/** * @brief RB_Finish * @param[in] data * @return */ const void *RB_Finish(const void *data) { const renderFinishCommand_t *cmd = ( const renderFinishCommand_t * ) data; //ri.Printf( PRINT_ALL, "RB_Finish\n" ); qglFinish(); return ( const void * ) (cmd + 1); }
/** * @brief RB_SwapBuffers * @param[in] data * @return */ const void *RB_SwapBuffers(const void *data) { const swapBuffersCommand_t *cmd; // finish any 2D drawing if needed if (tess.numIndexes) { RB_EndSurface(); } // texture swapping test if (r_showImages->integer) { RB_ShowImages(); } RB_GammaScreen(); cmd = ( const swapBuffersCommand_t * ) data; // we measure overdraw by reading back the stencil buffer and // counting up the number of increments that have happened if (r_measureOverdraw->integer) { int i; long sum = 0; unsigned char *stencilReadback; stencilReadback = ri.Hunk_AllocateTempMemory(glConfig.vidWidth * glConfig.vidHeight); qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback); for (i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++) { sum += stencilReadback[i]; } backEnd.pc.c_overDraw += sum; ri.Hunk_FreeTempMemory(stencilReadback); } if (!glState.finishCalled) { qglFinish(); } Ren_LogComment("***************** RB_SwapBuffers *****************\n\n\n"); ri.GLimp_SwapFrame(); backEnd.projection2D = qfalse; return ( const void * ) (cmd + 1); }
/* =================== GLimp_DeactivateContext =================== */ void GLimp_DeactivateContext( void ) { qglFinish(); if ( !qwglMakeCurrent( win32.hDC, NULL ) ) { win32.wglErrors++; } #ifdef REALLOC_DC // makeCurrent NULL frees the DC, so get another if ( ( win32.hDC = GetDC( win32.hWnd ) ) == NULL ) { win32.wglErrors++; } #endif }
/* ================= RadiantInit This is also called when you 'quit' in doom ================= */ void RadiantInit( void ) { // make sure the renderer is initialized if ( !renderSystem->IsOpenGLRunning() ) { common->Printf( "no OpenGL running\n" ); return; } g_editorAlive = true; // allocate a renderWorld and a soundWorld if ( g_qeglobals.rw == NULL ) { g_qeglobals.rw = renderSystem->AllocRenderWorld(); g_qeglobals.rw->InitFromMap( NULL ); } if ( g_qeglobals.sw == NULL ) { g_qeglobals.sw = soundSystem->AllocSoundWorld( g_qeglobals.rw ); } if ( g_DoomInstance ) { if ( ::IsWindowVisible( win32.hWnd ) ) { ::ShowWindow( win32.hWnd, SW_HIDE ); g_pParentWnd->ShowWindow( SW_SHOW ); g_pParentWnd->SetFocus(); } } else { Sys_GrabMouseCursor( false ); g_DoomInstance = win32.hInstance; CWinApp* pApp = AfxGetApp(); CWinThread *pThread = AfxGetThread(); InitAfx(); // App global initializations (rare) pApp->InitApplication(); // Perform specific initializations pThread->InitInstance(); qglFinish(); //qwglMakeCurrent(0, 0); qwglMakeCurrent(win32.hDC, win32.hGLRC); // hide the doom window by default ::ShowWindow( win32.hWnd, SW_HIDE ); } }
/* ============= RB_SwapBuffers ============= */ const void RB_SwapBuffers( const void *data ) { // texture swapping test if ( r_showImages.GetInteger() != 0 ) { RB_ShowImages(); } // force a gl sync if requested if ( r_finish.GetBool() ) { qglFinish(); } RB_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" ); // don't flip if drawing to front buffer if ( !r_frontBuffer.GetBool() ) { GLimp_SwapBuffers(); } }
/* * R_EndOcclusionPass */ void R_EndOcclusionPass( void ) { assert( OCCLUSION_QUERIES_ENABLED( ri ) ); R_RenderOccludingSurfaces(); R_SurfIssueOcclusionQueries(); R_BackendResetPassMask(); R_BackendResetCounters(); if( r_occlusion_queries_finish->integer ) qglFinish(); else qglFlush(); qglEnable( GL_TEXTURE_2D ); }
/* ======================== GLimp_TestSwapBuffers ======================== */ void GLimp_TestSwapBuffers( const idCmdArgs& args ) { idLib::Printf( "GLimp_TimeSwapBuffers\n" ); static const int MAX_FRAMES = 5; uint64 timestamps[MAX_FRAMES]; qglDisable( GL_SCISSOR_TEST ); int frameMilliseconds = 16; for( int swapInterval = 2 ; swapInterval >= -1 ; swapInterval-- ) { wglSwapIntervalEXT( swapInterval ); for( int i = 0 ; i < MAX_FRAMES ; i++ ) { if( swapInterval == -1 ) { Sys_Sleep( frameMilliseconds ); } if( i & 1 ) { qglClearColor( 0, 1, 0, 1 ); } else { qglClearColor( 1, 0, 0, 1 ); } qglClear( GL_COLOR_BUFFER_BIT ); qwglSwapBuffers( win32.hDC ); qglFinish(); timestamps[i] = Sys_Microseconds(); } idLib::Printf( "\nswapinterval %i\n", swapInterval ); for( int i = 1 ; i < MAX_FRAMES ; i++ ) { idLib::Printf( "%i microseconds\n", ( int )( timestamps[i] - timestamps[i - 1] ) ); } } }
/* ** GLimp_EndFrame ** ** Responsible for doing a swapbuffers and possibly for other stuff ** as yet to be determined. Probably better not to make this a GLimp ** function and instead do a call to GLimp_SwapBuffers. */ void GLimp_EndFrame (void) { #if 0 int err; if ( !glState.finishCalled ) qglFinish(); // check for errors if ( !gl_ignore_errors->value ) { if ( ( err = qglGetError() ) != GL_NO_ERROR ) { ri.Error( ERR_FATAL, "GLimp_EndFrame() - glGetError() failed (0x%x)!\n", err ); } } #endif // don't flip if drawing to front buffer if ( stricmp( r_drawBuffer->string, "GL_FRONT" ) != 0 ) { qglXSwapBuffers(dpy, win); } // check logging QGL_EnableLogging( r_logFile->value ); #if 0 GLimp_LogComment( "*** RE_EndFrame ***\n" ); // decrement log if ( gl_log->value ) { ri.Cvar_Set( "gl_log", va("%i",gl_log->value - 1 ) ); } #endif }
/* ================= RB_BeginDrawingView Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view ================= */ void RB_BeginDrawingView (void) { int clearBits = 0; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { qglFinish (); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // we will need to change the projection matrix before drawing // 2D images again backEnd.projection2D = qfalse; if (glRefConfig.framebufferObject) { FBO_t *fbo = backEnd.viewParms.targetFbo; // FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world // drawing more world check is in case of double renders, such as skyportals if (fbo == NULL && !(backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))) fbo = tr.renderFbo; if (tr.renderCubeFbo && fbo == tr.renderCubeFbo) { cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]; FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer); } FBO_Bind(fbo); } // // set the modelview matrix for the viewer // SetViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); // clear relevant buffers clearBits = GL_DEPTH_BUFFER_BIT; if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) { clearBits |= GL_STENCIL_BUFFER_BIT; } if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) { clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used } // clear to black for cube maps if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { clearBits |= GL_COLOR_BUFFER_BIT; } qglClear( clearBits ); if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } // we will only draw a sun if there was sky rendered in this view backEnd.skyRenderedThisView = qfalse; // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { #if 0 float plane[4]; GLdouble plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3]; #endif GL_SetModelviewMatrix( s_flipMatrix ); } }
/* * RB_BeginDrawingView * * Any mirrored or portaled views have already been drawn, so prepare * to actually render the visible surfaces for this view */ void RB_BeginDrawingView(void) { int clearBits = 0; /* sync with gl if needed */ if(r_finish->integer == 1 && !glState.finishCalled){ qglFinish (); glState.finishCalled = qtrue; } if(r_finish->integer == 0){ glState.finishCalled = qtrue; } /* we will need to change the projection matrix before drawing * 2D images again */ backEnd.projection2D = qfalse; if(glRefConfig.framebufferObject){ /* FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world */ if(backEnd.viewParms.targetFbo == tr.renderFbo && backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)){ FBO_Bind(tr.screenScratchFbo); }else{ FBO_Bind(backEnd.viewParms.targetFbo); } } /* * set the modelview matrix for the viewer * */ SetViewportAndScissor(); /* ensures that depth writes are enabled for the depth clear */ GL_State(GLS_DEFAULT); /* clear relevant buffers */ clearBits = GL_DEPTH_BUFFER_BIT; if(r_measureOverdraw->integer || r_shadows->integer == 2){ clearBits |= GL_STENCIL_BUFFER_BIT; } if(r_fastsky->integer && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL)){ clearBits |= GL_COLOR_BUFFER_BIT; /* FIXME: only if sky shaders have been used */ #ifdef _DEBUG qglClearColor(0.8f, 0.7f, 0.4f, 1.0f); /* FIXME: get color of sky */ #else qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); /* FIXME: get color of sky */ #endif } /* clear to white for shadow maps */ if(backEnd.viewParms.isShadowmap){ clearBits |= GL_COLOR_BUFFER_BIT; qglClearColor(1.0f, 1.0f, 1.0f, 1.0f); } qglClear(clearBits); if((backEnd.refdef.rdflags & RDF_HYPERSPACE)){ RB_Hyperspace(); return; }else{ backEnd.isHyperspace = qfalse; } glState.faceCulling = -1; /* force face culling to set next time */ /* we will only draw a sun if there was sky rendered in this view */ backEnd.skyRenderedThisView = qfalse; #ifdef REACTION backEnd.hasSunFlare = qfalse; #endif /* clip to the plane of the portal */ if(backEnd.viewParms.isPortal){ float plane[4]; double plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = dotv3 (backEnd.viewParms.or.axis[0], plane); plane2[1] = dotv3 (backEnd.viewParms.or.axis[1], plane); plane2[2] = dotv3 (backEnd.viewParms.or.axis[2], plane); plane2[3] = dotv3 (plane, backEnd.viewParms.or.origin) - plane[3]; GL_SetModelviewMatrix(s_flipMatrix); } }
/* * RE_StretchRaw * * FIXME: not exactly backend * Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. * Used for cinematics. */ void RE_StretchRaw(int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qbool dirty) { int i, j; int start, end; shaderProgram_t *sp = &tr.textureColorShader; Vec4 color; if(!tr.registered){ return; } R_SyncRenderThread(); /* we definately want to sync every frame for the cinematics */ qglFinish(); start = 0; if(r_speeds->integer){ start = ri.Milliseconds(); } /* make sure rows and cols are powers of 2 */ for(i = 0; (1 << i) < cols; i++){ } for(j = 0; (1 << j) < rows; j++){ } if((1 << i) != cols || (1 << j) != rows){ ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); } GL_Bind(tr.scratchImage[client]); /* if the scratchImage isn't in the format we want, specify it as a new texture */ if(cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height){ tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); }else{ if(dirty){ /* otherwise, just subimage upload it so that drivers can tell we are going to be changing * it and don't try and do a texture compression */ qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data); } } if(r_speeds->integer){ end = ri.Milliseconds(); ri.Printf(PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start); } /* FIXME: HUGE hack */ if(glRefConfig.framebufferObject && !glState.currentFBO){ if(backEnd.framePostProcessed){ FBO_Bind(tr.screenScratchFbo); }else{ FBO_Bind(tr.renderFbo); } } RB_SetGL2D(); tess.numIndexes = 0; tess.numVertexes = 0; tess.firstIndex = 0; tess.xyz[tess.numVertexes][0] = x; tess.xyz[tess.numVertexes][1] = y; tess.xyz[tess.numVertexes][2] = 0; tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols; tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows; tess.texCoords[tess.numVertexes][0][2] = 0; tess.texCoords[tess.numVertexes][0][3] = 1; tess.numVertexes++; tess.xyz[tess.numVertexes][0] = x + w; tess.xyz[tess.numVertexes][1] = y; tess.xyz[tess.numVertexes][2] = 0; tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols; tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows; tess.texCoords[tess.numVertexes][0][2] = 0; tess.texCoords[tess.numVertexes][0][3] = 1; tess.numVertexes++; tess.xyz[tess.numVertexes][0] = x + w; tess.xyz[tess.numVertexes][1] = y + h; tess.xyz[tess.numVertexes][2] = 0; tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols; tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows; tess.texCoords[tess.numVertexes][0][2] = 0; tess.texCoords[tess.numVertexes][0][3] = 1; tess.numVertexes++; tess.xyz[tess.numVertexes][0] = x; tess.xyz[tess.numVertexes][1] = y + h; tess.xyz[tess.numVertexes][2] = 0; tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols; tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows; tess.texCoords[tess.numVertexes][0][2] = 0; tess.texCoords[tess.numVertexes][0][3] = 1; 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; /* FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function */ RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD); sp = &tr.textureColorShader; GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD); GLSL_BindProgram(sp); GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); setv34(color, 1, 1, 1, 1); GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color); qglDrawElements(GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(0)); /* R_BindNullVBO(); * R_BindNullIBO(); */ tess.numIndexes = 0; tess.numVertexes = 0; tess.firstIndex = 0; }
/* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { int i, j; int start, end; vec4_t quadVerts[4]; vec2_t texCoords[4]; if ( !tr.registered ) { return; } R_IssuePendingRenderCommands(); if ( tess.numIndexes ) { RB_EndSurface(); } // we definately want to sync every frame for the cinematics qglFinish(); start = 0; if ( r_speeds->integer ) { start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { } for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); } RE_UploadCinematic (w, h, cols, rows, data, client, dirty); if ( r_speeds->integer ) { end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } // FIXME: HUGE hack if (glRefConfig.framebufferObject) { if (!tr.renderFbo || backEnd.framePostProcessed) { FBO_Bind(NULL); } else { FBO_Bind(tr.renderFbo); } } RB_SetGL2D(); VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f); VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f); VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f); VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f); VectorSet2(texCoords[0], 0.5f / cols, 0.5f / rows); VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows); VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows); VectorSet2(texCoords[3], 0.5f / cols, (rows - 0.5f) / rows); GLSL_BindProgram(&tr.textureColorShader); GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite); RB_InstantQuad2(quadVerts, texCoords); }
/* * RB_SwapBuffers * */ const void * RB_SwapBuffers(const void *data) { const swapBuffersCommand_t *cmd; /* finish any 2D drawing if needed */ if(tess.numIndexes){ RB_EndSurface(); } /* texture swapping test */ if(r_showImages->integer){ RB_ShowImages(); } cmd = (const swapBuffersCommand_t*)data; /* we measure overdraw by reading back the stencil buffer and * counting up the number of increments that have happened */ if(r_measureOverdraw->integer){ int i; long sum = 0; unsigned char *stencilReadback; stencilReadback = ri.hunkalloctemp(glConfig.vidWidth * glConfig.vidHeight); qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback); for(i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++) sum += stencilReadback[i]; backEnd.pc.c_overDraw += sum; ri.hunkfreetemp(stencilReadback); } if(glRefConfig.framebufferObject){ /* copy final image to screen */ Vec2 texScale; Vec4 srcBox, dstBox, white; texScale[0] = texScale[1] = 1.0f; white[0] = white[1] = white[2] = pow(2, tr.overbrightBits); /* exp2(tr.overbrightBits); */ white[3] = 1.0f; setv34(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight); if(backEnd.framePostProcessed){ /* frame was postprocessed into screen fbo, copy from there */ setv34(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height); FBO_Blit(tr.screenScratchFbo, srcBox, texScale, NULL, dstBox, &tr.textureColorShader, white, 0); }else{ /* frame still in render fbo, copy from there */ setv34(srcBox, 0, 0, tr.renderFbo->width, tr.renderFbo->height); FBO_Blit(tr.renderFbo, srcBox, texScale, NULL, dstBox, &tr.textureColorShader, white, 0); } } if(!glState.finishCalled){ qglFinish(); } GLimp_LogComment("***************** RB_SwapBuffers *****************\n\n\n"); GLimp_EndFrame(); backEnd.framePostProcessed = qfalse; backEnd.projection2D = qfalse; return (const void*)(cmd + 1); }
/* ============== Z_Draw ============== */ void Z_Draw (void) { brush_t *brush; float w, h; double start, end; qtexture_t *q; float top, bottom; vec3_t org_top, org_bottom, dir_up, dir_down; int xCam = z.width/3; if (!active_brushes.next) return; // not valid yet if (z.timing) start = Sys_DoubleTime (); // // clear // qglViewport(0, 0, z.width, z.height); qglClearColor ( g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0], g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1], g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2], 0); /* GL Bug */ /* When not using hw acceleration, gl will fault if we clear the depth buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT only after Z_Draw() has been called once. Yeah, right. */ qglClear(glbitClear); glbitClear |= GL_DEPTH_BUFFER_BIT; qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); w = z.width/2 / z.scale; h = z.height/2 / z.scale; qglOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8); qglDisable(GL_TEXTURE_2D); qglDisable(GL_TEXTURE_1D); qglDisable(GL_DEPTH_TEST); qglDisable(GL_BLEND); // // now draw the grid // Z_DrawGrid (); // // draw stuff // qglDisable(GL_CULL_FACE); qglShadeModel (GL_FLAT); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglDisable(GL_TEXTURE_2D); qglDisable(GL_BLEND); qglDisable(GL_DEPTH_TEST); // draw filled interiors and edges dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1; dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1; VectorCopy (z.origin, org_top); org_top[2] = MAX_WORLD_COORD;//4096; // MAX_WORLD_COORD ? (John said this didn't work, Hmmmmmm) // !suspect! VectorCopy (z.origin, org_bottom); org_bottom[2] = MIN_WORLD_COORD;//-4096; // MIN_WORLD_COORD? " " !suspect! for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next) { if (brush->mins[0] >= z.origin[0] || brush->maxs[0] <= z.origin[0] || brush->mins[1] >= z.origin[1] || brush->maxs[1] <= z.origin[1]) continue; if (!Brush_Ray (org_top, dir_down, brush, &top)) continue; top = org_top[2] - top; if (!Brush_Ray (org_bottom, dir_up, brush, &bottom)) continue; bottom = org_bottom[2] + bottom; q = Texture_ForName (brush->brush_faces->texdef.name); qglColor3f (q->color[0], q->color[1], q->color[2]); qglBegin (GL_QUADS); qglVertex2f (-xCam, bottom); qglVertex2f (xCam, bottom); qglVertex2f (xCam, top); qglVertex2f (-xCam, top); qglEnd (); qglColor3f (1,1,1); qglBegin (GL_LINE_LOOP); qglVertex2f (-xCam, bottom); qglVertex2f (xCam, bottom); qglVertex2f (xCam, top); qglVertex2f (-xCam, top); qglEnd (); } // // now draw selected brushes // for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next) { if ( !(brush->mins[0] >= z.origin[0] || brush->maxs[0] <= z.origin[0] || brush->mins[1] >= z.origin[1] || brush->maxs[1] <= z.origin[1]) ) { if (Brush_Ray (org_top, dir_down, brush, &top)) { top = org_top[2] - top; if (Brush_Ray (org_bottom, dir_up, brush, &bottom)) { bottom = org_bottom[2] + bottom; q = Texture_ForName (brush->brush_faces->texdef.name); qglColor3f (q->color[0], q->color[1], q->color[2]); qglBegin (GL_QUADS); qglVertex2f (-xCam, bottom); qglVertex2f (xCam, bottom); qglVertex2f (xCam, top); qglVertex2f (-xCam, top); qglEnd (); } } } qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES]); qglBegin (GL_LINE_LOOP); qglVertex2f (-xCam, brush->mins[2]); qglVertex2f (xCam, brush->mins[2]); qglVertex2f (xCam, brush->maxs[2]); qglVertex2f (-xCam, brush->maxs[2]); qglEnd (); } ZDrawCameraIcon (); ZDrawZClip(); qglFinish(); QE_CheckOpenGLForErrors(); if (z.timing) { end = Sys_DoubleTime (); Sys_Printf ("z: %i ms\n", (int)(1000*(end-start))); } }
/* =============== RB_ShowImages Draw all the images to the screen, on top of whatever was there. This is used to test for texture thrashing. Also called by RE_EndRegistration =============== */ void RB_ShowImages( void ) { int i; image_t *image; float x, y, w, h; int start, end; if ( !backEnd.projection2D ) { RB_SetGL2D(); } qglClear( GL_COLOR_BUFFER_BIT ); qglFinish(); start = ri.Milliseconds(); for ( i = 0 ; i < tr.numImages ; i++ ) { image = tr.images[i]; w = glConfig.vidWidth / 40; h = glConfig.vidHeight / 30; x = i % 40 * w; y = i / 30 * h; // show in proportional size in mode 2 if ( r_showImages->integer == 2 ) { w *= image->uploadWidth / 512.0f; h *= image->uploadHeight / 512.0f; } #ifdef USE_OPENGLES GLfloat tex[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; GLfloat vtx[] = { x, y, x + w, y, x + w, y + h, x, y + h }; GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY); if (glcol) qglDisableClientState(GL_COLOR_ARRAY); if (!text) qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, tex ); qglVertexPointer ( 2, GL_FLOAT, 0, vtx ); qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); if (glcol) qglEnableClientState(GL_COLOR_ARRAY); if (!text) qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); #else GL_Bind( image ); qglBegin( GL_QUADS ); qglTexCoord2f( 0, 0 ); qglVertex2f( x, y ); qglTexCoord2f( 1, 0 ); qglVertex2f( x + w, y ); qglTexCoord2f( 1, 1 ); qglVertex2f( x + w, y + h ); qglTexCoord2f( 0, 1 ); qglVertex2f( x, y + h ); qglEnd(); #endif } qglFinish(); end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start ); }
/* ============= RB_SwapBuffers ============= */ const void *RB_SwapBuffers( const void *data ) { const swapBuffersCommand_t *cmd; // finish any 2D drawing if needed if ( tess.numIndexes ) { Tess_End(); } // texture swapping test #if !defined( USE_D3D10 ) if ( r_showImages->integer ) { RB_ShowImages(); } #endif cmd = ( const swapBuffersCommand_t * ) data; #if defined( USE_D3D10 ) // TODO #else // we measure overdraw by reading back the stencil buffer and // counting up the number of increments that have happened if ( r_measureOverdraw->integer ) { int i; long sum = 0; unsigned char *stencilReadback; stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight ); qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback ); for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) { sum += stencilReadback[ i ]; } backEnd.pc.c_overDraw += sum; ri.Hunk_FreeTempMemory( stencilReadback ); } #endif #if defined( USE_D3D10 ) // TODO #else if ( !glState.finishCalled ) { qglFinish(); } #endif GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" ); // present the information rendered to the back buffer to the front buffer (the screen) dx.swapChain->Present( 0, 0 ); if ( r_fullscreen->modified ) { bool fullscreen; bool needToToggle = qtrue; bool sdlToggled = qfalse; SDL_Surface *s = SDL_GetVideoSurface(); if ( s ) { // Find out the current state fullscreen = !!( s->flags & SDL_FULLSCREEN ); if ( r_fullscreen->integer > 0 && ri.Cvar_VariableIntegerValue( "in_nograb" ) > 0 ) { ri.Printf( PRINT_ALL, "Fullscreen not allowed with in_nograb 1\n" ); ri.Cvar_Set( "r_fullscreen", "0" ); r_fullscreen->modified = qfalse; } // Is the state we want different from the current state? needToToggle = !!r_fullscreen->integer != fullscreen; if ( needToToggle ) { sdlToggled = SDL_WM_ToggleFullScreen( s ); } } if ( needToToggle ) { // SDL_WM_ToggleFullScreen didn't work, so do it the slow way if ( !sdlToggled ) { ri.Cmd_ExecuteText( EXEC_APPEND, "vid_restart" ); } ri.IN_Restart(); } r_fullscreen->modified = qfalse; } backEnd.projection2D = qfalse; return ( const void * )( cmd + 1 ); }
void RB_ShowImages( void ) { int i; image_t *image; float x, y, w, h; vec4_t quadVerts[ 4 ]; int start, end; GLimp_LogComment( "--- RB_ShowImages ---\n" ); if ( !backEnd.projection2D ) { RB_SetGL2D(); } qglClear( GL_COLOR_BUFFER_BIT ); qglFinish(); GL_BindProgram( &tr.genericSingleShader ); GL_Cull( CT_TWO_SIDED ); // set uniforms GLSL_SetUniform_TCGen_Environment( &tr.genericSingleShader, qfalse ); GLSL_SetUniform_ColorGen( &tr.genericSingleShader, CGEN_VERTEX ); GLSL_SetUniform_AlphaGen( &tr.genericSingleShader, AGEN_VERTEX ); if ( glConfig.vboVertexSkinningAvailable ) { GLSL_SetUniform_VertexSkinning( &tr.genericSingleShader, qfalse ); } GLSL_SetUniform_DeformGen( &tr.genericSingleShader, DGEN_NONE ); GLSL_SetUniform_AlphaTest( &tr.genericSingleShader, 0 ); GLSL_SetUniform_ColorTextureMatrix( &tr.genericSingleShader, matrixIdentity ); GL_SelectTexture( 0 ); start = ri.Milliseconds(); for ( i = 0; i < tr.images.currentElements; i++ ) { image = Com_GrowListElement( &tr.images, i ); /* if(image->bits & (IF_RGBA16F | IF_RGBA32F | IF_LA16F | IF_LA32F)) { // don't render float textures using FFP continue; } */ w = glConfig.vidWidth / 20; h = glConfig.vidHeight / 15; x = i % 20 * w; y = i / 20 * h; // show in proportional size in mode 2 if ( r_showImages->integer == 2 ) { w *= image->uploadWidth / 512.0f; h *= image->uploadHeight / 512.0f; } // bind u_ColorMap GL_Bind( image ); VectorSet4( quadVerts[ 0 ], x, y, 0, 1 ); VectorSet4( quadVerts[ 1 ], x + w, y, 0, 1 ); VectorSet4( quadVerts[ 2 ], x + w, y + h, 0, 1 ); VectorSet4( quadVerts[ 3 ], x, y + h, 0, 1 ); Tess_InstantQuad( quadVerts ); /* qglBegin(GL_QUADS); qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 0, 0, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x, y, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 1, 0, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x + w, y, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 1, 1, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x + w, y + h, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_TEXCOORD0, 0, 1, 0, 1); qglVertexAttrib4fARB(ATTR_INDEX_POSITION, x, y + h, 0, 1); qglEnd(); */ } qglFinish(); end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start ); GL_CheckErrors(); }
/* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty ) { int i, j; int start, end; if ( !tr.registered ) { return; } R_IssuePendingRenderCommands(); if ( tess.numIndexes ) { RB_EndSurface(); } // we definately want to sync every frame for the cinematics qglFinish(); start = 0; if ( r_speeds->integer ) { start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { } for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows ) { ri.Error( ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows ); } GL_Bind( tr.scratchImage[client] ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; #ifdef USE_OPENGLES qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); #else qglTexImage2D( GL_TEXTURE_2D, 0, 3, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); #endif qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } else { if ( dirty ) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } if ( r_speeds->integer ) { end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } RB_SetGL2D(); qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight ); #ifdef USE_OPENGLES GLfloat tex[] = { 0.5f / cols, 0.5f / rows, ( cols - 0.5f ) / cols , 0.5f / rows, ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows, 0.5f / cols, ( rows - 0.5f ) / rows }; GLfloat vtx[] = { x, y, x+w, y, x+w, y+h, x, y+h }; GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY); if (glcol) qglDisableClientState(GL_COLOR_ARRAY); if (!text) qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, tex ); qglVertexPointer ( 2, GL_FLOAT, 0, vtx ); qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); if (!text) qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); if (glcol) qglEnableClientState(GL_COLOR_ARRAY); #else qglBegin( GL_QUADS ); qglTexCoord2f( 0.5f / cols, 0.5f / rows ); qglVertex2f( x, y ); qglTexCoord2f( ( cols - 0.5f ) / cols, 0.5f / rows ); qglVertex2f( x + w, y ); qglTexCoord2f( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows ); qglVertex2f( x + w, y + h ); qglTexCoord2f( 0.5f / cols, ( rows - 0.5f ) / rows ); qglVertex2f( x, y + h ); qglEnd(); #endif }
/* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { int i, j; int start, end; #ifdef VCMODS_OPENGLES vec2_t texcoords[4]; vec2_t verts[4]; glIndex_t indicies[6] = {0, 1, 2, 0, 3, 2}; #endif if ( !tr.registered ) { return; } R_SyncRenderThread(); // we definately want to sync every frame for the cinematics qglFinish(); start = end = 0; if ( r_speeds->integer ) { start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { } for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); } GL_Bind( tr.scratchImage[client] ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; #ifdef VCMODS_OPENGLES //don't do qglTexImage2D as this may end up doing a compressed image //on which we are not allowed to do further sub images glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); #else qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); #endif qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } else { if (dirty) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } if ( r_speeds->integer ) { end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } RB_SetGL2D(); #ifdef VCMODS_OPENGLES qglColor4f( tr.identityLight, tr.identityLight, tr.identityLight, 1.0f ); verts[0][0] = x; verts[0][1] = y; verts[1][0] = x+w; verts[1][1] = y; verts[2][0] = x+w; verts[2][1] = y+h; verts[3][0] = x; verts[3][1] = y+h; texcoords[0][0] = 0.5f/cols; texcoords[0][1] = 0.5f/rows; texcoords[1][0] = (cols-0.5f)/cols; texcoords[1][1] = 0.5f/rows; texcoords[2][0] = (cols-0.5f)/cols; texcoords[2][1] = (rows-0.5f)/rows; texcoords[3][0] = 0.5f/cols; texcoords[3][1] = (rows-0.5f)/rows; qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, texcoords ); qglVertexPointer ( 2, GL_FLOAT, 0, verts ); qglDrawElements( GL_TRIANGLE_STRIP, 6, GL_INDEX_TYPE, indicies ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); #else qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight ); qglBegin (GL_QUADS); qglTexCoord2f ( 0.5f / cols, 0.5f / rows ); qglVertex2f (x, y); qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows ); qglVertex2f (x+w, y); qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows ); qglVertex2f (x+w, y+h); qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows ); qglVertex2f (x, y+h); qglEnd (); #endif }
/* =============== RB_ShowImages Draw all the images to the screen, on top of whatever was there. This is used to test for texture thrashing. Also called by RE_EndRegistration =============== */ void RB_ShowImages( void ) { int i; image_t *image; float x, y, w, h; int start, end; #ifdef VCMODS_OPENGLES vec2_t texcoords[4] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} }; vec2_t verts[4]; glIndex_t indicies[6] = { 0, 1, 2, 0, 3, 2}; #endif if ( !backEnd.projection2D ) { RB_SetGL2D(); } qglClear( GL_COLOR_BUFFER_BIT ); qglFinish(); start = ri.Milliseconds(); #ifdef VCMODS_OPENGLES qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); #endif for ( i=0 ; i<tr.numImages ; i++ ) { image = tr.images[i]; w = glConfig.vidWidth / 20; h = glConfig.vidHeight / 15; x = i % 20 * w; y = i / 20 * h; // show in proportional size in mode 2 if ( r_showImages->integer == 2 ) { w *= image->uploadWidth / 512.0f; h *= image->uploadHeight / 512.0f; } #ifdef VCMODS_OPENGLES verts[0][0] = x; verts[0][1] = y; verts[1][0] = x+w; verts[1][1] = y; verts[2][0] = x+w; verts[2][1] = y+h; verts[3][0] = x; verts[3][1] = y+h; qglTexCoordPointer( 2, GL_FLOAT, 0, texcoords ); qglVertexPointer ( 2, GL_FLOAT, 0, verts ); qglDrawElements( GL_TRIANGLE_STRIP, 6, GL_INDEX_TYPE, indicies ); #else GL_Bind( image ); qglBegin (GL_QUADS); qglTexCoord2f( 0, 0 ); qglVertex2f( x, y ); qglTexCoord2f( 1, 0 ); qglVertex2f( x + w, y ); qglTexCoord2f( 1, 1 ); qglVertex2f( x + w, y + h ); qglTexCoord2f( 0, 1 ); qglVertex2f( x, y + h ); qglEnd(); #endif } #ifdef VCMODS_OPENGLES qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); #endif qglFinish(); end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start ); }
/* ================= RB_BeginDrawingView Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view ================= */ static void RB_BeginDrawingView (void) { int clearBits = GL_DEPTH_BUFFER_BIT; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { qglFinish (); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // we will need to change the projection matrix before drawing // 2D images again backEnd.projection2D = qfalse; // // set the modelview matrix for the viewer // SetViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); // clear relevant buffers if ( r_measureOverdraw->integer || r_shadows->integer == 2 || tr_stencilled ) { clearBits |= GL_STENCIL_BUFFER_BIT; tr_stencilled = false; } if (skyboxportal) { if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) { // portal scene, clear whatever is necessary if (r_fastsky->integer || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) ) { // fastsky: clear color // try clearing first with the portal sky fog color, then the world fog color, then finally a default clearBits |= GL_COLOR_BUFFER_BIT; if (tr.world && tr.world->globalFog != -1) { const fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); } else { qglClearColor ( 0.3f, 0.3f, 0.3f, 1.0 ); } } } } else { if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects ) { if (tr.world && tr.world->globalFog != -1) { const fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); } else { qglClearColor( 0.3f, 0.3f, 0.3f, 1 ); // FIXME: get color of sky } clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used } } if ( !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && ( r_DynamicGlow->integer && !g_bRenderGlowingObjects ) ) { if (tr.world && tr.world->globalFog != -1) { //this is because of a bug in multiple scenes I think, it needs to clear for the second scene but it doesn't normally. const fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); clearBits |= GL_COLOR_BUFFER_BIT; } } // If this pass is to just render the glowing objects, don't clear the depth buffer since // we're sharing it with the main scene (since the main scene has already been rendered). -AReis if ( g_bRenderGlowingObjects ) { clearBits &= ~GL_DEPTH_BUFFER_BIT; } if (clearBits) { qglClear( clearBits ); } if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } glState.faceCulling = -1; // force face culling to set next time // we will only draw a sun if there was sky rendered in this view backEnd.skyRenderedThisView = qfalse; // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { float plane[4]; double plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct (backEnd.viewParms.ori.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.ori.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.ori.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.ori.origin) - plane[3]; qglLoadMatrixf( s_flipMatrix ); qglClipPlane (GL_CLIP_PLANE0, plane2); qglEnable (GL_CLIP_PLANE0); } else { qglDisable (GL_CLIP_PLANE0); } }
/* ============= RB_DrawSurfs ============= */ const void *RB_DrawSurfs( const void *data ) { const drawSurfsCommand_t *cmd; // finish any 2D drawing if needed if ( tess.numIndexes ) { RB_EndSurface(); } cmd = (const drawSurfsCommand_t *)data; backEnd.refdef = cmd->refdef; backEnd.viewParms = cmd->viewParms; RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); // Dynamic Glow/Flares: /* The basic idea is to render the glowing parts of the scene to an offscreen buffer, then take that buffer and blur it. After it is sufficiently blurred, re-apply that image back to the normal screen using a additive blending. To blur the scene I use a vertex program to supply four texture coordinate offsets that allow 'peeking' into adjacent pixels. In the register combiner (pixel shader), I combine the adjacent pixels using a weighting factor. - Aurelio */ // Render dynamic glowing/flaring objects. if ( !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && g_bDynamicGlowSupported && r_DynamicGlow->integer ) { // Copy the normal scene to texture. qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); // Just clear colors, but leave the depth buffer intact so we can 'share' it. qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); qglClear( GL_COLOR_BUFFER_BIT ); // Render the glowing objects. g_bRenderGlowingObjects = true; RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); g_bRenderGlowingObjects = false; qglFinish(); // Copy the glow scene to texture. qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.screenGlow ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); // Resize the viewport to the blur texture size. const int oldViewWidth = backEnd.viewParms.viewportWidth; const int oldViewHeight = backEnd.viewParms.viewportHeight; backEnd.viewParms.viewportWidth = r_DynamicGlowWidth->integer; backEnd.viewParms.viewportHeight = r_DynamicGlowHeight->integer; SetViewportAndScissor(); // Blur the scene. RB_BlurGlowTexture(); // Copy the finished glow scene back to texture. qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); // Set the viewport back to normal. backEnd.viewParms.viewportWidth = oldViewWidth; backEnd.viewParms.viewportHeight = oldViewHeight; SetViewportAndScissor(); qglClear( GL_COLOR_BUFFER_BIT ); // Draw the glow additively over the screen. RB_DrawGlowOverlay(); } return (const void *)(cmd + 1); }
/* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty ) { int i, j; int start, end; if ( !tr.registered ) { return; } R_SyncRenderThread(); // we definitely want to sync every frame for the cinematics #if defined( USE_D3D10 ) // TODO #else qglFinish(); #endif start = end = 0; if ( r_speeds->integer ) { #if defined( USE_D3D10 ) // TODO #else qglFinish(); #endif start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0; ( 1 << i ) < cols; i++ ) { } for ( j = 0; ( 1 << j ) < rows; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows ) { ri.Error( ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows ); } #if defined( USE_D3D10 ) // TODO #else RB_SetGL2D(); qglVertexAttrib4fARB( ATTR_INDEX_NORMAL, 0, 0, 1, 1 ); qglVertexAttrib4fARB( ATTR_INDEX_COLOR, tr.identityLight, tr.identityLight, tr.identityLight, 1 ); GL_BindProgram( &tr.genericSingleShader ); // set uniforms GLSL_SetUniform_TCGen_Environment( &tr.genericSingleShader, qfalse ); GLSL_SetUniform_ColorGen( &tr.genericSingleShader, CGEN_VERTEX ); GLSL_SetUniform_AlphaGen( &tr.genericSingleShader, AGEN_VERTEX ); //GLSL_SetUniform_Color(&tr.genericSingleShader, colorWhite); if ( glConfig.vboVertexSkinningAvailable ) { GLSL_SetUniform_VertexSkinning( &tr.genericSingleShader, qfalse ); } GLSL_SetUniform_DeformGen( &tr.genericSingleShader, DGEN_NONE ); GLSL_SetUniform_AlphaTest( &tr.genericSingleShader, 0 ); GLSL_SetUniform_ModelViewProjectionMatrix( &tr.genericSingleShader, glState.modelViewProjectionMatrix[ glState.stackIndex ] ); // bind u_ColorMap GL_SelectTexture( 0 ); GL_Bind( tr.scratchImage[ client ] ); GLSL_SetUniform_ColorTextureMatrix( &tr.genericSingleShader, matrixIdentity ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[ client ]->width || rows != tr.scratchImage[ client ]->height ) { tr.scratchImage[ client ]->width = tr.scratchImage[ client ]->uploadWidth = cols; tr.scratchImage[ client ]->height = tr.scratchImage[ client ]->uploadHeight = rows; qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); } else { if ( dirty ) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } #endif // #if defined(USE_D3D10) if ( r_speeds->integer ) { #if defined( USE_D3D10 ) // TODO #else qglFinish(); #endif end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } tess.numVertexes = 0; tess.numIndexes = 0; tess.xyz[ tess.numVertexes ][ 0 ] = x; tess.xyz[ tess.numVertexes ][ 1 ] = y; tess.xyz[ tess.numVertexes ][ 2 ] = 0; tess.xyz[ tess.numVertexes ][ 3 ] = 1; tess.texCoords[ tess.numVertexes ][ 0 ] = 0.5f / cols; tess.texCoords[ tess.numVertexes ][ 1 ] = 0.5f / rows; tess.texCoords[ tess.numVertexes ][ 2 ] = 0; tess.texCoords[ tess.numVertexes ][ 3 ] = 1; tess.numVertexes++; tess.xyz[ tess.numVertexes ][ 0 ] = x + w; tess.xyz[ tess.numVertexes ][ 1 ] = y; tess.xyz[ tess.numVertexes ][ 2 ] = 0; tess.xyz[ tess.numVertexes ][ 3 ] = 1; tess.texCoords[ tess.numVertexes ][ 0 ] = ( cols - 0.5f ) / cols; tess.texCoords[ tess.numVertexes ][ 1 ] = 0.5f / rows; tess.texCoords[ tess.numVertexes ][ 2 ] = 0; tess.texCoords[ tess.numVertexes ][ 3 ] = 1; tess.numVertexes++; tess.xyz[ tess.numVertexes ][ 0 ] = x + w; tess.xyz[ tess.numVertexes ][ 1 ] = y + h; tess.xyz[ tess.numVertexes ][ 2 ] = 0; tess.xyz[ tess.numVertexes ][ 3 ] = 1; tess.texCoords[ tess.numVertexes ][ 0 ] = ( cols - 0.5f ) / cols; tess.texCoords[ tess.numVertexes ][ 1 ] = ( rows - 0.5f ) / rows; tess.texCoords[ tess.numVertexes ][ 2 ] = 0; tess.texCoords[ tess.numVertexes ][ 3 ] = 1; tess.numVertexes++; tess.xyz[ tess.numVertexes ][ 0 ] = x; tess.xyz[ tess.numVertexes ][ 1 ] = y + h; tess.xyz[ tess.numVertexes ][ 2 ] = 0; tess.xyz[ tess.numVertexes ][ 3 ] = 1; tess.texCoords[ tess.numVertexes ][ 0 ] = 0.5f / cols; tess.texCoords[ tess.numVertexes ][ 1 ] = ( rows - 0.5f ) / rows; tess.texCoords[ tess.numVertexes ][ 2 ] = 0; tess.texCoords[ tess.numVertexes ][ 3 ] = 1; 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; Tess_UpdateVBOs( ATTR_POSITION | ATTR_TEXCOORD ); Tess_DrawElements(); tess.numVertexes = 0; tess.numIndexes = 0; #if defined( USE_D3D10 ) // TODO #else GL_CheckErrors(); #endif }
/* ================= RB_BeginDrawingView Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view ================= */ void RB_BeginDrawingView (void) { int clearBits = 0; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { qglFinish (); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // we will need to change the projection matrix before drawing // 2D images again backEnd.projection2D = qfalse; // // set the modelview matrix for the viewer // SetViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); // clear relevant buffers clearBits = GL_DEPTH_BUFFER_BIT; if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) { clearBits |= GL_STENCIL_BUFFER_BIT; } if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) { clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used #ifdef _DEBUG qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky #else qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky #endif } qglClear( clearBits ); if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } glState.faceCulling = -1; // force face culling to set next time // we will only draw a sun if there was sky rendered in this view backEnd.skyRenderedThisView = qfalse; // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { float plane[4]; double plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3]; qglLoadMatrixf( s_flipMatrix ); qglClipPlane (GL_CLIP_PLANE0, plane2); qglEnable (GL_CLIP_PLANE0); } else { qglDisable (GL_CLIP_PLANE0); } }
/* ================= RB_BeginDrawingView Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view ================= */ void RB_BeginDrawingView( void ) { int clearBits = 0; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { qglFinish(); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // we will need to change the projection matrix before drawing // 2D images again backEnd.projection2D = qfalse; // // set the modelview matrix for the viewer // SetViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); ////////// (SA) modified to ensure one glclear() per frame at most // clear relevant buffers clearBits = 0; if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) { clearBits |= GL_STENCIL_BUFFER_BIT; } if ( r_uiFullScreen->integer ) { clearBits = GL_DEPTH_BUFFER_BIT; // (SA) always just clear depth for menus } else if ( skyboxportal ) { if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) { // portal scene, clear whatever is necessary clearBits |= GL_DEPTH_BUFFER_BIT; if ( r_fastsky->integer || backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) { // fastsky: clear color // try clearing first with the portal sky fog color, then the world fog color, then finally a default clearBits |= GL_COLOR_BUFFER_BIT; if ( glfogsettings[FOG_PORTALVIEW].registered ) { qglClearColor( glfogsettings[FOG_PORTALVIEW].color[0], glfogsettings[FOG_PORTALVIEW].color[1], glfogsettings[FOG_PORTALVIEW].color[2], glfogsettings[FOG_PORTALVIEW].color[3] ); } else if ( glfogNum > FOG_NONE && glfogsettings[FOG_CURRENT].registered ) { qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] ); } else { // qglClearColor ( 1.0, 0.0, 0.0, 1.0 ); // red clear for testing portal sky clear qglClearColor( 0.5, 0.5, 0.5, 1.0 ); } } else { // rendered sky (either clear color or draw quake sky) if ( glfogsettings[FOG_PORTALVIEW].registered ) { qglClearColor( glfogsettings[FOG_PORTALVIEW].color[0], glfogsettings[FOG_PORTALVIEW].color[1], glfogsettings[FOG_PORTALVIEW].color[2], glfogsettings[FOG_PORTALVIEW].color[3] ); if ( glfogsettings[FOG_PORTALVIEW].clearscreen ) { // portal fog requests a screen clear (distance fog rather than quake sky) clearBits |= GL_COLOR_BUFFER_BIT; } } } } else { // world scene with portal sky, don't clear any buffers, just set the fog color if there is one clearBits |= GL_DEPTH_BUFFER_BIT; // this will go when I get the portal sky rendering way out in the zbuffer (or not writing to zbuffer at all) if ( glfogNum > FOG_NONE && glfogsettings[FOG_CURRENT].registered ) { if ( backEnd.refdef.rdflags & RDF_UNDERWATER ) { if ( glfogsettings[FOG_CURRENT].mode == GL_LINEAR ) { clearBits |= GL_COLOR_BUFFER_BIT; } } else if ( !( r_portalsky->integer ) ) { // portal skies have been manually turned off, clear bg color clearBits |= GL_COLOR_BUFFER_BIT; } qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] ); } } } else { // world scene with no portal sky clearBits |= GL_DEPTH_BUFFER_BIT; // NERVE - SMF - we don't want to clear the buffer when no world model is specified if ( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) { clearBits &= ~GL_COLOR_BUFFER_BIT; } // -NERVE - SMF // (SA) well, this is silly then else if ( r_fastsky->integer ) { // || backEnd.refdef.rdflags & RDF_NOWORLDMODEL clearBits |= GL_COLOR_BUFFER_BIT; if ( glfogsettings[FOG_CURRENT].registered ) { // try to clear fastsky with current fog color qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] ); } else { // qglClearColor ( 0.0, 0.0, 1.0, 1.0 ); // blue clear for testing world sky clear qglClearColor( 0.5, 0.5, 0.5, 1.0 ); } } else { // world scene, no portal sky, not fastsky, clear color if fog says to, otherwise, just set the clearcolor if ( glfogsettings[FOG_CURRENT].registered ) { // try to clear fastsky with current fog color qglClearColor( glfogsettings[FOG_CURRENT].color[0], glfogsettings[FOG_CURRENT].color[1], glfogsettings[FOG_CURRENT].color[2], glfogsettings[FOG_CURRENT].color[3] ); if ( glfogsettings[FOG_CURRENT].clearscreen ) { // world fog requests a screen clear (distance fog rather than quake sky) clearBits |= GL_COLOR_BUFFER_BIT; } } } } if ( clearBits ) { qglClear( clearBits ); } //----(SA) done if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } glState.faceCulling = -1; // force face culling to set next time // we will only draw a sun if there was sky rendered in this view backEnd.skyRenderedThisView = qfalse; // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { float plane[4]; double plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct( backEnd.viewParms.or.axis[0], plane ); plane2[1] = DotProduct( backEnd.viewParms.or.axis[1], plane ); plane2[2] = DotProduct( backEnd.viewParms.or.axis[2], plane ); plane2[3] = DotProduct( plane, backEnd.viewParms.or.origin ) - plane[3]; qglLoadMatrixf( s_flipMatrix ); qglClipPlane( GL_CLIP_PLANE0, plane2 ); qglEnable( GL_CLIP_PLANE0 ); } else { qglDisable( GL_CLIP_PLANE0 ); } }
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))); } }
/* ================= RadiantInit This is also called when you 'quit' in doom ================= */ void RadiantInit( void ) { // make sure the renderer is initialized if ( !renderSystem->IsOpenGLRunning() ) { common->Printf( "no OpenGL running\n" ); return; } g_editorAlive = true; // allocate a renderWorld and a soundWorld if ( g_qeglobals.rw == NULL ) { // jmarshall // g_qeglobals.defaultEditorMaterial = declManager->FindMaterial( "_editordefault" ); RadiantInitTestWindow(); // jmarshall end g_qeglobals.rw = renderSystem->AllocRenderWorld(); g_qeglobals.rw->InitFromMap( NULL ); } if ( g_qeglobals.sw == NULL ) { g_qeglobals.sw = soundSystem->AllocSoundWorld( g_qeglobals.rw ); } if ( g_DoomInstance ) { if ( ::IsWindowVisible( win32.hWnd ) ) { ::ShowWindow( win32.hWnd, SW_HIDE ); g_pParentWnd->ShowWindow( SW_SHOW ); g_pParentWnd->SetFocus(); } } else { sys->GrabMouseCursor( false ); g_DoomInstance = win32.hInstance; CWinApp* pApp = AfxGetApp(); CWinThread *pThread = AfxGetThread(); InitAfx(); // App global initializations (rare) pApp->InitApplication(); // Perform specific initializations pThread->InitInstance(); qglFinish(); //qwglMakeCurrent(0, 0); renderDevice->BindDeviceToWindow(win32.hDC); // hide the doom window by default ::ShowWindow( win32.hWnd, SW_HIDE ); // jmarshall toolInterfaceLocal.ShowDebugConsole(); // jmarshall end } }
/* ================= RB_BeginDrawingView Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view ================= */ void RB_BeginDrawingView (void) { int clearBits = 0; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { qglFinish (); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // we will need to change the projection matrix before drawing // 2D images again backEnd.projection2D = qfalse; if (glRefConfig.framebufferObject) { // FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world // drawing more world check is in case of double renders, such as skyportals if (backEnd.viewParms.targetFbo == NULL) { if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))) { FBO_Bind(NULL); } else { FBO_Bind(tr.renderFbo); } } else { FBO_Bind(backEnd.viewParms.targetFbo); // FIXME: hack for cubemap testing if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { //qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, backEnd.viewParms.targetFbo->colorImage[0]->texnum, 0); qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]->texnum, 0); } } } // // set the modelview matrix for the viewer // SetViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); // clear relevant buffers clearBits = GL_DEPTH_BUFFER_BIT; if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) { clearBits |= GL_STENCIL_BUFFER_BIT; } if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) { clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used #ifdef _DEBUG qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky #else qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky #endif } // clear to white for shadow maps if (backEnd.viewParms.flags & VPF_SHADOWMAP) { clearBits |= GL_COLOR_BUFFER_BIT; qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); } // clear to black for cube maps if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { clearBits |= GL_COLOR_BUFFER_BIT; qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); } qglClear( clearBits ); if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } glState.faceCulling = -1; // force face culling to set next time // we will only draw a sun if there was sky rendered in this view backEnd.skyRenderedThisView = qfalse; // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { #if 0 float plane[4]; double plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3]; #endif GL_SetModelviewMatrix( s_flipMatrix ); } }
/* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { int i, j; int start, end; if ( !tr.registered ) { return; } R_SyncRenderThread(); // we definately want to sync every frame for the cinematics qglFinish(); start = end = 0; if ( r_speeds->integer ) { start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { } for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); } GL_Bind( tr.scratchImage[client] ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); } else { if (dirty) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } if ( r_speeds->integer ) { end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } RB_SetGL2D(); qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight ); qglBegin (GL_QUADS); qglTexCoord2f ( 0.5f / cols, 0.5f / rows ); qglVertex2f (x, y); qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows ); qglVertex2f (x+w, y); qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows ); qglVertex2f (x+w, y+h); qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows ); qglVertex2f (x, y+h); qglEnd (); }
/* ============= RB_SwapBuffers ============= */ const void *RB_SwapBuffers( const void *data ) { const swapBuffersCommand_t *cmd; // finish any 2D drawing if needed if ( tess.numIndexes ) { RB_EndSurface(); } // texture swapping test if ( r_showImages->integer ) { RB_ShowImages(); } cmd = (const swapBuffersCommand_t *)data; // we measure overdraw by reading back the stencil buffer and // counting up the number of increments that have happened if ( r_measureOverdraw->integer ) { int i; long sum = 0; unsigned char *stencilReadback; stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight ); qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback ); for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) { sum += stencilReadback[i]; } backEnd.pc.c_overDraw += sum; ri.Hunk_FreeTempMemory( stencilReadback ); } if (glRefConfig.framebufferObject) { if (!backEnd.framePostProcessed) { if (tr.msaaResolveFbo && r_hdr->integer) { // Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); } else if (tr.renderFbo) { FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); } } } if ( !glState.finishCalled ) { qglFinish(); } GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" ); GLimp_EndFrame(); backEnd.framePostProcessed = qfalse; backEnd.projection2D = qfalse; return (const void *)(cmd + 1); }