Пример #1
0
bool R_Init (void)
{
	R_RegisterSystemVars();

	OBJZERO(r_state);
	OBJZERO(r_locals);
	OBJZERO(r_config);

	/* some config default values */
	r_config.gl_solid_format = GL_RGB;
	r_config.gl_alpha_format = GL_RGBA;
	r_config.gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
	r_config.gl_filter_max = GL_LINEAR;
	r_config.maxTextureSize = 256;

	/* initialize OS-specific parts of OpenGL */
	if (!Rimp_Init())
		return false;

	/* get our various GL strings */
	r_config.vendorString = (const char *)glGetString(GL_VENDOR);
	r_config.rendererString = (const char *)glGetString(GL_RENDERER);
	r_config.versionString = (const char *)glGetString(GL_VERSION);
	r_config.extensionsString = (const char *)glGetString(GL_EXTENSIONS);
	R_Strings_f();

	/* sanity checks and card specific hacks */
	R_VerifyDriver();
	R_EnforceVersion();

	R_RegisterImageVars();

	/* prevent reloading of some rendering cvars */
	Cvar_ClearVars(CVAR_R_MASK);

	R_InitExtensions();
	R_SetDefaultState();
	R_InitPrograms();
	R_InitImages();
	R_InitMiscTexture();
	R_DrawInitLocal();
	R_SphereInit();
	R_FontInit();
	R_InitFBObjects();
	R_UpdateDefaultMaterial("","","", NULL);

	R_CheckError();

	return true;
}
Пример #2
0
/**
 * @brief Re-initializes OpenGL state machine, all textures and renderer variables, this needed when application is put to background on Android.
 */
void R_ReinitOpenglContext (void)
{
	/* De-allocate old GL state, these functinos will call glDeleteTexture(), so they should go before everything else */
	R_FontCleanCache();
	R_ShutdownFBObjects();
	R_ShutdownPrograms();
	R_BeginBuildingLightmaps(); /* This function will also call glDeleteTexture() */
	/* Re-initialize GL state */
	R_SetDefaultState();
	R_InitPrograms();
	/* Re-upload all textures */
	R_InitMiscTexture();
	R_ReloadImages();
	/* Re-upload other GL stuff */
	R_InitFBObjects();
	R_UpdateDefaultMaterial("", "", "", NULL);

	/* Re-upload the battlescape terrain geometry */
	if (!qglBindBuffer)
		return;

	for (int tile = 0; tile < r_numMapTiles; tile++) {
		model_t *mod = r_mapTiles[tile];

		int vertind = 0, coordind = 0, tangind = 0;
		mBspSurface_t *surf = mod->bsp.surfaces;

		for (int i = 0; i < mod->bsp.numsurfaces; i++, surf++) {
			vertind += 3 * surf->numedges;
			coordind += 2 * surf->numedges;
			tangind += 4 * surf->numedges;
		}

		qglGenBuffers(1, &mod->bsp.vertex_buffer);
		qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.vertex_buffer);
		qglBufferData(GL_ARRAY_BUFFER, vertind * sizeof(GLfloat), mod->bsp.verts, GL_STATIC_DRAW);

		qglGenBuffers(1, &mod->bsp.texcoord_buffer);
		qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.texcoord_buffer);
		qglBufferData(GL_ARRAY_BUFFER, coordind * sizeof(GLfloat), mod->bsp.texcoords, GL_STATIC_DRAW);

		qglGenBuffers(1, &mod->bsp.lmtexcoord_buffer);
		qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.lmtexcoord_buffer);
		qglBufferData(GL_ARRAY_BUFFER, coordind * sizeof(GLfloat), mod->bsp.lmtexcoords, GL_STATIC_DRAW);

		qglGenBuffers(1, &mod->bsp.normal_buffer);
		qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.normal_buffer);
		qglBufferData(GL_ARRAY_BUFFER, vertind * sizeof(GLfloat), mod->bsp.normals, GL_STATIC_DRAW);

		qglGenBuffers(1, &mod->bsp.tangent_buffer);
		qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.tangent_buffer);
		qglBufferData(GL_ARRAY_BUFFER, tangind * sizeof(GLfloat), mod->bsp.tangents, GL_STATIC_DRAW);

		qglGenBuffers(1, &mod->bsp.index_buffer);
		qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mod->bsp.index_buffer);
		qglBufferData(GL_ELEMENT_ARRAY_BUFFER, mod->bsp.numIndexes * sizeof(GLushort), mod->bsp.indexes, GL_STATIC_DRAW);
		qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

		for (int i = 0; i < mod->bsp.numsurfaces; i++)
			R_CreateSurfaceLightmap(&mod->bsp.surfaces[i]);
	}

	R_EndBuildingLightmaps();
	qglBindBuffer(GL_ARRAY_BUFFER, 0);
}