/* * RB_SetGLDefaults */ static void RB_SetGLDefaults( void ) { int i; qglClearColor( 1, 0, 0.5, 0.5 ); if( glConfig.stencilEnabled ) { qglStencilMask( ( GLuint ) ~0 ); qglStencilFunc( GL_EQUAL, 128, 0xFF ); qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); } // properly disable multitexturing at startup for( i = glConfig.maxTextureUnits-1; i >= 0; i-- ) { RB_SelectTextureUnit( i ); qglDisable( GL_TEXTURE_2D ); } qglEnable( GL_TEXTURE_2D ); qglDisable( GL_CULL_FACE ); qglFrontFace( GL_CCW ); qglEnable( GL_SCISSOR_TEST ); qglDisable( GL_BLEND ); qglDisable( GL_ALPHA_TEST ); qglDepthFunc( GL_LEQUAL ); qglDepthMask( GL_FALSE ); qglDisable( GL_POLYGON_OFFSET_FILL ); qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); qglEnable( GL_DEPTH_TEST ); qglShadeModel( GL_SMOOTH ); if( qglPolygonMode ) { qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } qglFrontFace( GL_CCW ); rb.gl.state = 0; rb.gl.frontFace = qfalse; rb.gl.currentTMU = -1; rb.gl.faceCull = 0; rb.gl.polygonOffset[0] = rb.gl.polygonOffset[1] = 0; memset( rb.gl.currentTextures, 0, sizeof( rb.gl.currentTextures ) ); }
/* * RB_SetGLDefaults */ static void RB_SetGLDefaults( void ) { if( glConfig.stencilBits ) { qglStencilMask( ( GLuint ) ~0 ); qglStencilFunc( GL_EQUAL, 128, 0xFF ); qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); } qglDisable( GL_CULL_FACE ); qglFrontFace( GL_CCW ); qglDisable( GL_BLEND ); qglDepthFunc( GL_LEQUAL ); qglDepthMask( GL_FALSE ); qglDisable( GL_POLYGON_OFFSET_FILL ); qglPolygonOffset( -1.0f, 0.0f ); // units will be handled by RB_DepthOffset qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); qglEnable( GL_DEPTH_TEST ); #ifndef GL_ES_VERSION_2_0 qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); #endif qglFrontFace( GL_CCW ); }
void Gui_Render() { const text_shader_description *shader = renderer.shaderManager->getTextShader(); screenSize[0] = screen_info.w; screenSize[1] = screen_info.h; qglUseProgramObjectARB(shader->program); qglUniform1iARB(shader->sampler, 0); qglUniform2fvARB(shader->screenSize, 1, screenSize); qglUniform1fARB(shader->colorReplace, 0.0f); qglPushAttrib(GL_ENABLE_BIT | GL_PIXEL_MODE_BIT | GL_COLOR_BUFFER_BIT); qglPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT | GL_CLIENT_VERTEX_ARRAY_BIT); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); qglPolygonMode(GL_FRONT, GL_FILL); qglFrontFace(GL_CCW); qglEnable(GL_BLEND); qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglDisable(GL_ALPHA_TEST); if(World_GetPlayer() && main_inventory_manager) { Gui_DrawInventory(engine_frame_time); } Gui_DrawNotifier(engine_frame_time); qglUseProgramObjectARB(shader->program); qglDepthMask(GL_FALSE); qglPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); qglPixelStorei(GL_UNPACK_ALIGNMENT, 1); if(screen_info.crosshair != 0) { Gui_DrawCrosshair(); } Gui_DrawBars(); qglUniform1fARB(shader->colorReplace, 1.0f); GLText_RenderStrings(); Con_Draw(engine_frame_time); qglUniform1fARB(shader->colorReplace, 0.0f); qglDepthMask(GL_TRUE); qglPopClientAttrib(); qglPopAttrib(); }
void Gui_DrawLoadScreen(int value) { qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); qglPushAttrib(GL_ENABLE_BIT | GL_PIXEL_MODE_BIT | GL_COLOR_BUFFER_BIT); qglPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT); qglPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); qglPixelStorei(GL_UNPACK_ALIGNMENT, 1); qglEnableClientState(GL_VERTEX_ARRAY); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); qglEnableClientState(GL_COLOR_ARRAY); qglDisableClientState(GL_NORMAL_ARRAY); qglEnable(GL_BLEND); qglEnable(GL_TEXTURE_2D); qglDisable(GL_ALPHA_TEST); qglDepthMask(GL_FALSE); qglPolygonMode(GL_FRONT, GL_FILL); qglFrontFace(GL_CCW); const GLfloat color_w[4] = {1.0f, 1.0f, 1.0f, 1.0f}; const text_shader_description *shader = renderer.shaderManager->getTextShader(); screenSize[0] = screen_info.w; screenSize[1] = screen_info.h; qglUseProgramObjectARB(shader->program); qglUniform1iARB(shader->sampler, 0); qglUniform2fvARB(shader->screenSize, 1, screenSize); Gui_DrawRect(0.0, 0.0, screen_info.w, screen_info.h, color_w, color_w, color_w, color_w, BM_OPAQUE, load_screen_tex); if(value >= 0) { Bar[BAR_LOADING].Show(value); } qglDepthMask(GL_TRUE); qglPopClientAttrib(); qglPopAttrib(); Engine_GLSwapWindow(); }
/* * RB_FrontFace */ void RB_FrontFace( bool front ) { qglFrontFace( front ? GL_CW : GL_CCW ); rb.gl.frontFace = front; }
/* ================== GL_SetDefaultState ================== */ void GL_SetDefaultState (){ int i; QGL_LogPrintf("---------- GL_SetDefaultState ----------\n"); // Reset the state manager glState.projectionMatrixIdentity = true; glState.modelviewMatrixIdentity = true; for (i = 0; i < MAX_TEXTURE_UNITS; i++) glState.textureMatrixIdentity[i] = true; for (i = 0; i < MAX_TEXTURE_UNITS; i++) glState.texture[i] = NULL; glState.program = NULL; glState.indexBuffer = NULL; glState.vertexBuffer = NULL; glState.viewportX = 0; glState.viewportY = 0; glState.viewportWidth = glConfig.videoWidth; glState.viewportHeight = glConfig.videoHeight; glState.scissorX = 0; glState.scissorY = 0; glState.scissorWidth = glConfig.videoWidth; glState.scissorHeight = glConfig.videoHeight; glState.depthBoundsMin = 0.0f; glState.depthBoundsMax = 1.0f; glState.texUnit = 0; for (i = 0; i < MAX_TEXTURE_UNITS; i++){ glState.texTarget[i] = 0; glState.texEnv[i] = GL_MODULATE; glState.texGen[i][0] = GL_OBJECT_LINEAR; glState.texGen[i][1] = GL_OBJECT_LINEAR; glState.texGen[i][2] = GL_OBJECT_LINEAR; glState.texGen[i][3] = GL_OBJECT_LINEAR; } glState.cullFace = false; glState.polygonOffsetFill = false; glState.polygonOffsetLine = false; glState.blend = false; glState.alphaTest = false; glState.depthTest = false; glState.stencilTest = false; for (i = 0; i < MAX_TEXTURE_UNITS; i++){ glState.textureGen[i][0] = false; glState.textureGen[i][1] = false; glState.textureGen[i][2] = false; glState.textureGen[i][3] = false; } glState.cullMode = GL_FRONT; glState.polygonMode = GL_FILL; glState.polygonOffsetFactor = 0.0f; glState.polygonOffsetUnits = 0.0f; glState.blendSrc = GL_ONE; glState.blendDst = GL_ZERO; glState.blendMode = GL_FUNC_ADD; glState.alphaFunc = GL_GREATER; glState.alphaFuncRef = 0.0f; glState.depthFunc = GL_LEQUAL; glState.stencilFunc[0] = GL_ALWAYS; glState.stencilFunc[1] = GL_ALWAYS; glState.stencilFuncRef[0] = 0; glState.stencilFuncRef[1] = 0; glState.stencilFuncMask[0] = 255; glState.stencilFuncMask[1] = 255; glState.stencilOpFail[0] = GL_KEEP; glState.stencilOpFail[1] = GL_KEEP; glState.stencilOpZFail[0] = GL_KEEP; glState.stencilOpZFail[1] = GL_KEEP; glState.stencilOpZPass[0] = GL_KEEP; glState.stencilOpZPass[1] = GL_KEEP; glState.depthMin = 0.0f; glState.depthMax = 1.0f; glState.colorMask[0] = GL_TRUE; glState.colorMask[1] = GL_TRUE; glState.colorMask[2] = GL_TRUE; glState.colorMask[3] = GL_TRUE; glState.depthMask = GL_TRUE; glState.stencilMask[0] = 255; glState.stencilMask[1] = 255; // Set default state qglMatrixMode(GL_PROJECTION); qglLoadIdentity(); qglMatrixMode(GL_MODELVIEW); qglLoadIdentity(); for (i = MAX_TEXTURE_UNITS - 1; i >= 0; i--){ if (i >= glConfig.maxTextureImageUnits) continue; if (i >= glConfig.maxTextureUnits){ qglActiveTexture(GL_TEXTURE0 + i); qglBindTexture(GL_TEXTURE_2D, 0); qglBindTexture(GL_TEXTURE_3D, 0); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); qglBindTexture(GL_TEXTURE_2D_ARRAY, 0); continue; } qglActiveTexture(GL_TEXTURE0 + i); qglMatrixMode(GL_TEXTURE); qglLoadIdentity(); qglDisable(GL_TEXTURE_2D); qglDisable(GL_TEXTURE_3D); qglDisable(GL_TEXTURE_CUBE_MAP); qglDisable(GL_TEXTURE_2D_ARRAY); qglBindTexture(GL_TEXTURE_2D, 0); qglBindTexture(GL_TEXTURE_3D, 0); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); qglBindTexture(GL_TEXTURE_2D_ARRAY, 0); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); qglDisable(GL_TEXTURE_GEN_S); qglDisable(GL_TEXTURE_GEN_T); qglDisable(GL_TEXTURE_GEN_R); qglDisable(GL_TEXTURE_GEN_Q); qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); qglTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); qglTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); } qglDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS); qglUseProgram(0); qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); qglBindBuffer(GL_ARRAY_BUFFER, 0); qglViewport(0, 0, glConfig.videoWidth, glConfig.videoHeight); qglEnable(GL_SCISSOR_TEST); qglScissor(0, 0, glConfig.videoWidth, glConfig.videoHeight); qglEnable(GL_DEPTH_BOUNDS_TEST_EXT); qglDepthBoundsEXT(0.0f, 1.0f); qglFrontFace(GL_CCW); qglShadeModel(GL_SMOOTH); qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); qglDisable(GL_CULL_FACE); qglCullFace(GL_FRONT); qglDisable(GL_POLYGON_OFFSET_FILL); qglDisable(GL_POLYGON_OFFSET_LINE); qglPolygonOffset(0.0f, 0.0f); qglDisable(GL_BLEND); qglBlendFunc(GL_ONE, GL_ZERO); qglBlendEquation(GL_FUNC_ADD); qglDisable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.0f); qglDisable(GL_DEPTH_TEST); qglDepthFunc(GL_LEQUAL); qglDisable(GL_STENCIL_TEST); qglStencilFunc(GL_ALWAYS, 128, 255); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglDepthRange(0.0f, 1.0f); qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); qglDepthMask(GL_TRUE); qglStencilMask(255); qglDisable(GL_DEPTH_CLAMP); qglDisable(GL_CLIP_PLANE0); if (glConfig.multiSamples > 1){ qglDisable(GL_MULTISAMPLE); qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); } qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); qglClearDepth(1.0f); qglClearStencil(128); qglEnableClientState(GL_VERTEX_ARRAY); qglDisableVertexAttribArray(GL_ATTRIB_NORMAL); qglDisableVertexAttribArray(GL_ATTRIB_TANGENT1); qglDisableVertexAttribArray(GL_ATTRIB_TANGENT2); qglDisableVertexAttribArray(GL_ATTRIB_TEXCOORD); qglDisableVertexAttribArray(GL_ATTRIB_COLOR); QGL_LogPrintf("--------------------\n"); }