Exemplo n.º 1
0
/*
** RB_EndSurface
*/
void RB_EndSurface( void ) {
	shaderCommands_t *input;

	input = &tess;

	if (input->numIndexes == 0) {
		return;
	}

	if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
		ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
	}	
	if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
		ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit");
	}

	if ( tess.shader == tr.shadowShader ) {
		RB_ShadowTessEnd();
		return;
	}

	// for debugging of sort order issues, stop rendering after a given sort value
	if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) {
		return;
	}

	//
	// update performance counters
	//
	backEnd.pc.c_shaders++;
	backEnd.pc.c_vertexes += tess.numVertexes;
	backEnd.pc.c_indexes += tess.numIndexes;
	backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses;

	//
	// call off to shader specific tess end function
	//
	tess.currentStageIteratorFunc();

	//
	// draw debugging stuff
	//
	if ( r_showtris->integer ) {
		DrawTris (input);
	}
	if ( r_shownormals->integer ) {
		DrawNormals (input);
	}
	if ( r_showbboxes->integer ) {
		DrawBBoxes (input);
	}
	// clear shader so we can tell we don't have any unclosed surfaces
	tess.numIndexes = 0;

	GLimp_LogComment( "----------\n" );
}
Exemplo n.º 2
0
static void
DrawBBoxes(R3Scene *scene, R3SceneNode *node)
{
  // Draw node bounding box
  node->BBox().Outline();

  // Push transformation
  node->Transformation().Push();

  // Draw children bboxes
  for (int i = 0; i < node->NChildren(); i++) {
    R3SceneNode *child = node->Child(i);
    DrawBBoxes(scene, child);
  }

  // Pop transformation
  node->Transformation().Pop();
}
Exemplo n.º 3
0
void GLUTRedraw(void)
{
  // Check scene
  if (!scene) return;

  // Set viewing transformation
  viewer->Camera().Load();

  // Clear window
  RNRgb background = scene->Background();
  glClearColor(background.R(), background.G(), background.B(), 1.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  // Load lights
  LoadLights(scene);

  // Draw camera
  if (show_camera) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(5);
    DrawCamera(scene);
    glLineWidth(1);
  }

  // Draw lights
  if (show_lights) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(5);
    DrawLights(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_rays) {
    glDisable(GL_LIGHTING);
    glColor3d(0.0, 1.0, 0.0);
    glLineWidth(3);
    DrawRays(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_photons) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawPhotonPaths(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_global_samples) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawGlobalSamples(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_caustic_samples) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawCausticSamples(scene);
    glLineWidth(1);
  }

  // Draw scene nodes
  if (show_shapes) {
    glEnable(GL_LIGHTING);
    R3null_material.Draw();
    DrawShapes(scene, scene->Root());
    R3null_material.Draw();
  }

  // Draw bboxes
  if (show_bboxes) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 0.0, 0.0);
    DrawBBoxes(scene, scene->Root());
  }

  // Draw frame time
  if (show_frame_rate) {
    char buffer[128];
    static RNTime last_time;
    double frame_time = last_time.Elapsed();
    last_time.Read();
    if ((frame_time > 0) && (frame_time < 10)) {
      glDisable(GL_LIGHTING);
      glColor3d(1.0, 1.0, 1.0);
      sprintf(buffer, "%.1f fps", 1.0 / frame_time);
      DrawText(R2Point(100, 100), buffer);
    }
  }

  // Capture screenshot image
  if (screenshot_image_name) {
    if (print_verbose) printf("Creating image %s\n", screenshot_image_name);
    R2Image image(GLUTwindow_width, GLUTwindow_height, 3);
    image.Capture();
    image.Write(screenshot_image_name);
    screenshot_image_name = NULL;
  }

  // Swap buffers
  glutSwapBuffers();
}