예제 #1
0
/**
 * @brief RB_ExecuteRenderCommands
 * @param[in] data
 */
void RB_ExecuteRenderCommands(const void *data)
{
	int t1, t2;

	t1 = ri.Milliseconds();

	while (1)
	{
		switch (*( const int * ) data)
		{
		case RC_SET_COLOR:
			data = RB_SetColor(data);
			break;
		case RC_STRETCH_PIC:
			data = RB_StretchPic(data);
			break;
		case RC_2DPOLYS:
			data = RB_Draw2dPolys(data);
			break;
		case RC_ROTATED_PIC:
			data = RB_RotatedPic(data);
			break;
		case RC_STRETCH_PIC_GRADIENT:
			data = RB_StretchPicGradient(data);
			break;
		case RC_DRAW_SURFS:
			data = RB_DrawSurfs(data);
			break;
		case RC_DRAW_BUFFER:
			data = RB_DrawBuffer(data);
			break;
		case RC_SWAP_BUFFERS:
			data = RB_SwapBuffers(data);
			break;
		case RC_SCREENSHOT:
			data = RB_TakeScreenshotCmd(data);
			break;
		case RC_VIDEOFRAME:
			data = RB_TakeVideoFrameCmd(data);
			break;
		case RC_RENDERTOTEXTURE:
			data = RB_RenderToTexture(data);
			break;
		case RC_FINISH:
			data = RB_Finish(data);
			break;
		case RC_END_OF_LIST:
		default:
			// stop rendering on this thread
			t2              = ri.Milliseconds();
			backEnd.pc.msec = t2 - t1;
			return;
		}
	}
}
예제 #2
0
/*
====================
RB_ExecuteRenderCommands

This function will be called synchronously if running without
smp extensions, or asynchronously by another thread.
====================
*/
void RB_ExecuteRenderCommands( const void *data )
{
	int t1, t2;

	t1 = ri.Milliseconds();

	if ( !r_smp->integer || data == backEndData[ 0 ]->commands.cmds )
	{
		backEnd.smpFrame = 0;
	}
	else
	{
		backEnd.smpFrame = 1;
	}

	while ( 1 )
	{
		switch ( * ( const int * ) data )
		{
			case RC_SET_COLOR:
				data = RB_SetColor( data );
				break;

			case RC_STRETCH_PIC:
				data = RB_StretchPic( data );
				break;

			case RC_2DPOLYS:
				data = RB_Draw2dPolys( data );
				break;

			case RC_ROTATED_PIC:
				data = RB_RotatedPic( data );
				break;

			case RC_STRETCH_PIC_GRADIENT:
				data = RB_StretchPicGradient( data );
				break;

			case RC_DRAW_SURFS:
				data = RB_DrawSurfs( data );
				break;

			case RC_RUN_VISTESTS:
				data = RB_RunVisTests( data );
				break;

			case RC_DRAW_BUFFER:
				data = RB_DrawBuffer( data );
				break;

			case RC_SWAP_BUFFERS:
				data = RB_SwapBuffers( data );
				break;

			case RC_VIDEOFRAME:
				data = RB_TakeVideoFrameCmd( data );
				break;

				//bani
			case RC_RENDERTOTEXTURE:
				data = RB_RenderToTexture( data );
				break;

				//bani
			case RC_FINISH:
				data = RB_Finish( data );
				break;

			case RC_END_OF_LIST:
			default:
				// stop rendering on this thread
				t2 = ri.Milliseconds();
				backEnd.pc.msec = t2 - t1;
				return;
		}
	}
}
예제 #3
0
파일: r_scene.c 프로젝트: MGXRace/racesow
/*
* R_RenderScene
*/
void R_RenderScene( const refdef_t *fd )
{
	int fbFlags = 0;
	int ppFrontBuffer = 0;
	image_t *ppSource;

	if( r_norefresh->integer )
		return;

	R_Set2DMode( false );

	RB_SetTime( fd->time );

	if( !( fd->rdflags & RDF_NOWORLDMODEL ) )
		rsc.refdef = *fd;

	rn.refdef = *fd;
	if( !rn.refdef.minLight ) {
		rn.refdef.minLight = 0.1f;
	}

	fd = &rn.refdef;

	rn.renderFlags = RF_NONE;

	rn.farClip = R_DefaultFarClip();
	rn.clipFlags = 15;
	if( rsh.worldModel && !( fd->rdflags & RDF_NOWORLDMODEL ) && rsh.worldBrushModel->globalfog )
		rn.clipFlags |= 16;
	rn.meshlist = &r_worldlist;
	rn.portalmasklist = &r_portalmasklist;
	rn.shadowBits = 0;
	rn.dlightBits = 0;
	rn.shadowGroup = NULL;

	fbFlags = 0;
	rn.fbColorAttachment = rn.fbDepthAttachment = NULL;
	
	if( !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
		if( r_soft_particles->integer && ( rsh.screenTexture != NULL ) ) {
			rn.fbColorAttachment = rsh.screenTexture;
			rn.fbDepthAttachment = rsh.screenDepthTexture;
			rn.renderFlags |= RF_SOFT_PARTICLES;
			fbFlags |= 1;
		}

		if( rsh.screenPPCopies[0] && rsh.screenPPCopies[1] ) {
			int oldFlags = fbFlags;
			shader_t *cc = rn.refdef.colorCorrection;

			if( r_fxaa->integer ) {
				fbFlags |= 2;
			}

			if( cc && cc->numpasses > 0 && cc->passes[0].images[0] && cc->passes[0].images[0] != rsh.noTexture ) {
				fbFlags |= 4;
			}

			if( fbFlags != oldFlags ) {
				if( !rn.fbColorAttachment ) {
					rn.fbColorAttachment = rsh.screenPPCopies[0];
					ppFrontBuffer = 1;
				}
			}
		}
	}

	ppSource = rn.fbColorAttachment;

	// clip new scissor region to the one currently set
	Vector4Set( rn.scissor, fd->scissor_x, fd->scissor_y, fd->scissor_width, fd->scissor_height );
	Vector4Set( rn.viewport, fd->x, fd->y, fd->width, fd->height );
	VectorCopy( fd->vieworg, rn.pvsOrigin );
	VectorCopy( fd->vieworg, rn.lodOrigin );

	if( gl_finish->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) )
		RB_Finish();

	R_BindFrameBufferObject( 0 );

	R_BuildShadowGroups();

	R_RenderView( fd );

	R_RenderDebugSurface( fd );

	R_RenderDebugBounds();

	R_BindFrameBufferObject( 0 );

	R_Set2DMode( true );

	// blit and blend framebuffers in proper order

	if( fbFlags == 1 ) {
		// only blit soft particles directly when we don't have any other post processing
		// otherwise use the soft particles FBO as the base texture on the next layer
		// to avoid wasting time on resolves and the fragment shader to blit to a temp texture
		R_BlitTextureToScrFbo( fd,
			ppSource, 0,
			GLSL_PROGRAM_TYPE_NONE,
			colorWhite, 0,
			0, NULL );
	}
	fbFlags &= ~1;

	// apply FXAA
	if( fbFlags & 2 ) {
		image_t *dest;

		fbFlags &= ~2;
		dest = fbFlags ? rsh.screenPPCopies[ppFrontBuffer] : NULL;

		R_BlitTextureToScrFbo( fd,
			ppSource, dest ? dest->fbo : 0,
			GLSL_PROGRAM_TYPE_FXAA,
			colorWhite, 0,
			0, NULL );

		ppFrontBuffer ^= 1;
		ppSource = dest;
	}

	// apply color correction
	if( fbFlags & 4 ) {
		image_t *dest;

		fbFlags &= ~4;
		dest = fbFlags ? rsh.screenPPCopies[ppFrontBuffer] : NULL;

		R_BlitTextureToScrFbo( fd,
			ppSource, dest ? dest->fbo : 0,
			GLSL_PROGRAM_TYPE_COLORCORRECTION,
			colorWhite, 0,
			1, &( rn.refdef.colorCorrection->passes[0].images[0] ) );
	}
}