Пример #1
0
/*
* 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 ) );
}
Пример #2
0
/*
* 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 );
}
Пример #3
0
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();
}
Пример #4
0
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();
}
Пример #5
0
/*
* RB_FrontFace
*/
void RB_FrontFace( bool front )
{
    qglFrontFace( front ? GL_CW : GL_CCW );
    rb.gl.frontFace = front;
}
Пример #6
0
/*
 ==================
 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");
}