/* ** 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" ); }
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(); }
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(); }