterlevel.value;
	
	if(!gfx_water.integer)
		return;
	
	CLEAR_SCENEOBJ(obj);
	
	SET_VEC3(obj.pos, world.gridwidth*WORLD_BASE_SIZE*0.5f, world.gridheight*WORLD_BASE_SIZE*0.5f, waterlevel);
	SET_VEC4(obj.color, gfx_waterr.value, gfx_waterg.value, gfx_waterb.value, gfx_wateralpha.value);
	
	//decide on flags
	meshFlags = watermat->generateMeshFlags();

	obj.flags |= SCENEOBJ_SOLID_COLOR | SCENEOBJ_SINGLE_SHADER;
	
	GL_MatrixMode(GL_MODELVIEW);
	GL_PushMatrix();
	GL_LoadObjectMatrix(&obj);
	
	watermat->construct(r->getCurrentPass());
	for(int pass=0;pass<watermat->countMaterialPasses();pass++) {
		watermat->renderMaterialPass(pass, &obj);
		GL_DrawMesh(&obj, &water_model->meshes[0], meshFlags, true);
	}
	
	GL_PopMatrix();
}
예제 #3
0
/*
==============
R_ShadowBlend
Draws projection shadow(s)
from stenciled volume
==============
*/
void R_ShadowBlend (float shadowalpha)
{
    const vec4_t color[4] = {
        {0, 0, 0, shadowalpha},
        {0, 0, 0, shadowalpha},
        {0, 0, 0, shadowalpha},
        {0, 0, 0, shadowalpha}
    };
    
    static const vec3_t verts[4] = {
        {10, 100, 100},
        {10, -100, 100},
        {10, -100, -100},
        {10, 100, -100}
    };
    
    static const uint32_t indices[6] = {
        0, 1, 2, 0, 2, 3
    };
    
	if (r_shadows->value != 3)
		return;

	GL_PushMatrix(GL_MODELVIEW);

	GL_LoadMatrix(GL_MODELVIEW, glState.axisRotation);

	GL_Disable (GL_ALPHA_TEST);
	GL_Enable (GL_BLEND);
	GL_Disable (GL_DEPTH_TEST);
	GL_DisableTexture(0);

    GL_StencilFunc(GL_NOTEQUAL, 0, 255);
    glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
	GL_Enable(GL_STENCIL_TEST);

	rb_vertex = rb_index = 0;
    
    memcpy(indexArray, indices, sizeof(indices));
    memcpy(vertexArray, verts, sizeof(vec3_t) * 4);
    memcpy(colorArray, color, sizeof(vec4_t) * 4);

    rb_index += 6;
	rb_vertex += 4;

    RB_RenderMeshGeneric (false);

	GL_PopMatrix(GL_MODELVIEW);

	GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	GL_Disable (GL_BLEND);
	GL_EnableTexture(0);
	GL_Enable (GL_DEPTH_TEST);
	GL_Disable(GL_STENCIL_TEST);
	//GL_Enable (GL_ALPHA_TEST);

	glColor4f(1,1,1,1);
}
예제 #4
0
void	GL_PopCamera()
{
	GL_MatrixMode(GL_TEXTURE);
	glLoadIdentity();
	
	GL_MatrixMode(GL_PROJECTION);
	GL_PopMatrix();
	#ifdef DEBUG
	GLSL_catchLastError("GL_PopCamera :: PROJECTION");
	#endif
	GL_MatrixMode(GL_MODELVIEW);
	GL_PopMatrix();
	#ifdef DEBUG
	GLSL_catchLastError("GL_PopCamera :: MODELVIEW");
	#endif
	
	//glViewport(0, 0, Vid_GetScreenW(), Vid_GetScreenH());
}
예제 #5
0
/*
** RB_DrawSun
*/
void RB_DrawSun( void )
{
#if 0
	float    size;
	float    dist;
	vec3_t   origin, vec1, vec2;
	vec3_t   temp;
	matrix_t transformMatrix;
	matrix_t modelViewMatrix;

	if ( !backEnd.skyRenderedThisView )
	{
		return;
	}

	if ( !r_drawSun->integer )
	{
		return;
	}

	GL_PushMatrix();

	GL_BindProgram( &tr.genericShader );

	// set uniforms
	GLSL_SetUniform_TCGen_Environment( &tr.genericShader,  qfalse );
	GLSL_SetUniform_InverseVertexColor( &tr.genericShader,  qfalse );

	if ( glConfig2.vboVertexSkinningAvailable )
	{
		GLSL_SetUniform_VertexSkinning( &tr.genericShader, qfalse );
	}

	GLSL_SetUniform_DeformGen( &tr.genericShader, DGEN_NONE );
	GLSL_SetUniform_AlphaTest( &tr.genericShader, -1.0 );

	MatrixSetupTranslation( transformMatrix, backEnd.viewParms.orientation.origin[ 0 ], backEnd.viewParms.orientation.origin[ 1 ],
	                        backEnd.viewParms.orientation.origin[ 2 ] );
	MatrixMultiply( backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix );

	GL_LoadProjectionMatrix( backEnd.viewParms.projectionMatrix );
	GL_LoadModelViewMatrix( modelViewMatrix );

	GLSL_SetUniform_ModelMatrix( &tr.genericShader, backEnd.orientation.transformMatrix );
	GLSL_SetUniform_ModelViewProjectionMatrix( &tr.genericShader, glState.modelViewProjectionMatrix[ glState.stackIndex ] );

	GLSL_SetUniform_PortalClipping( &tr.genericShader, backEnd.viewParms.isPortal );

	if ( backEnd.viewParms.isPortal )
	{
		float plane[ 4 ];

		// clipping plane in world space
		plane[ 0 ] = backEnd.viewParms.portalPlane.normal[ 0 ];
		plane[ 1 ] = backEnd.viewParms.portalPlane.normal[ 1 ];
		plane[ 2 ] = backEnd.viewParms.portalPlane.normal[ 2 ];
		plane[ 3 ] = backEnd.viewParms.portalPlane.dist;

		GLSL_SetUniform_PortalPlane( &tr.genericShader, plane );
	}

	dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3)
	size = dist * 0.4;

	VectorScale( tr.sunDirection, dist, origin );
	PerpendicularVector( vec1, tr.sunDirection );
	CrossProduct( tr.sunDirection, vec1, vec2 );

	VectorScale( vec1, size, vec1 );
	VectorScale( vec2, size, vec2 );

	// farthest depth range
	glDepthRange( 1.0, 1.0 );

	// FIXME: use quad stamp
	Tess_Begin( Tess_StageIteratorGeneric, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum );
	VectorCopy( origin, temp );
	VectorSubtract( temp, vec1, temp );
	VectorSubtract( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorAdd( temp, vec1, temp );
	VectorSubtract( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorAdd( temp, vec1, temp );
	VectorAdd( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorSubtract( temp, vec1, temp );
	VectorAdd( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	tess.indexes[ tess.numIndexes++ ] = 0;
	tess.indexes[ tess.numIndexes++ ] = 1;
	tess.indexes[ tess.numIndexes++ ] = 2;
	tess.indexes[ tess.numIndexes++ ] = 0;
	tess.indexes[ tess.numIndexes++ ] = 2;
	tess.indexes[ tess.numIndexes++ ] = 3;

	Tess_End();

	// back to standard depth range
	glDepthRange( 0.0, 1.0 );

	GL_PopMatrix();
#endif
}
예제 #6
0
/*
==================
RB_RenderFlares

Because flares are simulating an occular effect, they should be drawn after
everything (all views) in the entire frame has been drawn.

Because of the way portals use the depth buffer to mark off areas, the
needed information would be lost after each view, so we are forced to draw
flares after each view.

The resulting artifact is that flares in mirrors or portals don't dim properly
when occluded by something in the main view, and portal flares that should
extend past the portal edge will be overwritten.
==================
*/
void RB_RenderFlares(void)
{
	flare_t        *f;
	flare_t       **prev;
	qboolean        draw;
	matrix_t        ortho;

	if(!r_flares->integer)
		return;

#if 0
	if(r_flareCoeff->modified)
	{
		if(r_flareCoeff->value == 0.0f)
			flareCoeff = atof("150");
		else
			flareCoeff = r_flareCoeff->value;

		r_flareCoeff->modified = qfalse;
	}
#endif

	// reset currentEntity to world so that any previously referenced entities don't have influence
	// on the rendering of these flares (i.e. RF_ renderer flags).
	backEnd.currentEntity = &tr.worldEntity;
	backEnd.orientation = backEnd.viewParms.world;
	GL_LoadModelViewMatrix(backEnd.viewParms.world.modelViewMatrix);

	if(tr.world != NULL)		// thx Thilo
	{
		RB_AddLightFlares();
	}

	// perform z buffer readback on each flare in this view
	draw = qfalse;
	prev = &r_activeFlares;
	while((f = *prev) != NULL)
	{
		// throw out any flares that weren't added last frame
		if(f->addedFrame < backEnd.viewParms.frameCount - 1)
		{
			*prev = f->next;
			f->next = r_inactiveFlares;
			r_inactiveFlares = f;
			continue;
		}

		// don't draw any here that aren't from this scene / portal
		f->drawIntensity = 0;
		if(f->frameSceneNum == backEnd.viewParms.frameSceneNum && f->inPortal == backEnd.viewParms.isPortal)
		{
			RB_TestFlare(f);

			if(f->drawIntensity)
			{
				draw = qtrue;
			}
			else
			{
				// this flare has completely faded out, so remove it from the chain
				*prev = f->next;
				f->next = r_inactiveFlares;
				r_inactiveFlares = f;
				continue;
			}
		}

		prev = &f->next;
	}

	if(!draw)
	{
		// none visible
		return;
	}

	if(backEnd.viewParms.isPortal)
	{
		qglDisable(GL_CLIP_PLANE0);
	}

	GL_CheckErrors();

	GL_PushMatrix();
	MatrixOrthogonalProjection(ortho, backEnd.viewParms.viewportX,
									backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
									backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
									-99999, 99999);
	GL_LoadProjectionMatrix(ortho);
	GL_LoadModelViewMatrix(matrixIdentity);


	for(f = r_activeFlares; f; f = f->next)
	{
		if(f->frameSceneNum == backEnd.viewParms.frameSceneNum && f->inPortal == backEnd.viewParms.isPortal && f->drawIntensity)
			RB_RenderFlare(f);
	}

	GL_PopMatrix();

	GL_CheckErrors();
}
예제 #7
0
파일: tr_sky.cpp 프로젝트: GenaSG/etlegacy
/*
** RB_DrawSun
*/
void RB_DrawSun(void)
{
	float    size;
	float    dist;
	vec3_t   origin, vec1, vec2;
	vec3_t   temp;
	matrix_t transformMatrix;
	matrix_t modelViewMatrix;

	if (!backEnd.skyRenderedThisView)
	{
		return;
	}
	if (!r_drawSun->integer)
	{
		return;
	}

#if defined(USE_D3D10)
	//TODO
#else
	GL_PushMatrix();

	gl_genericShader->DisableAlphaTesting();
	gl_genericShader->DisablePortalClipping();
	gl_genericShader->DisableVertexSkinning();
	gl_genericShader->DisableVertexAnimation();
	gl_genericShader->DisableDeformVertexes();
	gl_genericShader->DisableTCGenEnvironment();

	gl_genericShader->BindProgram();

	// set uniforms
	gl_genericShader->SetUniform_ColorModulate(CGEN_VERTEX, AGEN_VERTEX);
#endif

	MatrixSetupTranslation(transformMatrix, backEnd.viewParms.orientation.origin[0], backEnd.viewParms.orientation.origin[1], backEnd.viewParms.orientation.origin[2]);
	MatrixMultiplyMOD(backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix);

#if defined(USE_D3D10)
	//TODO
#else
	GL_LoadProjectionMatrix(backEnd.viewParms.projectionMatrix);
	GL_LoadModelViewMatrix(modelViewMatrix);

	gl_genericShader->SetUniform_ModelMatrix(backEnd.orientation.transformMatrix);
	gl_genericShader->SetUniform_ModelViewProjectionMatrix(glState.modelViewProjectionMatrix[glState.stackIndex]);

	gl_genericShader->SetPortalClipping(backEnd.viewParms.isPortal);
#endif
	if (backEnd.viewParms.isPortal)
	{
		float plane[4];

		// clipping plane in world space
		plane[0] = backEnd.viewParms.portalPlane.normal[0];
		plane[1] = backEnd.viewParms.portalPlane.normal[1];
		plane[2] = backEnd.viewParms.portalPlane.normal[2];
		plane[3] = backEnd.viewParms.portalPlane.dist;

#if defined(USE_D3D10)
		//TODO
#else
		gl_genericShader->SetUniform_PortalPlane(plane);
#endif
	}


	dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3)
	size = dist * 0.4;

	VectorScale(tr.sunDirection, dist, origin);
	PerpendicularVector(vec1, tr.sunDirection);
	CrossProduct(tr.sunDirection, vec1, vec2);

	VectorScale(vec1, size, vec1);
	VectorScale(vec2, size, vec2);

	// farthest depth range
#if defined(USE_D3D10)
	//TODO
#else
	glDepthRange(1.0, 1.0);
#endif

	// FIXME: use quad stamp
	Tess_Begin(Tess_StageIteratorGeneric, NULL, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum);
	VectorCopy(origin, temp);
	VectorSubtract(temp, vec1, temp);
	VectorSubtract(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 0;
	tess.texCoords[tess.numVertexes][1] = 0;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	VectorCopy(origin, temp);
	VectorAdd(temp, vec1, temp);
	VectorSubtract(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 0;
	tess.texCoords[tess.numVertexes][1] = 1;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	VectorCopy(origin, temp);
	VectorAdd(temp, vec1, temp);
	VectorAdd(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 1;
	tess.texCoords[tess.numVertexes][1] = 1;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	VectorCopy(origin, temp);
	VectorSubtract(temp, vec1, temp);
	VectorAdd(temp, vec2, temp);
	VectorCopy(temp, tess.xyz[tess.numVertexes]);
	tess.xyz[tess.numVertexes][3]       = 1;
	tess.texCoords[tess.numVertexes][0] = 1;
	tess.texCoords[tess.numVertexes][1] = 0;
	tess.texCoords[tess.numVertexes][2] = 0;
	tess.texCoords[tess.numVertexes][3] = 1;
	tess.colors[tess.numVertexes][0]    = 1;
	tess.colors[tess.numVertexes][1]    = 1;
	tess.colors[tess.numVertexes][2]    = 1;
	tess.numVertexes++;

	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 1;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 3;

	Tess_End();

	// back to normal depth range
#if defined(USE_D3D10)
	//TODO
#else
	glDepthRange(0.0, 1.0);

	GL_PopMatrix();
#endif
}