예제 #1
0
파일: tr_sky.c 프로젝트: brugal/wolfcamql
/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
	int clearBits = 0;

	if ( r_fastsky->integer ) {
		if (r_fastsky->integer == 2  &&  !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL)) {
			clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
			if (*r_fastSkyColor->string) {
				int v, tr, tg, tb;

				v = r_fastSkyColor->integer;
				tr = (v & 0xff0000) / 0x010000;
				tg = (v & 0x00ff00) / 0x000100;
				tb = (v & 0x0000ff) / 0x000001;

				qglClearColor((float)tr / 255.0, (float)tg / 255.0, (float)tb / 255.0, 1.0);
			} else {
				qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);	// FIXME: get color of sky
			}

			qglClear(clearBits);
		}

		return;
	}

	// go through all the polygons and project them onto
	// the sky box to see which blocks on each side need
	// to be drawn
	RB_ClipSkyPolygons( &tess );

	// r_showsky will let all the sky blocks be drawn in
	// front of everything to allow developers to see how
	// much sky is getting sucked in
	if ( r_showsky->integer ) {
		qglDepthRange( 0.0, 0.0 );
	} else {
		qglDepthRange( 1.0, 1.0 );
	}

	// draw the outer skybox
	if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

		qglPushMatrix ();
		GL_State( 0 );
		GL_Cull( CT_FRONT_SIDED );
		qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);

		DrawSkyBox( tess.shader );

		qglPopMatrix();
	}

	// generate the vertexes for all the clouds, which will be drawn
	// by the generic shader routine
	R_BuildCloudData( &tess );

	if (tess.numVertexes) {
		// yes, sky has cloud stages
		RB_StageIteratorGeneric();
	}

	// draw the inner skybox

	//FIXME not even done

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );

	// note that sky was drawn so we will draw a sun later
	backEnd.skyRenderedThisView = qtrue;
}
예제 #2
0
/*
** RB_DrawSun
*/
void RB_DrawSun( void ) {
	float		size;
	float		dist;
	vec3_t		origin, vec1, vec2;
	vec3_t		temp;

	if ( !backEnd.skyRenderedThisView ) {
		return;
	}
	if ( !r_drawSun->integer ) {
		return;
	}
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	qglTranslatef (backEnd.viewParms.ori.origin[0], backEnd.viewParms.ori.origin[1], backEnd.viewParms.ori.origin[2]);

	dist = 	backEnd.viewParms.zFar / 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
	qglDepthRange( 1.0, 1.0 );

	// FIXME: use quad stamp
	RB_BeginSurface( tr.sunShader, tess.fogNum );
		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		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;

	RB_EndSurface();

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );
}
예제 #3
0
void Sky_DrawCubeMap (r_modelsurf_t **mslist, int numms)
{
#if 0
    int i;
    msurface_t *surf;
    r_modelsurf_t *ms;
    qbool stateset = false;

    // cubemapped sky doesn't need depth clipping or other hackery, is always perfectly positioned, and never has bugs
    for (i = 0; i < numms; i++)
    {
        ms = mslist[i];

        if (!((surf = ms->surface)->flags & SURF_DRAWSKY)) continue;

        if (!stateset)
        {
            if (gl_support_arb_vertex_buffer_object)
            {
                GL_BindBuffer (GL_ARRAY_BUFFER_ARB, r_surfacevbo);

                GL_SetStreamSource (GLSTREAM_POSITION, 3, GL_FLOAT, sizeof (glvertex_t), (void *) (0));
                GL_SetStreamSource (GLSTREAM_TEXCOORD0, 3, GL_FLOAT, sizeof (glvertex_t), (void *) (0));
            }
            else
            {
                glvertex_t *base = (glvertex_t *) scratchbuf;

                GL_SetStreamSource (GLSTREAM_POSITION, 3, GL_FLOAT, sizeof (glvertex_t), base->v);
                GL_SetStreamSource (GLSTREAM_TEXCOORD0, 3, GL_FLOAT, sizeof (glvertex_t), base->v);
            }

            GL_SetStreamSource (GLSTREAM_COLOR, 0, GL_NONE, 0, NULL);
            GL_SetStreamSource (GLSTREAM_TEXCOORD1, 0, GL_NONE, 0, NULL);
            GL_SetStreamSource (GLSTREAM_TEXCOORD2, 0, GL_NONE, 0, NULL);

            R_BeginSurfaces ();

            // texmgr is fragile and can't handle cubemaps so we must do it manually
            qglBindTexture (GL_TEXTURE_2D, 0);
            qglDisable (GL_TEXTURE_2D);
            qglEnable (GL_TEXTURE_CUBE_MAP);
            qglBindTexture (GL_TEXTURE_CUBE_MAP, skyCubeTexture);

            qglMatrixMode (GL_TEXTURE);
            qglLoadIdentity ();
            qglTranslatef (-r_origin[0], -r_origin[1], -r_origin[2]);
            qglMatrixMode (GL_MODELVIEW);

            stateset = true;
        }

        R_BatchSurface (ms->surface, ms->matrix, ms->entnum);
    }

    if (stateset)
    {
        R_EndSurfaces ();

        qglMatrixMode (GL_TEXTURE);
        qglLoadIdentity ();
        qglMatrixMode (GL_MODELVIEW);

        // texmgr is fragile and can't handle cubemaps so we must do it manually
        qglBindTexture (GL_TEXTURE_CUBE_MAP, 0);
        qglDisable (GL_TEXTURE_CUBE_MAP);
        qglEnable (GL_TEXTURE_2D);

        // ensure that we bind a 2D texture here
        GL_BindTexture (GL_TEXTURE0_ARB, NULL);
    }
#endif
}
예제 #4
0
void
R_DrawAliasModel ( entity_t *e )
{
	int i;
	dmdl_t      *paliashdr;
	float an;
	vec3_t bbox [ 8 ];
	image_t     *skin;

	if ( !( e->flags & RF_WEAPONMODEL ) )
	{
		if ( R_CullAliasModel( bbox, e ) )
		{
			return;
		}
	}

	if ( e->flags & RF_WEAPONMODEL )
	{
		if ( gl_lefthand->value == 2 )
		{
			return;
		}
	}

	paliashdr = (dmdl_t *) currentmodel->extradata;

	/* get lighting information */
	if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
	{
		VectorClear( shadelight );

		if ( currententity->flags & RF_SHELL_HALF_DAM )
		{
			shadelight [ 0 ] = 0.56;
			shadelight [ 1 ] = 0.59;
			shadelight [ 2 ] = 0.45;
		}

		if ( currententity->flags & RF_SHELL_DOUBLE )
		{
			shadelight [ 0 ] = 0.9;
			shadelight [ 1 ] = 0.7;
		}

		if ( currententity->flags & RF_SHELL_RED )
		{
			shadelight [ 0 ] = 1.0;
		}

		if ( currententity->flags & RF_SHELL_GREEN )
		{
			shadelight [ 1 ] = 1.0;
		}

		if ( currententity->flags & RF_SHELL_BLUE )
		{
			shadelight [ 2 ] = 1.0;
		}
	}
	else if ( currententity->flags & RF_FULLBRIGHT )
	{
		for ( i = 0; i < 3; i++ )
		{
			shadelight [ i ] = 1.0;
		}
	}
	else
	{
		R_LightPoint( currententity->origin, shadelight );

		/* player lighting hack for communication back to server */
		if ( currententity->flags & RF_WEAPONMODEL )
		{
			/* pick the greatest component, which should be the same
			   as the mono value returned by software */
			if ( shadelight [ 0 ] > shadelight [ 1 ] )
			{
				if ( shadelight [ 0 ] > shadelight [ 2 ] )
				{
					gl_lightlevel->value = 150 * shadelight [ 0 ];
				}
				else
				{
					gl_lightlevel->value = 150 * shadelight [ 2 ];
				}
			}
			else
			{
				if ( shadelight [ 1 ] > shadelight [ 2 ] )
				{
					gl_lightlevel->value = 150 * shadelight [ 1 ];
				}
				else
				{
					gl_lightlevel->value = 150 * shadelight [ 2 ];
				}
			}
		}
	}

	if ( currententity->flags & RF_MINLIGHT )
	{
		for ( i = 0; i < 3; i++ )
		{
			if ( shadelight [ i ] > 0.1 )
			{
				break;
			}
		}

		if ( i == 3 )
		{
			shadelight [ 0 ] = 0.1;
			shadelight [ 1 ] = 0.1;
			shadelight [ 2 ] = 0.1;
		}
	}

	if ( currententity->flags & RF_GLOW )
	{
		/* bonus items will pulse with time */
		float scale;
		float min;

		scale = 0.1 * sin( r_newrefdef.time * 7 );

		for ( i = 0; i < 3; i++ )
		{
			min = shadelight [ i ] * 0.8;
			shadelight [ i ] += scale;

			if ( shadelight [ i ] < min )
			{
				shadelight [ i ] = min;
			}
		}
	}

	/* ir goggles color override */
	if ( r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE )
	{
		shadelight [ 0 ] = 1.0;
		shadelight [ 1 ] = 0.0;
		shadelight [ 2 ] = 0.0;
	}

	shadedots =
		r_avertexnormal_dots [ ( (int) ( currententity->angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ];

	an = currententity->angles [ 1 ] / 180 * M_PI;
	shadevector [ 0 ] = cos( -an );
	shadevector [ 1 ] = sin( -an );
	shadevector [ 2 ] = 1;
	VectorNormalize( shadevector );

	/* locate the proper data */
	c_alias_polys += paliashdr->num_tris;

	/* draw all the triangles */
	if ( currententity->flags & RF_DEPTHHACK ) /* hack the depth range to prevent view model from poking into walls */
	{
		qglDepthRange( gldepthmin, gldepthmin + 0.3 * ( gldepthmax - gldepthmin ) );
	}

	if ( ( currententity->flags & RF_WEAPONMODEL ) && ( gl_lefthand->value == 1.0F ) )
	{
		extern void R_MYgluPerspective ( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );

		qglMatrixMode( GL_PROJECTION );
		qglPushMatrix();
		qglLoadIdentity();
		qglScalef( -1, 1, 1 );
		R_MYgluPerspective( r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height,  4,  4096 );
		qglMatrixMode( GL_MODELVIEW );

		qglCullFace( GL_BACK );
	}

	qglPushMatrix();
	e->angles [ PITCH ] = -e->angles [ PITCH ];
	R_RotateForEntity( e );
	e->angles [ PITCH ] = -e->angles [ PITCH ];

	/* select skin */
	if ( currententity->skin )
	{
		skin = currententity->skin; /* custom player skin */
	}
	else
	{
		if ( currententity->skinnum >= MAX_MD2SKINS )
		{
			skin = currentmodel->skins [ 0 ];
		}
		else
		{
			skin = currentmodel->skins [ currententity->skinnum ];

			if ( !skin )
			{
				skin = currentmodel->skins [ 0 ];
			}
		}
	}

	if ( !skin )
	{
		skin = r_notexture; /* fallback... */
	}

	R_Bind( skin->texnum );

	/* draw it */
	qglShadeModel( GL_SMOOTH );

	R_TexEnv( GL_MODULATE );

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglEnable( GL_BLEND );
	}

	if ( ( currententity->frame >= paliashdr->num_frames ) ||
		 ( currententity->frame < 0 ) )
	{
		ri.Con_Printf( PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n",
				currentmodel->name, currententity->frame );
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( ( currententity->oldframe >= paliashdr->num_frames ) ||
		 ( currententity->oldframe < 0 ) )
	{
		ri.Con_Printf( PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n",
				currentmodel->name, currententity->oldframe );
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( !gl_lerpmodels->value )
	{
		currententity->backlerp = 0;
	}

	R_DrawAliasFrameLerp( paliashdr, currententity->backlerp );

	R_TexEnv( GL_REPLACE );
	qglShadeModel( GL_FLAT );

	qglPopMatrix();

	if ( ( currententity->flags & RF_WEAPONMODEL ) && ( gl_lefthand->value == 1.0F ) )
	{
		qglMatrixMode( GL_PROJECTION );
		qglPopMatrix();
		qglMatrixMode( GL_MODELVIEW );
		qglCullFace( GL_FRONT );
	}

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglDisable( GL_BLEND );
	}

	if ( currententity->flags & RF_DEPTHHACK )
	{
		qglDepthRange( gldepthmin, gldepthmax );
	}

	if ( gl_shadows->value &&
		 !( currententity->flags & ( RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW ) ) )
	{
		qglPushMatrix();

		/* don't rotate shadows on ungodly axes */
		qglTranslatef( e->origin [ 0 ], e->origin [ 1 ], e->origin [ 2 ] );
		qglRotatef( e->angles [ 1 ], 0, 0, 1 );

		qglDisable( GL_TEXTURE_2D );
		qglEnable( GL_BLEND );
		qglColor4f( 0, 0, 0, 0.5f );
		R_DrawAliasShadow( paliashdr, currententity->frame );
		qglEnable( GL_TEXTURE_2D );
		qglDisable( GL_BLEND );
		qglPopMatrix();
	}

	qglColor4f( 1, 1, 1, 1 );
}
예제 #5
0
파일: sky.c 프로젝트: icanhas/yantar
/*
** RB_DrawSun
*/
void
RB_DrawSun(void)
{
	float size;
	float dist;
	Vec3	origin, vec1, vec2;
	Vec3	temp;

	if(!backEnd.skyRenderedThisView){
		return;
	}
	if(!r_drawSun->integer){
		return;
	}
	qglLoadMatrixf(backEnd.viewParms.world.modelMatrix);
	qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1],
		backEnd.viewParms.or.origin[2]);

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

	scalev3(tr.sunDirection, dist, origin);
	perpv3(vec1, tr.sunDirection);
	crossv3(tr.sunDirection, vec1, vec2);

	scalev3(vec1, size, vec1);
	scalev3(vec2, size, vec2);

	/* farthest depth range */
	qglDepthRange(1.0, 1.0);

	/* FIXME: use quad stamp */
	RB_BeginSurface(tr.sunShader, tess.fogNum);
	copyv3(origin, temp);
	subv3(temp, vec1, temp);
	subv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 0;
	tess.texCoords[tess.numVertexes][0][1]	= 0;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	tess.numVertexes++;

	copyv3(origin, temp);
	addv3(temp, vec1, temp);
	subv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 0;
	tess.texCoords[tess.numVertexes][0][1]	= 1;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	tess.numVertexes++;

	copyv3(origin, temp);
	addv3(temp, vec1, temp);
	addv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 1;
	tess.texCoords[tess.numVertexes][0][1]	= 1;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	tess.numVertexes++;

	copyv3(origin, temp);
	subv3(temp, vec1, temp);
	addv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 1;
	tess.texCoords[tess.numVertexes][0][1]	= 0;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	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;

	RB_EndSurface();

	/* back to normal depth range */
	qglDepthRange(0.0, 1.0);
}
예제 #6
0
void R_DrawSkyBox (void)
{
	int		i;

#if 0
qglEnable (GL_BLEND);
GL_TexEnv( GL_MODULATE );
qglColor4f (1,1,1,0.5);
qglDisable (GL_DEPTH_TEST);
#endif

	// jkrige - skybox
	qglDisable (GL_DEPTH_TEST);
	/*if (skyrotate)
	{	// check for no sky at all
		for (i=0 ; i<6 ; i++)
			if (skymins[0][i] < skymaxs[0][i]
			&& skymins[1][i] < skymaxs[1][i])
				break;
		if (i == 6)
			return;		// nothing visible
	}*/
	// jkrige - skybox

qglPushMatrix ();
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
qglRotatef (r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);

	for (i=0 ; i<6 ; i++)
	{
		// jkrige - skybox
		/*if (skyrotate)
		{	// hack, forces full sky to draw when rotating
			skymins[0][i] = -1;
			skymins[1][i] = -1;
			skymaxs[0][i] = 1;
			skymaxs[1][i] = 1;
		}

		if (skymins[0][i] >= skymaxs[0][i]
		|| skymins[1][i] >= skymaxs[1][i])
			continue;*/
		// jkrige - skybox

		GL_Bind (sky_images[skytexorder[i]]->texnum);

		qglBegin (GL_QUADS);
		// jkrige - skybox
		MakeSkyVec (-1, -1, i);
		MakeSkyVec (-1, 1, i);
		MakeSkyVec (1, 1, i);
		MakeSkyVec (1, -1, i);
		//MakeSkyVec (skymins[0][i], skymins[1][i], i);
		//MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
		//MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
		//MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
		// jkrige - skybox
		qglEnd ();
	}
qglPopMatrix ();
#if 0
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,0.5);
glEnable (GL_DEPTH_TEST);
#endif

	// jkrige - skybox
	qglEnable (GL_DEPTH_TEST);
	// jkrige - skybox
}
예제 #7
0
파일: tr_sky.c 프로젝트: chegestar/omni-bot
/*
==============
RB_DrawSun
	(SA) FIXME: sun should render behind clouds, so passing dark areas cover it up
==============
*/
void RB_DrawSun( void ) {
	float size;
	float dist;
	vec3_t origin, vec1, vec2;
	vec3_t temp;
	byte color[4];

	if ( !tr.sunShader ) {
		return;
	}

	if ( !backEnd.skyRenderedThisView ) {
		return;
	}
	if ( !r_drawSun->integer ) {
		return;
	}
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] );

	dist =  backEnd.viewParms.zFar / 1.75;      // div sqrt(3)

	// (SA) shrunk the size of the sun
	size = dist * 0.2;

	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
	qglDepthRange( 1.0, 1.0 );

	color[0] = color[1] = color[2] = color[3] = 255;

	// (SA) simpler sun drawing
	RB_BeginSurface( tr.sunShader, tess.fogNum );

	RB_AddQuadStamp( origin, vec1, vec2, color );
/*
		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		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;
*/
	RB_EndSurface();


	if ( r_drawSun->integer > 1 ) { // draw flare effect
		// (SA) FYI:	This is cheezy and was only a test so far.
		//				If we decide to use the flare business I will /definatly/ improve all this

		// get a point a little closer
		dist = dist * 0.7;
		VectorScale( tr.sunDirection, dist, origin );

		// and make the flare a little smaller
		VectorScale( vec1, 0.5f, vec1 );
		VectorScale( vec2, 0.5f, vec2 );

		// add the vectors to give an 'off angle' result
		VectorAdd( tr.sunDirection, backEnd.viewParms.or.axis[0], temp );
		VectorNormalize( temp );

		// amplify the result
		origin[0] += temp[0] * 500.0;
		origin[1] += temp[1] * 500.0;
		origin[2] += temp[2] * 500.0;

		// (SA) FIXME: todo: flare effect should render last (on top of everything else) and only when sun is in view (sun moving out of camera past degree n should start to cause flare dimming until view angle to sun is off by angle n + x.

		// draw the flare
		RB_BeginSurface( tr.sunflareShader[0], tess.fogNum );
		RB_AddQuadStamp( origin, vec1, vec2, color );
		RB_EndSurface();
	}

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );
}
예제 #8
0
파일: tr_sky.c 프로젝트: chegestar/omni-bot
/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
	if ( r_fastsky->integer ) {
		return;
	}

	// when portal sky exists, only render skybox for the portal sky scene
	if ( skyboxportal && !( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) ) {
		return;
	}

	// does the current fog require fastsky?
	if ( backEnd.viewParms.glFog.registered ) {
		if ( !backEnd.viewParms.glFog.drawsky ) {
			return;
		}
	} else if ( glfogNum > FOG_NONE )      {
		if ( !glfogsettings[FOG_CURRENT].drawsky ) {
			return;
		}
	}


	backEnd.refdef.rdflags |= RDF_DRAWINGSKY;


	// go through all the polygons and project them onto
	// the sky box to see which blocks on each side need
	// to be drawn
	RB_ClipSkyPolygons( &tess );

	// r_showsky will let all the sky blocks be drawn in
	// front of everything to allow developers to see how
	// much sky is getting sucked in
	if ( r_showsky->integer ) {
		qglDepthRange( 0.0, 0.0 );
	} else {
		qglDepthRange( 1.0, 1.0 );
	}

	// draw the outer skybox
	if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

		qglPushMatrix();
		GL_State( 0 );
		qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] );

		DrawSkyBox( tess.shader );

		qglPopMatrix();
	}

	// generate the vertexes for all the clouds, which will be drawn
	// by the generic shader routine
	R_BuildCloudData( &tess );

	RB_StageIteratorGeneric();

	// draw the inner skybox
	// Rafael - drawing inner skybox
	if ( tess.shader->sky.innerbox[0] && tess.shader->sky.innerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

		qglPushMatrix();
		GL_State( 0 );
		qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] );

		DrawSkyBoxInner( tess.shader );

		qglPopMatrix();
	}
	// Rafael - end

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );

	backEnd.refdef.rdflags &= ~RDF_DRAWINGSKY;

	// note that sky was drawn so we will draw a sun later
	backEnd.skyRenderedThisView = qtrue;
}
예제 #9
0
void CCamWnd::Cam_Draw()
{
	brush_t	*brush;
	face_t	*face;
	float	screenaspect;
	float	yfov;
	double	start, end;
	int		i;

	/*
  FILE *f = fopen("g:/nardo/raduffy/editorhack.dat", "w");
  if (f != NULL) {
    fwrite(&m_Camera.origin[0], sizeof(float), 1, f);
    fwrite(&m_Camera.origin[1], sizeof(float), 1, f);
    fwrite(&m_Camera.origin[2], sizeof(float), 1, f);
		fwrite(&m_Camera.angles[PITCH], sizeof(float), 1, f);
		fwrite(&m_Camera.angles[YAW], sizeof(float), 1, f);
    fclose(f);
  }
	*/
	
	if (!active_brushes.next)
		return;	// not valid yet
	
	if (m_Camera.timing)
		start = Sys_DoubleTime ();
	
	//
	// clear
	//
	QE_CheckOpenGLForErrors();
	
	qglViewport(0, 0, m_Camera.width, m_Camera.height);
	qglScissor(0, 0, m_Camera.width, m_Camera.height);
	qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
		g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
		g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);
	qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	//
	// set up viewpoint
	//
	vec5_t lightPos;
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglEnable(GL_LIGHTING);
		//qglEnable(GL_LIGHT0);
		
		lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
		lightPos[3] = 1.0;
		qglLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightPos);
		//qglLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
		//lightPos[0] = lightPos[1] = lightPos[2] = 3.5;
    //qglLightfv(GL_LIGHT0, GL_AMBIENT, lightPos);
	}
	else
	{
		qglDisable(GL_LIGHTING);
	}
	
	qglMatrixMode(GL_PROJECTION);
	qglLoadIdentity ();
	
	screenaspect = (float)m_Camera.width / m_Camera.height;
	yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;
	qgluPerspective (yfov,  screenaspect,  2,  8192);
	
	qglRotatef (-90,  1, 0, 0);	    // put Z going up
	qglRotatef (90,  0, 0, 1);	    // put Z going up
	qglRotatef (m_Camera.angles[0],  0, 1, 0);
	qglRotatef (-m_Camera.angles[1],  0, 0, 1);
	qglTranslatef (-m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2]);
	
	Cam_BuildMatrix ();
	
	
	//if (m_Camera.draw_mode == cd_light)
	//{
//	if (g_PrefsDlg.m_bGLLighting)
//	{
//		VectorCopy(m_Camera.origin, lightPos);
//		lightPos[3] = 1;
//		qglLightfv(GL_LIGHT0, GL_POSITION, lightPos);
//	}
	//}
	
	InitCull ();
	
	//
	// draw stuff
	//
	GLfloat lAmbient[] = {1.0, 1.0, 1.0, 1.0};
	
	switch (m_Camera.draw_mode)
	{
	case cd_wire:
		qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_TEXTURE_1D);
		qglDisable(GL_BLEND);
		qglDisable(GL_DEPTH_TEST);
		qglColor3f(1.0, 1.0, 1.0);
		//		qglEnable (GL_LINE_SMOOTH);
		break;
		
	case cd_solid:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_texture:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglEnable(GL_TEXTURE_2D);
		qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_blend:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglEnable(GL_TEXTURE_2D);
		qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		qglDisable(GL_DEPTH_TEST);
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		break;
	}
	
	qglMatrixMode(GL_TEXTURE);
	
	m_nNumTransBrushes = 0;
	
	for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
	{
		//DrawLightRadius(brush);
		
		if (CullBrush (brush))
			continue;
		
		if (FilterBrush (brush))
			continue;
		
		if ((brush->brush_faces->texdef.flags & (SURF_TRANS33 | SURF_TRANS66)) || (brush->brush_faces->d_texture->bFromShader && brush->brush_faces->d_texture->fTrans != 1.0))
		{
			m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
		} 
		else 
		{
			//--      if (brush->patchBrush)
			//--			  m_TransBrushes [ m_nNumTransBrushes++ ] = brush;
			//--      else
			Brush_Draw(brush);
		}
		
		
	}
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglDisable (GL_LIGHTING);
	}
	
	//
	//qglDepthMask ( 0 ); // Don't write to depth buffer
	qglEnable ( GL_BLEND );
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	for ( i = 0; i < m_nNumTransBrushes; i++ ) 
		Brush_Draw (m_TransBrushes[i]);
	
	//qglDepthMask ( 1 ); // Ok, write now
	
	qglMatrixMode(GL_PROJECTION);
	
	//
	// now draw selected brushes
	//
	
	if (g_PrefsDlg.m_bGLLighting)
	{
		qglEnable (GL_LIGHTING);
	}
	
	qglTranslatef (g_qeglobals.d_select_translate[0], g_qeglobals.d_select_translate[1], g_qeglobals.d_select_translate[2]);
	qglMatrixMode(GL_TEXTURE);
	
	brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
	// draw normally
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		//DrawLightRadius(brush);
		//if (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint)
		//  continue;
		
		Brush_Draw(brush);
	}
	
	// blend on top
	qglMatrixMode(GL_PROJECTION);
	
	
	qglDisable (GL_LIGHTING);
	qglColor4f(1.0, 0.0, 0.0, 0.3);
	qglEnable (GL_BLEND);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	qglDisable (GL_TEXTURE_2D);
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		if ( (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) || 
			(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint) )
			continue;
		
		for (face=brush->brush_faces ; face ; face=face->next)
			Face_Draw( face );
	}
	
 
  int nCount = g_ptrSelectedFaces.GetSize();
	if (nCount > 0)
  {
    for (int i = 0; i < nCount; i++)
    {
      face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));
		  Face_Draw(selFace);
    }
  }
		
	// non-zbuffered outline
	
	qglDisable (GL_BLEND);
	qglDisable (GL_DEPTH_TEST);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	qglColor3f (1, 1, 1);
	for (brush = pList->next ; brush != pList ; brush=brush->next)
	{
		if (g_qeglobals.dontDrawSelectedOutlines || (brush->patchBrush && g_qeglobals.d_select_mode == sel_curvepoint) ||
			(brush->terrainBrush && g_qeglobals.d_select_mode == sel_terrainpoint))
			continue;
		
		for (face=brush->brush_faces ; face ; face=face->next)
			Face_Draw( face );
	}
	
	
	// edge / vertex flags
	
	if (g_qeglobals.d_select_mode == sel_vertex)
	{
		qglPointSize (4);
		qglColor3f (0,1,0);
		qglBegin (GL_POINTS);
		for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
			qglVertex3fv (g_qeglobals.d_points[i]);
		qglEnd ();
		qglPointSize (1);
	}
	else if (g_qeglobals.d_select_mode == sel_edge)
	{
		float	*v1, *v2;
		
		qglPointSize (4);
		qglColor3f (0,0,1);
		qglBegin (GL_POINTS);
		for (i=0 ; i<g_qeglobals.d_numedges ; i++)
		{
			v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
			v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
			qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
		}
		qglEnd ();
		qglPointSize (1);
	}
	
	
	g_splineList->draw(static_cast<qboolean>(g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint));
	if (g_qeglobals.selectObject && (g_qeglobals.d_select_mode == sel_addpoint || g_qeglobals.d_select_mode == sel_editpoint)) {
		g_qeglobals.selectObject->drawSelection();
	}

	//
	// draw pointfile
	//

	qglEnable(GL_DEPTH_TEST);
	

	DrawPathLines ();
	
	
	
	if (g_qeglobals.d_pointfile_display_list)
	{
		Pointfile_Draw();
		//		glCallList (g_qeglobals.d_pointfile_display_list);
	}
	
	// bind back to the default texture so that we don't have problems
	// elsewhere using/modifying texture maps between contexts
	qglBindTexture( GL_TEXTURE_2D, 0 );
	
#if 0
	// area selection hack
	if (g_qeglobals.d_select_mode == sel_area)
	{
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		qglColor4f(0.0, 0.0, 1.0, 0.25);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglRectfv(g_qeglobals.d_vAreaTL, g_qeglobals.d_vAreaBR);
		qglDisable (GL_BLEND);
	}
#endif
	
	qglFinish();
	QE_CheckOpenGLForErrors();
	//	Sys_EndWait();
	if (m_Camera.timing)
	{
		end = Sys_DoubleTime ();
		Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
	}
}
예제 #10
0
파일: gl_world.c 프로젝트: Bad-ptr/q2pro
void GL_DrawBspModel( mmodel_t *model ) {
    mface_t *face;
    int count, mask = 0;
    vec3_t bounds[2];
    vec_t dot;
    vec3_t transformed, temp;
    entity_t *ent = glr.ent;
    glCullResult_t cull;

    if( glr.entrotated ) {
        cull = GL_CullSphere( ent->origin, model->radius );
        if( cull == CULL_OUT ) {
            c.spheresCulled++;
            return;
        }
        if( cull == CULL_CLIP ) {
            VectorCopy( model->mins, bounds[0] );
            VectorCopy( model->maxs, bounds[1] );
            cull = GL_CullLocalBox( ent->origin, bounds );
            if( cull == CULL_OUT ) {
                c.rotatedBoxesCulled++;
                return;
            }
        }
        VectorSubtract( glr.fd.vieworg, ent->origin, temp );
        transformed[0] = DotProduct( temp, glr.entaxis[0] );
        transformed[1] = DotProduct( temp, glr.entaxis[1] );
        transformed[2] = DotProduct( temp, glr.entaxis[2] );
    } else {
        VectorAdd( model->mins, ent->origin, bounds[0] );
        VectorAdd( model->maxs, ent->origin, bounds[1] );
        cull = GL_CullBox( bounds );
        if( cull == CULL_OUT ) {
            c.boxesCulled++;
            return;
        }
        VectorSubtract( glr.fd.vieworg, ent->origin, transformed );
        if( VectorEmpty( ent->origin ) && model->drawframe != glr.drawframe ) {
            mask = SURF_TRANS33|SURF_TRANS66;
        }
    }

    // protect against infinite loop if the same inline model
    // with alpha faces is referenced by multiple entities
    model->drawframe = glr.drawframe;

#if USE_DLIGHTS
    glr.dlightframe++;
    if( gl_dynamic->integer == 1 ) {
        GL_TransformLights( model );
    }
#endif

    if( gl_dynamic->integer ) {
        GL_BeginLights();
    }

    qglPushMatrix();
    qglTranslatef( ent->origin[0], ent->origin[1], ent->origin[2] );
    if( glr.entrotated ) {
        qglRotatef( ent->angles[YAW],   0, 0, 1 );
        qglRotatef( ent->angles[PITCH], 0, 1, 0 );
        qglRotatef( ent->angles[ROLL],  1, 0, 0 );
    }

    // draw visible faces
    // FIXME: go by headnode instead?
    face = model->firstface;
    count = model->numfaces;
    while( count-- ) {
        dot = PlaneDiffFast( transformed, face->plane );
        if( BSP_CullFace( face, dot ) ) {
            c.facesCulled++;
        } else if( face->drawflags & mask ) {
            // FIXME: alpha faces are not supported
            // on rotated or translated inline models
            GL_AddAlphaFace( face );
        } else {
            GL_AddSolidFace( face );
        }
        face++;
    }

    if( gl_dynamic->integer ) {
        GL_EndLights();
    }

    GL_DrawSolidFaces();

    qglPopMatrix();
}
void CRainSystem::Render(void)
{
	int			i;
	SParticle	*item;
	vec4_t		forward, down, left;
	vec3_t		pos;
//	float		percent;
	float		radius;

	CWorldEffectsSystem::Render();

	if (mFadeAlpha <= 0.0)
	{
		return;
	}

	VectorScale(backEnd.viewParms.or.axis[0], 1, forward);		// forward
	VectorScale(backEnd.viewParms.or.axis[1], 0.2f, left);		// left
	down[0] = 0 - mWindDirection[0] * mRainHeight * mWindAngle;
	down[1] = 0 - mWindDirection[1] * mRainHeight * mWindAngle;
	down[2] = -mRainHeight;

	GL_Bind(mImage);

	GL_State(GLS_ALPHA);
	qglEnable(GL_TEXTURE_2D);
	qglDisable(GL_CULL_FACE);

	qglMatrixMode(GL_MODELVIEW);
	qglPushMatrix();
    qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1],  backEnd.viewParms.or.origin[2]);

	item = mRainList;
	qglBegin(GL_TRIANGLES );
	for(i=mMaxRain;i;i--)
	{
/*		percent = (item->pos[1] -(-20.0)) / (20.0 - (-20.0));
		percent *= forward[2];
		if (percent < 0.0)
		{
			radius = 10 * (percent + 1.0);
		}
		else
		{
			radius = 10 * (1.0 - percent);
		}*/
		radius = item->pos[1];
		if (item->pos[2] < 0.0)
		{
//			radius *= 1.0 - (item->pos[2] / 40.0);
			float alpha = mAlpha * (item->pos[1] / -item->pos[2]);

			if (alpha > mAlpha)
			{
				alpha = mAlpha;
			}
			qglColor4f(1.0, 1.0, 1.0, alpha * mFadeAlpha);
		}
		else
		{
			qglColor4f(1.0, 1.0, 1.0, mAlpha * mFadeAlpha);
//			radius *= 1.0 + (item->pos[2] / 20.0);
		}

		pos[0] = sin(item->pos[0]) * radius + (item->pos[2] * mWindDirection[0] * mWindAngle);
		pos[1] = cos(item->pos[0]) * radius + (item->pos[2] * mWindDirection[1] * mWindAngle);
		pos[2] = item->pos[2];

		qglTexCoord2f(1.0, 0.0);
		qglVertex3f(pos[0],
					pos[1],
					pos[2]);

		qglTexCoord2f(0.0, 0.0);
		qglVertex3f(pos[0] + left[0],
					pos[1] + left[1],
					pos[2] + left[2]);
		
		qglTexCoord2f(0.0, 1.0);
		qglVertex3f(pos[0] + down[0] + left[0],
					pos[1] + down[1] + left[1],
					pos[2] + down[2] + left[2]);
		item++;
	}
	qglEnd();

	qglEnable(GL_CULL_FACE);

	qglPopMatrix();
}
예제 #12
0
/*
=============
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->numUnfoggedPasses )
	{
		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 );
#ifdef _XBOX
			qglBeginEXT( GL_QUADS, 4, 0, 0, 4, 0);
#else
			qglBegin( GL_QUADS );
#endif
				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);
}
예제 #13
0
/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void )
{
	if ( g_bRenderGlowingObjects )
		return;

	if ( r_fastsky->integer ) {
		return;
	}

	if (skyboxportal && !(backEnd.refdef.rdflags & RDF_SKYBOXPORTAL))
	{
		return;
	}

	// go through all the polygons and project them onto
	// the sky box to see which blocks on each side need
	// to be drawn
	RB_ClipSkyPolygons( &tess );

	// r_showsky will let all the sky blocks be drawn in
	// front of everything to allow developers to see how
	// much sky is getting sucked in
	if ( r_showsky->integer ) {
		qglDepthRange( 0.0, 0.0 );
	} else {
#ifdef _XBOX
		qglDepthRange( 0.99, 1.0 );
#else
		qglDepthRange( 1.0, 1.0 );
#endif
	}

	// draw the outer skybox
	if ( tess.shader->sky->outerbox[0] && tess.shader->sky->outerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
		
		qglPushMatrix ();
		GL_State( 0 );
		qglTranslatef (backEnd.viewParms.ori.origin[0], backEnd.viewParms.ori.origin[1], backEnd.viewParms.ori.origin[2]);

		DrawSkyBox( tess.shader );

		qglPopMatrix();
	}

	// generate the vertexes for all the clouds, which will be drawn
	// by the generic shader routine
	R_BuildCloudData( &tess );

	if (tess.numIndexes && tess.numVertexes)
	{
		RB_StageIteratorGeneric();
	}

	// draw the inner skybox


	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );

	// note that sky was drawn so we will draw a sun later
	backEnd.skyRenderedThisView = qtrue;
}