Exemplo n.º 1
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
    qglClearDepth( 1.0f );

    qglCullFace(GL_FRONT);

    qglColor4f (1,1,1,1);

    // initialize downstream texture unit if we're running
    // in a multitexture environment
    if ( qglActiveTextureARB ) {
        GL_SelectTexture( 1 );
        GL_TextureMode( r_textureMode->string );
        GL_TexEnv( GL_MODULATE );
        qglDisable( GL_TEXTURE_2D );
        GL_SelectTexture( 0 );
    }

    qglEnable(GL_TEXTURE_2D);
    GL_TextureMode( r_textureMode->string );
    GL_TexEnv( GL_MODULATE );

    //qglShadeModel( GL_SMOOTH );
    qglDepthFunc( GL_LEQUAL );

    //
    // make sure our GL state vector is set correctly
    //
    glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
    glState.storedGlState = 0;
    glState.faceCulling = CT_TWO_SIDED;
    glState.faceCullFront = qtrue;

    glState.currentProgram = 0;
    qglUseProgramObjectARB(0);

    if (glRefConfig.vertexArrayObject)
        qglBindVertexArrayARB(0);

    qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
    qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
    glState.currentVao = NULL;
    glState.vertexAttribsEnabled = 0;

    qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
    qglDepthMask( GL_TRUE );
    qglDisable( GL_DEPTH_TEST );
    qglEnable( GL_SCISSOR_TEST );
    qglDisable( GL_CULL_FACE );
    qglDisable( GL_BLEND );

    if (glRefConfig.seamlessCubeMap)
        qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

    // GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
    qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );

    qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
}
Exemplo n.º 2
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState (GL_VERTEX_ARRAY);

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	qglClearDepth( 1.0 );

	qglDrawBuffer( GL_FRONT );
#ifdef IOS
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
	qglDrawBuffer( GL_BACK );
#ifdef IOS
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
}
Exemplo n.º 3
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	//qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glState.vertexAttribsState = 0;
	glState.vertexAttribPointersSet = 0;
	glState.currentProgram = 0;
	qglUseProgramObjectARB(0);

	qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
	qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
	glState.currentVBO = NULL;
	glState.currentIBO = NULL;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	qglClearDepth( 1.0 );

	qglDrawBuffer( GL_FRONT );
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );

	qglDrawBuffer( GL_BACK );
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
}
Exemplo n.º 4
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState (GL_VERTEX_ARRAY);

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

#ifdef _NPATCH
	// If n-patches are supported, make sure they are disabled for now
	// Set the initial tesselation level and the interpolation modes
	if ( qglPNTrianglesiATI )
	{
		qglDisable( GL_PN_TRIANGLES_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, 3 );
	}
#endif // _NPATCH
}
Exemplo n.º 5
0
/*
** GL_SetDefaultState
*/
void
GL_SetDefaultState(void)
{
	qglClearDepth(1.0f);

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	/* initialize downstream texture unit if we're running
	 * in a multitexture environment */
	if(qglActiveTextureARB){
		GL_SelectTexture(1);
		GL_TextureMode(r_textureMode->string);
		GL_TexEnv(GL_MODULATE);
		qglDisable(GL_TEXTURE_2D);
		GL_SelectTexture(0);
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode(r_textureMode->string);
	GL_TexEnv(GL_MODULATE);

	qglShadeModel(GL_SMOOTH);
	qglDepthFunc(GL_LEQUAL);

	/* the vertex array is always enabled, but the color and texture
	 * arrays are enabled and disabled around the compiled vertex array call */
	qglEnableClientState (GL_VERTEX_ARRAY);

	/*
	 * make sure our GL state vector is set correctly
	 *  */
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glState.vertexAttribsState = 0;
	glState.vertexAttribPointersSet = 0;
	glState.currentProgram = 0;
	qglUseProgramObjectARB(0);

	qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
	qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
	glState.currentVBO	= NULL;
	glState.currentIBO	= NULL;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask(GL_TRUE);
	qglDisable(GL_DEPTH_TEST);
	qglEnable(GL_SCISSOR_TEST);
	qglDisable(GL_CULL_FACE);
	qglDisable(GL_BLEND);
}
Exemplo n.º 6
0
/*
==================
GL_SetDefaultState
==================
*/
void GL_SetDefaultState(void)
{
	qglClearDepth(1.0f);

	qglCullFace(GL_FRONT);

	qglColor4f(1, 1, 1, 1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if (qglActiveTextureARB)
	{
		GL_SelectTexture(1);
		GL_TextureMode(r_textureMode->string);
		GL_TexEnv(GL_MODULATE);
		qglDisable(GL_TEXTURE_2D);
		GL_SelectTexture(0);
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode(r_textureMode->string);
	GL_TexEnv(GL_MODULATE);

	qglShadeModel(GL_SMOOTH);
	qglDepthFunc(GL_LEQUAL);

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState(GL_VERTEX_ARRAY);

	// make sure our GL state vector is set correctly
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	//*SEB* ? not the best place !
	glLockArraysEXT   = NULL;
	glUnlockArraysEXT = NULL;

	qglDepthMask(GL_TRUE);
	qglDisable(GL_DEPTH_TEST);
	qglEnable(GL_SCISSOR_TEST);
	qglDisable(GL_CULL_FACE);
	qglDisable(GL_BLEND);
}
Exemplo n.º 7
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	//qglClearColor (1,0, 0.5 , 0.5); // NeVo - f*****g ugly color!
	qglClearColor (0,0,0,1);	// NeVo - clear to black
	qglCullFace(GL_FRONT);
	qglEnable(GL_TEXTURE_2D);

	qglEnable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.666);

	qglDisable (GL_DEPTH_TEST);
	qglDisable (GL_CULL_FACE);
	qglDisable (GL_BLEND);

	qglColor4f (1,1,1,1);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglShadeModel (GL_FLAT);

	GL_TextureMode( gl_texturemode->string );
	GL_TextureAlphaMode( gl_texturealphamode->string );
	GL_TextureSolidMode( gl_texturesolidmode->string );

	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);

	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	GL_TexEnv( GL_REPLACE );

	if ( qglPointParameterfEXT )
	{
		float attenuations[3];

		attenuations[0] = gl_particle_att_a->value;
		attenuations[1] = gl_particle_att_b->value;
		attenuations[2] = gl_particle_att_c->value;

		qglEnable( GL_POINT_SMOOTH );
		qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
		qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
		qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
	}

	if ( qglColorTableEXT && gl_ext_palettedtexture->value )
	{
		qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );

		GL_SetTexturePalette( d_8to24table );
	}

	GL_UpdateSwapInterval();
}
Exemplo n.º 8
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame(stereoFrame_t stereoFrame)
{
	drawBufferCommand_t *cmd;

	if (!tr.registered)
	{
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	// texturemode stuff
	if (r_textureMode->modified)
	{
		R_IssuePendingRenderCommands();
		GL_TextureMode(r_textureMode->string);
		r_textureMode->modified = qfalse;
	}

	// gamma stuff
	if (r_gamma->modified)
	{
		r_gamma->modified = qfalse;

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

	// check for errors
	if (!r_ignoreGLErrors->integer)
	{
		int err;

		R_IssuePendingRenderCommands();
		if ((err = qglGetError()) != GL_NO_ERROR)
		{
			ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err);
		}
	}

	// draw buffer stuff
	cmd = R_GetCommandBuffer(sizeof(*cmd));
	if (!cmd)
	{
		return;
	}
	cmd->commandId = RC_DRAW_BUFFER;

	cmd->buffer = (int)GL_BACK;
}
Exemplo n.º 9
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	GL_BindNullTextures();

	if (glRefConfig.framebufferObject)
		GL_BindNullFramebuffers();

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );

	//qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
	glState.storedGlState = 0;
	glState.faceCulling = CT_TWO_SIDED;
	glState.faceCullFront = qtrue;

	GL_BindNullProgram();

	if (glRefConfig.vertexArrayObject)
		qglBindVertexArray(0);

	qglBindBuffer(GL_ARRAY_BUFFER, 0);
	qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glState.currentVao = NULL;
	glState.vertexAttribsEnabled = 0;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

	if (glRefConfig.seamlessCubeMap)
		qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

	// GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
	qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );

	qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
}
Exemplo n.º 10
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearColor (1.0f, 0.0f, 0.5f, 0.5f);
	qglCullFace(GL_FRONT);
	qglEnable(GL_TEXTURE_2D);

	qglEnable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.666f);

	qglDisable (GL_DEPTH_TEST);
	qglDisable (GL_CULL_FACE);
	qglDisable (GL_BLEND);

	qglColor4fv(colorWhite);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglShadeModel (GL_FLAT);

	GL_TextureMode( gl_texturemode->string );
	GL_TextureAlphaMode( gl_texturealphamode->string );
	GL_TextureSolidMode( gl_texturesolidmode->string );

	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);

	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	GL_TexEnv( GL_REPLACE );

	if ( qglPointParameterfEXT && FLOAT_NE_ZERO(gl_ext_pointparameters->value))
	{
		float attenuations[3];

		attenuations[0] = gl_particle_att_a->value;
		attenuations[1] = gl_particle_att_b->value;
		attenuations[2] = gl_particle_att_c->value;

		qglEnable( GL_POINT_SMOOTH );
		qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
		qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
		qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
	}

	gl_swapinterval->modified = true;
	GL_UpdateSwapInterval();
}
Exemplo n.º 11
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	glClearColor (1.0f, 0.0f, 0.5f, 0.5f);
	glCullFace(GL_FRONT);
	qglEnable(GL_TEXTURE_2D);

	qglEnable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.666f);

	qglDisable (GL_DEPTH_TEST);
	qglDisable (GL_CULL_FACE);
	qglDisable (GL_BLEND);

	qglColor4f(colorWhite[0], colorWhite[1], colorWhite[2], colorWhite[3]);

	GL_TextureMode( gl_texturemode->string );

	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	GL_TexEnv(GL_TEXTURE0, GL_REPLACE);

	gl_swapinterval->modified = true;
	GL_UpdateSwapInterval();
}
Exemplo n.º 12
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t	*cmd;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer )
	{
		if ( glConfig.stencilBits < 4 )
		{
			ri->Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri->Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else if ( r_shadows->integer == 2 )
		{
			ri->Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri->Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else
		{
			R_IssuePendingRenderCommands();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	}
	else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_IssuePendingRenderCommands();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified || r_ext_texture_filter_anisotropic->modified) {
		R_IssuePendingRenderCommands();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
		r_ext_texture_filter_anisotropic->modified = qfalse;
	}

	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

    // check for errors
    if ( !r_ignoreGLErrors->integer ) {
        int	err;

		R_IssuePendingRenderCommands();
        if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
            Com_Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
        }
    }

	//
	// draw buffer stuff
	//
	cmd = (drawBufferCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_DRAW_BUFFER;

	if ( glConfig.stereoEnabled ) {
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	} else {
		if ( stereoFrame != STEREO_CENTER ) {
			Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
		}
//		if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
//			cmd->buffer = (int)GL_FRONT;
//		} else 
		{
			cmd->buffer = (int)GL_BACK;
		}
	}
}
Exemplo n.º 13
0
/*
====================
RE_BeginFrame
====================
*/
void RE_BeginFrame( void )
{
	drawBufferCommand_t *cmd;

	if ( !tr.registered )
	{
		return;
	}

	GLimp_LogComment( "--- RE_BeginFrame ---\n" );

	tr.frameCount++;
	tr.frameSceneNum = 0;
	tr.viewCount = 0;

	// do overdraw measurement
	if ( r_measureOverdraw->integer )
	{
		if ( glConfig.stencilBits < 4 )
		{
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else
		{
			R_SyncRenderThread();
			glEnable( GL_STENCIL_TEST );
			glStencilMask( ~0U );
			GL_ClearStencil( 0U );
			glStencilFunc( GL_ALWAYS, 0U, ~0U );
			glStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}

		r_measureOverdraw->modified = qfalse;
	}
	else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified )
		{
			R_SyncRenderThread();
			glDisable( GL_STENCIL_TEST );
		}

		r_measureOverdraw->modified = qfalse;
	}

	// texturemode stuff
	if ( r_textureMode->modified )
	{
		R_SyncRenderThread();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer )
	{
		int  err;
		char s[ 128 ];

		R_SyncRenderThread();

		if ( ( err = glGetError() ) != GL_NO_ERROR )
		{
			switch ( err )
			{
				case GL_INVALID_ENUM:
					strcpy( s, "GL_INVALID_ENUM" );
					break;

				case GL_INVALID_VALUE:
					strcpy( s, "GL_INVALID_VALUE" );
					break;

				case GL_INVALID_OPERATION:
					strcpy( s, "GL_INVALID_OPERATION" );
					break;

				case GL_STACK_OVERFLOW:
					strcpy( s, "GL_STACK_OVERFLOW" );
					break;

				case GL_STACK_UNDERFLOW:
					strcpy( s, "GL_STACK_UNDERFLOW" );
					break;

				case GL_OUT_OF_MEMORY:
					strcpy( s, "GL_OUT_OF_MEMORY" );
					break;

				case GL_TABLE_TOO_LARGE:
					strcpy( s, "GL_TABLE_TOO_LARGE" );
					break;

				case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
					strcpy( s, "GL_INVALID_FRAMEBUFFER_OPERATION_EXT" );
					break;

				default:
					Com_sprintf( s, sizeof( s ), "0x%X", err );
					break;
			}

			//ri.Error(ERR_FATAL, "caught OpenGL error: %s in file %s line %i", s, filename, line);
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (%s)!", s );
		}
	}

	// draw buffer stuff
	cmd = (drawBufferCommand_t*) R_GetCommandBuffer( sizeof( *cmd ) );

	if ( !cmd )
	{
		return;
	}

	cmd->commandId = RC_DRAW_BUFFER;

	if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) )
	{
		cmd->buffer = ( int ) GL_FRONT;
	}
	else
	{
		cmd->buffer = ( int ) GL_BACK;
	}
}
Exemplo n.º 14
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t *cmd;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer ) {
		if ( glConfig.stencilBits < 4 ) {
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else if ( r_shadows->integer == 2 )   {
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else
		{
			R_SyncRenderThread();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	} else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_SyncRenderThread();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_SyncRenderThread();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	//
	// NVidia stuff
	//

	// fog control
	if ( glConfig.NVFogAvailable && r_nv_fogdist_mode->modified ) {
		r_nv_fogdist_mode->modified = qfalse;
		if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE_ABSOLUTE_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE_ABSOLUTE_NV;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_RADIAL_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
		} else {
			// in case this was really 'else', store a valid value for next time
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
			ri.Cvar_Set( "r_nv_fogdist_mode", "GL_EYE_RADIAL_NV" );
		}
	}

	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_SyncRenderThread();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer ) {
		int err;

		R_SyncRenderThread();
		if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
		}
	}

	//
	// draw buffer stuff
	//
	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_DRAW_BUFFER;

	if ( glConfig.stereoEnabled ) {
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	} else {
		if ( stereoFrame != STEREO_CENTER ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
		}
		if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
			cmd->buffer = (int)GL_FRONT;
		} else {
			cmd->buffer = (int)GL_BACK;
		}
	}
}
Exemplo n.º 15
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t	*cmd;

	if ( !tr.registered ) {
		return;
	}

	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;
	backEnd.traceShader = tr.traceShader;
	backEnd.doneBloom = qfalse;
	backEnd.doneSurfaces = qfalse;
	backEnd.sceneZfar = 2048;
	tr.traceShader = qfalse;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer )
	{
		if ( glConfig.stencilBits < 4 )
		{
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else if ( r_shadows->integer == 2 )
		{
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else if ( mme_saveStencil->integer )
		{
			ri.Printf( PRINT_ALL, "Warning: mme stencil masks and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else
		{
			R_SyncRenderThread();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	}
	else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_SyncRenderThread();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	if ( mme_saveStencil->integer == 1 ) {
		R_SyncRenderThread();
		qglEnable( GL_STENCIL_TEST );
		qglStencilMask( ~0U );
		qglClearStencil( 0U );
		qglStencilFunc( GL_ALWAYS, 255U, 255U );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO );
		backEnd.doingStencil = qfalse;
	} else if ( mme_saveStencil->integer == 2 ) {
		R_SyncRenderThread();
		qglEnable( GL_STENCIL_TEST );
		qglStencilMask( ~0U );
		qglClearStencil( 0U );
		qglStencilFunc( GL_ALWAYS, 255U, 255U );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
		backEnd.doingStencil = qfalse;
	} else {
		qglDisable( GL_STENCIL_TEST );
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_SyncRenderThread();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	if ( r_anisotropy->modified ) {
		R_SyncRenderThread();
		GL_Anisotropy( r_anisotropy->integer );
		r_anisotropy->modified = qfalse;
	}
	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_SyncRenderThread();
		R_SetColorMappings();
	}

    // check for errors
    if ( !r_ignoreGLErrors->integer ) {
        int	err;

		R_SyncRenderThread();
        if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
            ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
        }
    }

	if ( mme_worldShader->modified) {
		if (R_FindShaderText( mme_worldShader->string )) {
			tr.mmeWorldShader = R_FindShader( mme_worldShader->string, LIGHTMAP_NONE, qtrue );
		} else {
			tr.mmeWorldShader = 0;
		}
		mme_worldShader->modified = qfalse;
	}

	if ( mme_pip->integer ) {
		tr.mmeWorldShader = R_FindShader( "mme/pip", -1, qtrue );
	}

	//
	// draw buffer stuff
	//
	cmd = R_GetCommandBuffer( RC_DRAW_BUFFER, sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}

	if ( glConfig.stereoEnabled ) {
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	} else {
		if ( stereoFrame != STEREO_CENTER ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
		}
		if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
			cmd->buffer = (int)GL_FRONT;
		} else {
			cmd->buffer = (int)GL_BACK;
		}
	}
}
Exemplo n.º 16
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	glClearDepth( 1.0f );

	glCullFace( GL_FRONT );

	glColor4f( 1, 1, 1, 1 );

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( GLEW_ARB_multitexture )
	{
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TextureAnisotropy( r_ext_texture_filter_anisotropic->value );
		GL_TexEnv( GL_MODULATE );
		glDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	glEnable( GL_TEXTURE_2D );
	GL_TextureMode( r_textureMode->string );
	GL_TextureAnisotropy( r_ext_texture_filter_anisotropic->value );
	GL_TexEnv( GL_MODULATE );

	glShadeModel( GL_SMOOTH );
	glDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	glEnableClientState( GL_VERTEX_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
	glDepthMask( GL_TRUE );
	glDisable( GL_DEPTH_TEST );
	glEnable( GL_SCISSOR_TEST );
	glDisable( GL_CULL_FACE );
	glDisable( GL_BLEND );

	glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	glClearDepth( 1.0 );

	glDrawBuffer( GL_BACK );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

//----(SA)  added.
#if 0

	// ATI pn_triangles
	if ( GLEW_ATI_pn_triangles )
	{
		int maxtess;

		// get max supported tesselation
		glGetIntegerv( GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI, ( GLint * ) &maxtess );
#ifdef __MACOS__
		glConfig.ATIMaxTruformTess = 7;
#else
		glConfig.ATIMaxTruformTess = maxtess;
#endif

		// cap if necessary
		if ( r_ati_truform_tess->value > maxtess )
		{
			ri.Cvar_Set( "r_ati_truform_tess", va( "%d", maxtess ) );
		}

		// set Wolf defaults
		glPNTrianglesfATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
	}

#endif

	if ( glConfig.anisotropicAvailable )
	{
		float maxAnisotropy;

		glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy );
		glConfig.maxAnisotropy = maxAnisotropy;

		// set when rendering
//     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, glConfig.maxAnisotropy);
	}

//----(SA)  end
}
Exemplo n.º 17
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t *cmd = NULL;
	colorMaskCommand_t *colcmd = NULL;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer ) {
		if ( glConfig.stencilBits < 4 ) {
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else if ( r_shadows->integer == 2 )   {
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else
		{
			R_IssuePendingRenderCommands();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	} else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_IssuePendingRenderCommands();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_IssuePendingRenderCommands();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	//
	// NVidia stuff
	//

#ifndef VCMODS_OPENGLES
	// fog control
	if ( glConfig.NVFogAvailable && r_nv_fogdist_mode->modified ) {
		r_nv_fogdist_mode->modified = qfalse;
		if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE_ABSOLUTE_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE_ABSOLUTE_NV;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_RADIAL_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
		} else {
			// in case this was really 'else', store a valid value for next time
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
			ri.Cvar_Set( "r_nv_fogdist_mode", "GL_EYE_RADIAL_NV" );
		}
	}
#endif

	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer ) {
		int err;

		R_IssuePendingRenderCommands();
		if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err );
		}
	}

	if (glConfig.stereoEnabled) {
		if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
			return;
			
		cmd->commandId = RC_DRAW_BUFFER;
		
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	}
	else
	{
		if(r_anaglyphMode->integer)
		{
			if(r_anaglyphMode->modified)
			{
				// clear both, front and backbuffer.
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);

				qglDrawBuffer(GL_FRONT);
				qglClear(GL_COLOR_BUFFER_BIT);
				qglDrawBuffer(GL_BACK);
				qglClear(GL_COLOR_BUFFER_BIT);
				
				r_anaglyphMode->modified = qfalse;
			}
			
			if(stereoFrame == STEREO_LEFT)
			{
				if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
					return;
				
				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else if(stereoFrame == STEREO_RIGHT)
			{
				clearDepthCommand_t *cldcmd;
				
				if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
					return;

				cldcmd->commandId = RC_CLEARDEPTH;

				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );

			R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
			colcmd->commandId = RC_COLORMASK;
		}
		else
		{
			if(stereoFrame != STEREO_CENTER)
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );

			if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
				return;
		}

		if(cmd)
		{
			cmd->commandId = RC_DRAW_BUFFER;

			if(r_anaglyphMode->modified)
			{
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				r_anaglyphMode->modified = qfalse;
			}

			if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
				cmd->buffer = (int)GL_FRONT;
			else
				cmd->buffer = (int)GL_BACK;
		}
	}
	
	tr.refdef.stereoFrame = stereoFrame;
}
Exemplo n.º 18
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t	*cmd = NULL;
	colorMaskCommand_t *colcmd = NULL;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer )
	{
		if ( glConfig.stencilBits < 4 )
		{
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else if ( r_shadows->integer == 2 )
		{
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else
		{
			R_IssuePendingRenderCommands();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	}
	else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_IssuePendingRenderCommands();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_IssuePendingRenderCommands();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer )
	{
		int	err;

		R_IssuePendingRenderCommands();
		if ((err = qglGetError()) != GL_NO_ERROR)
			ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err);
	}

	if (glConfig.stereoEnabled) {
		if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
			return;
			
		cmd->commandId = RC_DRAW_BUFFER;
		
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	}
	else
	{
		if(r_anaglyphMode->integer)
		{
			if(r_anaglyphMode->modified)
			{
				// clear both, front and backbuffer.
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				backEnd.colorMask[0] = GL_FALSE;
				backEnd.colorMask[1] = GL_FALSE;
				backEnd.colorMask[2] = GL_FALSE;
				backEnd.colorMask[3] = GL_FALSE;
				qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
								
				if (glRefConfig.framebufferObject)
				{
					// clear all framebuffers
					if (tr.msaaResolveFbo)
					{
						FBO_Bind(tr.msaaResolveFbo);
						qglClear(GL_COLOR_BUFFER_BIT);
					}

					if (tr.renderFbo)
					{
						FBO_Bind(tr.renderFbo);
						qglClear(GL_COLOR_BUFFER_BIT);
					}

					FBO_Bind(NULL);
				}

				qglDrawBuffer(GL_FRONT);
				qglClear(GL_COLOR_BUFFER_BIT);
				qglDrawBuffer(GL_BACK);
				qglClear(GL_COLOR_BUFFER_BIT);

				r_anaglyphMode->modified = qfalse;
			}
			
			if(stereoFrame == STEREO_LEFT)
			{
				if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
					return;
				
				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else if(stereoFrame == STEREO_RIGHT)
			{
				clearDepthCommand_t *cldcmd;
				
				if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
					return;

				cldcmd->commandId = RC_CLEARDEPTH;

				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );

			R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
			colcmd->commandId = RC_COLORMASK;
		}
		else
		{
			if(stereoFrame != STEREO_CENTER)
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );

			if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
				return;
		}

		if(cmd)
		{
			cmd->commandId = RC_DRAW_BUFFER;

			if(r_anaglyphMode->modified)
			{
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				backEnd.colorMask[0] = 0;
				backEnd.colorMask[1] = 0;
				backEnd.colorMask[2] = 0;
				backEnd.colorMask[3] = 0;
				r_anaglyphMode->modified = qfalse;
			}

			if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
				cmd->buffer = (int)GL_FRONT;
			else
				cmd->buffer = (int)GL_BACK;
		}
	}
	
	tr.refdef.stereoFrame = stereoFrame;
}
Exemplo n.º 19
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void ) {
	qglClearDepth( 1.0f );

	qglCullFace( GL_FRONT );

	qglColor4f( 1,1,1,1 );

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable( GL_TEXTURE_2D );
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState( GL_VERTEX_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

#ifdef USE_OPENGLES
	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#else
	qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
#endif
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

#ifndef USE_OPENGLES
//----(SA)	added.
	// ATI pn_triangles
	if ( qglPNTrianglesiATI ) {
		int maxtess;
		// get max supported tesselation
		qglGetIntegerv( GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI, (GLint*)&maxtess );
		glConfig.ATIMaxTruformTess = maxtess;
		// cap if necessary
		if ( r_ati_truform_tess->value > maxtess ) {
			ri.Cvar_Set( "r_ati_truform_tess", va( "%d", maxtess ) );
		}

		// set Wolf defaults
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
	}
//----(SA)	end
#endif

	if ( glConfig.anisotropicAvailable ) {
		float maxAnisotropy;

		qglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy );
		glConfig.maxAnisotropy = maxAnisotropy;

		// set when rendering
//	   qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, glConfig.maxAnisotropy);
	}
}
Exemplo n.º 20
0
/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t *cmd = NULL;
	colorMaskCommand_t *colcmd = NULL;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer ) {
		if ( glConfig.stencilBits < 4 ) {
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else if ( r_shadows->integer == 2 )   {
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else
		{
			R_IssuePendingRenderCommands();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	} else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_IssuePendingRenderCommands();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_IssuePendingRenderCommands();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	//
	// ATI stuff
	//

	// TRUFORM
	if ( qglPNTrianglesiATI ) {

		// tess
		if ( r_ati_truform_tess->modified ) {
			r_ati_truform_tess->modified = qfalse;
			// cap if necessary
			if ( r_ati_truform_tess->value > glConfig.ATIMaxTruformTess ) {
				ri.Cvar_Set( "r_ati_truform_tess", va( "%d",glConfig.ATIMaxTruformTess ) );
			}

			qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
		}

		// point mode
		if ( r_ati_truform_pointmode->modified ) {
			r_ati_truform_pointmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_pointmode->string, "LINEAR" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI;
				// GR - fix point mode change
			} else if ( !Q_stricmp( r_ati_truform_pointmode->string, "CUBIC" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
				ri.Cvar_Set( "r_ati_truform_pointmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, glConfig.ATIPointMode );
		}

		// normal mode
		if ( r_ati_truform_normalmode->modified ) {
			r_ati_truform_normalmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_normalmode->string, "LINEAR" ) ) {
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI;
				// GR - fix normal mode change
			} else if ( !Q_stricmp( r_ati_truform_normalmode->string, "QUADRATIC" ) ) {
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI;
				ri.Cvar_Set( "r_ati_truform_normalmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, glConfig.ATINormalMode );
		}
	}

	//
	// NVidia stuff
	//

	// fog control
	if ( glConfig.NVFogAvailable && r_nv_fogdist_mode->modified ) {
		r_nv_fogdist_mode->modified = qfalse;
		if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE_ABSOLUTE_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE_ABSOLUTE_NV;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_RADIAL_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
		} else {
			// in case this was really 'else', store a valid value for next time
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
			ri.Cvar_Set( "r_nv_fogdist_mode", "GL_EYE_RADIAL_NV" );
		}
	}


	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer ) {
		int err;

		R_IssuePendingRenderCommands();
		if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err );
		}
	}

	if (glConfig.stereoEnabled) {
		if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
			return;
			
		cmd->commandId = RC_DRAW_BUFFER;
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	}
	else
	{
		if(r_anaglyphMode->integer)
		{
			if(r_anaglyphMode->modified)
			{
				// clear both, front and backbuffer.
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				backEnd.colorMask[0] = GL_FALSE;
				backEnd.colorMask[1] = GL_FALSE;
				backEnd.colorMask[2] = GL_FALSE;
				backEnd.colorMask[3] = GL_FALSE;

				if (glRefConfig.framebufferObject)
				{
					// clear all framebuffers
					if (tr.msaaResolveFbo)
					{
						FBO_Bind(tr.msaaResolveFbo);
						qglClear(GL_COLOR_BUFFER_BIT);
					}

					if (tr.renderFbo)
					{
						FBO_Bind(tr.renderFbo);
						qglClear(GL_COLOR_BUFFER_BIT);
					}

					FBO_Bind(NULL);
				}

				qglDrawBuffer(GL_FRONT);
				qglClear(GL_COLOR_BUFFER_BIT);
				qglDrawBuffer(GL_BACK);
				qglClear(GL_COLOR_BUFFER_BIT);
				
				r_anaglyphMode->modified = qfalse;
			}
			
			if(stereoFrame == STEREO_LEFT)
			{
				if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
					return;
				
				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else if(stereoFrame == STEREO_RIGHT)
			{
				clearDepthCommand_t *cldcmd;
				
				if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
					return;

				cldcmd->commandId = RC_CLEARDEPTH;

				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
					return;
			}
			else
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );

			R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
			colcmd->commandId = RC_COLORMASK;
		}
		else
		{
			if(stereoFrame != STEREO_CENTER)
				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );

			if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
				return;
		}

		if(cmd)
		{
			cmd->commandId = RC_DRAW_BUFFER;

			if(r_anaglyphMode->modified)
			{
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				backEnd.colorMask[0] = 0;
				backEnd.colorMask[1] = 0;
				backEnd.colorMask[2] = 0;
				backEnd.colorMask[3] = 0;
				r_anaglyphMode->modified = qfalse;
			}

			if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
				cmd->buffer = (int)GL_FRONT;
			else
				cmd->buffer = (int)GL_BACK;
		}
	}

	tr.refdef.stereoFrame = stereoFrame;
}