示例#1
0
	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();
	}
示例#2
0
/*
** RB_DrawSun
*/
void RB_DrawSun( void )
{
#if 0
	float    size;
	float    dist;
	vec3_t   origin, vec1, vec2;
	vec3_t   temp;
	matrix_t transformMatrix;
	matrix_t modelViewMatrix;

	if ( !backEnd.skyRenderedThisView )
	{
		return;
	}

	if ( !r_drawSun->integer )
	{
		return;
	}

	GL_PushMatrix();

	GL_BindProgram( &tr.genericShader );

	// set uniforms
	GLSL_SetUniform_TCGen_Environment( &tr.genericShader,  qfalse );
	GLSL_SetUniform_InverseVertexColor( &tr.genericShader,  qfalse );

	if ( glConfig2.vboVertexSkinningAvailable )
	{
		GLSL_SetUniform_VertexSkinning( &tr.genericShader, qfalse );
	}

	GLSL_SetUniform_DeformGen( &tr.genericShader, DGEN_NONE );
	GLSL_SetUniform_AlphaTest( &tr.genericShader, -1.0 );

	MatrixSetupTranslation( transformMatrix, backEnd.viewParms.orientation.origin[ 0 ], backEnd.viewParms.orientation.origin[ 1 ],
	                        backEnd.viewParms.orientation.origin[ 2 ] );
	MatrixMultiply( backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix );

	GL_LoadProjectionMatrix( backEnd.viewParms.projectionMatrix );
	GL_LoadModelViewMatrix( modelViewMatrix );

	GLSL_SetUniform_ModelMatrix( &tr.genericShader, backEnd.orientation.transformMatrix );
	GLSL_SetUniform_ModelViewProjectionMatrix( &tr.genericShader, glState.modelViewProjectionMatrix[ glState.stackIndex ] );

	GLSL_SetUniform_PortalClipping( &tr.genericShader, backEnd.viewParms.isPortal );

	if ( backEnd.viewParms.isPortal )
	{
		float plane[ 4 ];

		// clipping plane in world space
		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;

		GLSL_SetUniform_PortalPlane( &tr.genericShader, plane );
	}

	dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3)
	size = dist * 0.4;

	VectorScale( tr.sunDirection, dist, origin );
	PerpendicularVector( vec1, tr.sunDirection );
	CrossProduct( tr.sunDirection, vec1, vec2 );

	VectorScale( vec1, size, vec1 );
	VectorScale( vec2, size, vec2 );

	// farthest depth range
	glDepthRange( 1.0, 1.0 );

	// FIXME: use quad stamp
	Tess_Begin( Tess_StageIteratorGeneric, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum );
	VectorCopy( origin, temp );
	VectorSubtract( temp, vec1, temp );
	VectorSubtract( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorAdd( temp, vec1, temp );
	VectorSubtract( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorAdd( temp, vec1, temp );
	VectorAdd( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 1;
	tess.numVertexes++;

	VectorCopy( origin, temp );
	VectorSubtract( temp, vec1, temp );
	VectorAdd( temp, vec2, temp );
	VectorCopy( temp, tess.xyz[ tess.numVertexes ] );
	tess.xyz[ tess.numVertexes ][ 3 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 0 ] = 1;
	tess.texCoords[ tess.numVertexes ][ 1 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 2 ] = 0;
	tess.texCoords[ tess.numVertexes ][ 3 ] = 1;
	tess.colors[ tess.numVertexes ][ 0 ] = 1;
	tess.colors[ tess.numVertexes ][ 1 ] = 1;
	tess.colors[ tess.numVertexes ][ 2 ] = 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_End();

	// back to standard depth range
	glDepthRange( 0.0, 1.0 );

	GL_PopMatrix();
#endif
}
示例#3
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;

		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
	}