示例#1
0
文件: tr_sky.c 项目: brugal/wolfcamql
/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
	int clearBits = 0;

	if ( r_fastsky->integer ) {
		if (r_fastsky->integer == 2  &&  !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL)) {
			clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
			if (*r_fastSkyColor->string) {
				int v, tr, tg, tb;

				v = r_fastSkyColor->integer;
				tr = (v & 0xff0000) / 0x010000;
				tg = (v & 0x00ff00) / 0x000100;
				tb = (v & 0x0000ff) / 0x000001;

				qglClearColor((float)tr / 255.0, (float)tg / 255.0, (float)tb / 255.0, 1.0);
			} else {
				qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);	// FIXME: get color of sky
			}

			qglClear(clearBits);
		}

		return;
	}

	// go through all the polygons and project them onto
	// the sky box to see which blocks on each side need
	// to be drawn
	RB_ClipSkyPolygons( &tess );

	// r_showsky will let all the sky blocks be drawn in
	// front of everything to allow developers to see how
	// much sky is getting sucked in
	if ( r_showsky->integer ) {
		qglDepthRange( 0.0, 0.0 );
	} else {
		qglDepthRange( 1.0, 1.0 );
	}

	// draw the outer skybox
	if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

		qglPushMatrix ();
		GL_State( 0 );
		GL_Cull( CT_FRONT_SIDED );
		qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);

		DrawSkyBox( tess.shader );

		qglPopMatrix();
	}

	// generate the vertexes for all the clouds, which will be drawn
	// by the generic shader routine
	R_BuildCloudData( &tess );

	if (tess.numVertexes) {
		// yes, sky has cloud stages
		RB_StageIteratorGeneric();
	}

	// draw the inner skybox

	//FIXME not even done

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );

	// note that sky was drawn so we will draw a sun later
	backEnd.skyRenderedThisView = qtrue;
}
示例#2
0
/*
* RB_DepthRange
*/
void RB_DepthRange( float depthmin, float depthmax )
{
	gldepthmin = bound( 0, depthmin, 1 );
	gldepthmax = bound( 0, depthmax, 1 );
	qglDepthRange( gldepthmin, gldepthmax );
}
示例#3
0
/*
==================
RB_RenderDrawSurfList
==================
*/
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t		*shader, *oldShader;
	int				fogNum, oldFogNum;
	int				entityNum, oldEntityNum;
	int				dlighted, oldDlighted;
	int				pshadowed, oldPshadowed;
	int             cubemapIndex, oldCubemapIndex;
	qboolean		depthRange, oldDepthRange, isCrosshair, wasCrosshair;
	int				i;
	drawSurf_t		*drawSurf;
	int				oldSort;
	float			originalTime;
	FBO_t*			fbo = NULL;
	qboolean		inQuery = qfalse;

	float			depth[2];


	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	fbo = glState.currentFBO;

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	wasCrosshair = qfalse;
	oldDlighted = qfalse;
	oldPshadowed = qfalse;
	oldCubemapIndex = -1;
	oldSort = -1;

	depth[0] = 0.f;
	depth[1] = 1.f;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
		if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) {
			if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
				continue;

			// fast path, same as previous sort
			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
			continue;
		}
		oldSort = drawSurf->sort;
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
		cubemapIndex = drawSurf->cubemapIndex;

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex
			|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
			if (oldShader != NULL) {
				RB_EndSurface();
			}
			RB_BeginSurface( shader, fogNum, cubemapIndex );
			backEnd.pc.c_surfBatches++;
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
			oldPshadowed = pshadowed;
			oldCubemapIndex = cubemapIndex;
		}

		if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
			continue;

		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			qboolean sunflare = qfalse;
			depthRange = isCrosshair = qfalse;

			if ( entityNum != REFENTITYNUM_WORLD ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
				// we have to reset the shaderTime as well otherwise image animations start
				// from the wrong frame
				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
				}

				if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
				{
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
					
					if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
						isCrosshair = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.or = backEnd.viewParms.world;
				// we have to reset the shaderTime as well otherwise image animations on
				// the world (like water) continue with the wrong frame
				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
			}

			GL_SetModelviewMatrix( backEnd.or.modelMatrix );

			//
			// change depthrange. Also change projection matrix so first person weapon does not look like coming
			// out of the screen.
			//
			if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
			{
				if (depthRange)
				{
					if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
					{
						if(isCrosshair)
						{
							if(oldDepthRange)
							{
								// was not a crosshair but now is, change back proj matrix
								GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
							}
						}
						else
						{
							viewParms_t temp = backEnd.viewParms;

							R_SetupProjection(&temp, r_znear->value, 0, qfalse);

							GL_SetProjectionMatrix( temp.projectionMatrix );
						}
					}

 					if(!oldDepthRange)
					{
						depth[0] = 0;
						depth[1] = 0.3f;
 						qglDepthRange (depth[0], depth[1]);
	 				}
				}
				else
				{
					if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
					{
						GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
					}

					if (!sunflare)
						qglDepthRange (0, 1);

					depth[0] = 0;
					depth[1] = 1;
				}

				oldDepthRange = depthRange;
				wasCrosshair = isCrosshair;
			}

			oldEntityNum = entityNum;
		}

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
	}

	backEnd.refdef.floatTime = originalTime;

	// draw the contents of the last shader batch
	if (oldShader != NULL) {
		RB_EndSurface();
	}

	if (inQuery) {
		qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
	}

	if (glRefConfig.framebufferObject)
		FBO_Bind(fbo);

	// go back to the world modelview matrix

	GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );

	qglDepthRange (0, 1);
}
示例#4
0
/*
** RB_DrawSun
*/
void RB_DrawSun( void ) {
	float		size;
	float		dist;
	vec3_t		origin, vec1, vec2;
	vec3_t		temp;

	if ( !backEnd.skyRenderedThisView ) {
		return;
	}
	if ( !r_drawSun->integer ) {
		return;
	}
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);

	dist = 	backEnd.viewParms.zFar / 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
	qglDepthRange( 1.0, 1.0 );

	// FIXME: use quad stamp
	RB_BeginSurface( tr.sunShader, tess.fogNum );
		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		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;

	RB_EndSurface();

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );
}
示例#5
0
/*
==============
RB_DrawSun
	(SA) FIXME: sun should render behind clouds, so passing dark areas cover it up
==============
*/
void RB_DrawSun( float scale, shader_t *shader ) {
	float size;
	float dist;
	vec3_t origin, vec1, vec2;
	vec3_t    temp;
//	vec4_t color;

	if ( !shader ) {
		return;
	}

	if ( !backEnd.skyRenderedThisView ) {
		return;
	}

	//qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
	{
		// FIXME: this could be a lot cleaner
		mat4_t translation, modelview;

		Mat4Translation( backEnd.viewParms.or.origin, translation );
		Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
		GL_SetModelviewMatrix( modelview );
	}

	dist =  backEnd.viewParms.zFar / 1.75;      // div sqrt(3)

	// (SA) shrunk the size of the sun
	size = dist * scale;

	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
	qglDepthRange( 1.0, 1.0 );

	RB_BeginSurface( shader, 0, 0 );

//	color[0] = color[1] = color[2] = color[3] = 1;

	RB_AddQuadStamp(origin, vec1, vec2, colorWhite);

	RB_EndSurface();


	if ( r_drawSun->integer > 1 ) { // draw flare effect
		// (SA) FYI:	This is cheezy and was only a test so far.
		//				If we decide to use the flare business I will /definatly/ improve all this

		// get a point a little closer
		dist = dist * 0.7;
		VectorScale( tr.sunDirection, dist, origin );

		// and make the flare a little smaller
		VectorScale( vec1, 0.5f, vec1 );
		VectorScale( vec2, 0.5f, vec2 );

		// add the vectors to give an 'off angle' result
		VectorAdd( tr.sunDirection, backEnd.viewParms.or.axis[0], temp );
		VectorNormalize( temp );

		// amplify the result
		origin[0] += temp[0] * 500.0;
		origin[1] += temp[1] * 500.0;
		origin[2] += temp[2] * 500.0;

		// (SA) FIXME: todo: flare effect should render last (on top of everything else) and only when sun is in view (sun moving out of camera past degree n should start to cause flare dimming until view angle to sun is off by angle n + x.

		// draw the flare
		RB_BeginSurface( tr.sunflareShader_old[0], 0, 0 );
		RB_AddQuadStamp( origin, vec1, vec2, colorWhite );
		RB_EndSurface();
	}

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );
}
示例#6
0
/*
==================
RB_RenderDrawSurfList
==================
*/
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
    shader_t		*shader, *oldShader;
    int				fogNum, oldFogNum;
    int				entityNum, oldEntityNum;
    int				dlighted, oldDlighted;
    qboolean		depthRange, oldDepthRange, isCrosshair, wasCrosshair;
    int				i;
    drawSurf_t		*drawSurf;
    int				oldSort;
    float			originalTime;

    // save original time for entity shader offsets
    originalTime = backEnd.refdef.floatTime;

    // clear the z buffer, set the modelview, etc
    RB_BeginDrawingView ();

    // draw everything
    oldEntityNum = -1;
    backEnd.currentEntity = &tr.worldEntity;
    oldShader = NULL;
    oldFogNum = -1;
    oldDepthRange = qfalse;
    wasCrosshair = qfalse;
    oldDlighted = qfalse;
    oldSort = -1;
    depthRange = qfalse;

    backEnd.pc.c_surfaces += numDrawSurfs;

    for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
        if ( drawSurf->sort == oldSort ) {
            // fast path, same as previous sort
            rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
            continue;
        }
        oldSort = drawSurf->sort;
        R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );

        //
        // change the tess parameters if needed
        // a "entityMergable" shader is a shader that can have surfaces from seperate
        // entities merged into a single batch, like smoke and blood puff sprites
        if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
                || ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
            if (oldShader != NULL) {
                RB_EndSurface();
            }
            RB_BeginSurface( shader, fogNum );
            oldShader = shader;
            oldFogNum = fogNum;
            oldDlighted = dlighted;
        }

        //
        // change the modelview matrix if needed
        //
        if ( entityNum != oldEntityNum ) {
            depthRange = isCrosshair = qfalse;

            if ( entityNum != REFENTITYNUM_WORLD ) {
                backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
                backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
                // we have to reset the shaderTime as well otherwise image animations start
                // from the wrong frame
                tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

                // set up the transformation matrix
                R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );

                // set up the dynamic lighting if needed
                if ( backEnd.currentEntity->needDlights ) {
                    R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
                }

                if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
                {
                    // hack the depth range to prevent view model from poking into walls
                    depthRange = qtrue;

                    if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
                        isCrosshair = qtrue;
                }
            } else {
                backEnd.currentEntity = &tr.worldEntity;
                backEnd.refdef.floatTime = originalTime;
                backEnd.or = backEnd.viewParms.world;
                // we have to reset the shaderTime as well otherwise image animations on
                // the world (like water) continue with the wrong frame
                tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
                R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
            }

            qglLoadMatrixf( backEnd.or.modelMatrix );

            //
            // change depthrange. Also change projection matrix so first person weapon does not look like coming
            // out of the screen.
            //
            if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
            {
                if (depthRange)
                {
                    if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
                    {
                        if(isCrosshair)
                        {
                            if(oldDepthRange)
                            {
                                // was not a crosshair but now is, change back proj matrix
                                qglMatrixMode(GL_PROJECTION);
                                qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
                                qglMatrixMode(GL_MODELVIEW);
                            }
                        }
                        else
                        {
                            viewParms_t temp = backEnd.viewParms;

                            R_SetupProjection(&temp, r_znear->value, qfalse);

                            qglMatrixMode(GL_PROJECTION);
                            qglLoadMatrixf(temp.projectionMatrix);
                            qglMatrixMode(GL_MODELVIEW);
                        }
                    }

                    if(!oldDepthRange)
                        qglDepthRange (0, 0.3);
                }
                else
                {
                    if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
                    {
                        qglMatrixMode(GL_PROJECTION);
                        qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
                        qglMatrixMode(GL_MODELVIEW);
                    }

                    qglDepthRange (0, 1);
                }

                oldDepthRange = depthRange;
                wasCrosshair = isCrosshair;
            }

            oldEntityNum = entityNum;
        }

        // add the triangles for this surface
        rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
    }

    backEnd.refdef.floatTime = originalTime;

    // draw the contents of the last shader batch
    if (oldShader != NULL) {
        RB_EndSurface();
    }

    // go back to the world modelview matrix
    qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
    if ( depthRange ) {
        qglDepthRange (0, 1);
    }

#if 0
    RB_DrawSun();
#endif
    // darken down any stencil shadows
    RB_ShadowFinish();

    // add light flares on lights that aren't obscured
    RB_RenderFlares();
}
示例#7
0
void R_DrawAliasModel (entity_t *ent, aliashdr_t *hdr, aliasstate_t *state, qbool showtris)
{
    int v;
    trivertx_t *verts1, *verts2;
    float	blend, iblend;
    qbool lerping;
    aliasmesh_t *mesh;
    trivertx_t *trivert1;
    trivertx_t *trivert2;
    float lerpnormal[3];
    float alias_forward[3], alias_right[3], alias_up[3];
    float r_plightvec[3], lightvec[3] = {-1, 0, 0};

    r_aliasmesh_t *r_aliasmesh;
    float *r_aliasst;

    // hack the depth range to prevent view model from poking into walls
    if (ent->renderfx & RF_WEAPONMODEL)
        qglDepthRange (QGL_DEPTH_3D_BEGIN, QGL_DEPTH_VM_END);

    ent->angles[0] = -ent->angles[0];	// stupid quake bug
    AngleVectors (ent->angles, alias_forward, alias_right, alias_up);
    ent->angles[0] = -ent->angles[0];	// stupid quake bug

    // rotate the lighting vector into the model's frame of reference
    r_plightvec[0] = DotProduct (lightvec, alias_forward);
    r_plightvec[1] = -DotProduct (lightvec, alias_right);
    r_plightvec[2] = DotProduct (lightvec, alias_up);

    // go back to the world matrix
    GL_LoadMatrix (&ent->matrix, &r_world_matrix);

    if (state->origin[0] || state->origin[1] || state->origin[2])
        GL_TranslateMatrix (&ent->matrix, state->origin[0], state->origin[1], state->origin[2]);

    if (state->angles[1]) GL_RotateMatrix (&ent->matrix, state->angles[1], 0, 0, 1);
    if (state->angles[0]) GL_RotateMatrix (&ent->matrix, -state->angles[0], 0, 1, 0);
    if (state->angles[2]) GL_RotateMatrix (&ent->matrix, state->angles[2], 1, 0, 0);

    GL_TranslateMatrix (&ent->matrix, hdr->scale_origin[0], hdr->scale_origin[1], hdr->scale_origin[2]);
    GL_ScaleMatrix (&ent->matrix, hdr->scale[0], hdr->scale[1], hdr->scale[2]);

    qglLoadMatrixf (ent->matrix.m16);

    r_aliasmesh = (r_aliasmesh_t *) r_meshbuffer;
    r_aliasst = (float *) (r_aliasmesh + hdr->numverts);
    mesh = (aliasmesh_t *) ((byte *) hdr + hdr->aliasmesh);

    if (state->pose1 != state->pose2)
    {
        lerping = true;

        verts1 = (trivertx_t *) ((byte *) hdr + hdr->vertexes + hdr->framevertexsize * state->pose1);
        verts2 = (trivertx_t *) ((byte *) hdr + hdr->vertexes + hdr->framevertexsize * state->pose2);

        blend = state->blend;
        iblend = 1.0f - blend;
    }
    else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled
    {
        lerping = false;

        verts1 = (trivertx_t *) ((byte *) hdr + hdr->vertexes + hdr->framevertexsize * state->pose1);
        verts2 = verts1;

        blend = iblend = 0; // avoid bogus compiler warning
    }

    GL_SetStreamSource (GLSTREAM_POSITION, 3, GL_FLOAT, sizeof (r_aliasmesh_t), r_aliasmesh->xyz);
    GL_SetStreamSource (GLSTREAM_COLOR, 4, GL_FLOAT, sizeof (r_aliasmesh_t), r_aliasmesh->rgba);

    if (showtris)
    {
        GL_SetStreamSource (GLSTREAM_TEXCOORD0, 0, GL_NONE, 0, NULL);
        GL_SetStreamSource (GLSTREAM_TEXCOORD1, 0, GL_NONE, 0, NULL);
    }
    else
    {
        GL_SetStreamSource (GLSTREAM_TEXCOORD0, 2, GL_FLOAT, 0, r_aliasst);

        if (state->fb)
            GL_SetStreamSource (GLSTREAM_TEXCOORD1, 2, GL_FLOAT, 0, r_aliasst);
        else GL_SetStreamSource (GLSTREAM_TEXCOORD1, 0, GL_NONE, 0, NULL);
    }

    GL_SetStreamSource (GLSTREAM_TEXCOORD2, 0, GL_NONE, 0, NULL);

    if (lerping)
    {
        for (v = 0; v < hdr->numverts; v++, r_aliasmesh++, mesh++)
        {
            trivert1 = &verts1[mesh->vertindex];
            trivert2 = &verts2[mesh->vertindex];

            // interpolate the normals
            lerpnormal[0] = r_avertexnormals[trivert1->lightnormalindex][0] * iblend + r_avertexnormals[trivert2->lightnormalindex][0] * blend;
            lerpnormal[1] = r_avertexnormals[trivert1->lightnormalindex][1] * iblend + r_avertexnormals[trivert2->lightnormalindex][1] * blend;
            lerpnormal[2] = r_avertexnormals[trivert1->lightnormalindex][2] * iblend + r_avertexnormals[trivert2->lightnormalindex][2] * blend;

            mesh->light = DotProduct (lerpnormal, r_plightvec) * -0.5f + 1.0f;

            r_aliasmesh->xyz[0] = trivert1->v[0] * iblend + trivert2->v[0] * blend;
            r_aliasmesh->xyz[1] = trivert1->v[1] * iblend + trivert2->v[1] * blend;
            r_aliasmesh->xyz[2] = trivert1->v[2] * iblend + trivert2->v[2] * blend;
        }
    }
    else
    {
        for (v = 0; v < hdr->numverts; v++, r_aliasmesh++, mesh++)
        {
            trivert1 = &verts1[mesh->vertindex];

            mesh->light = DotProduct (r_avertexnormals[trivert1->lightnormalindex], r_plightvec) * -0.5f + 1.0f;

            r_aliasmesh->xyz[0] = trivert1->v[0];
            r_aliasmesh->xyz[1] = trivert1->v[1];
            r_aliasmesh->xyz[2] = trivert1->v[2];
        }
    }

    // reset these for lighting
    r_aliasmesh = (r_aliasmesh_t *) r_meshbuffer;
    r_aliasst = (float *) (r_aliasmesh + hdr->numverts);
    mesh = (aliasmesh_t *) ((byte *) hdr + hdr->aliasmesh);

    if (showtris)
    {
        for (v = 0; v < hdr->numverts; v++, r_aliasmesh++, mesh++)
        {
            r_aliasmesh->rgba[0] = 1;
            r_aliasmesh->rgba[1] = 1;
            r_aliasmesh->rgba[2] = 1;
            r_aliasmesh->rgba[3] = 1;
        }
    }
    else
    {
        for (v = 0; v < hdr->numverts; v++, r_aliasmesh++, mesh++, r_aliasst += 2)
        {
            r_aliasst[0] = mesh->st[0];
            r_aliasst[1] = mesh->st[1];

            r_aliasmesh->rgba[0] = state->shadelight[0] * mesh->light;
            r_aliasmesh->rgba[1] = state->shadelight[1] * mesh->light;
            r_aliasmesh->rgba[2] = state->shadelight[2] * mesh->light;
            r_aliasmesh->rgba[3] = state->shadelight[3];
        }
    }

    // for testing of light shading
    // glDisable (GL_TEXTURE_2D);
    GL_SetIndices (((byte *) hdr + hdr->indexes));
    GL_DrawIndexedPrimitive (GL_TRIANGLES, hdr->numindexes, hdr->numverts);
    // glEnable (GL_TEXTURE_2D);

    // restore normal depth range
    if (ent->renderfx & RF_WEAPONMODEL)
        qglDepthRange (QGL_DEPTH_3D_BEGIN, QGL_DEPTH_3D_END);
}
示例#8
0
/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
	if ( r_fastsky->integer ) {
		return;
	}

	// when portal sky exists, only render skybox for the portal sky scene
	if ( skyboxportal && !( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) ) {
		return;
	}

	// does the current fog require fastsky?
	if ( backEnd.viewParms.glFog.registered ) {
		if ( !backEnd.viewParms.glFog.drawsky ) {
			return;
		}
	} else if ( glfogNum > FOG_NONE )      {
		if ( !glfogsettings[FOG_CURRENT].drawsky ) {
			return;
		}
	}


	backEnd.refdef.rdflags |= RDF_DRAWINGSKY;


	// go through all the polygons and project them onto
	// the sky box to see which blocks on each side need
	// to be drawn
	RB_ClipSkyPolygons( &tess );

	// r_showsky will let all the sky blocks be drawn in
	// front of everything to allow developers to see how
	// much sky is getting sucked in
	if ( r_showsky->integer ) {
		qglDepthRange( 0.0, 0.0 );
	} else {
		qglDepthRange( 1.0, 1.0 );
	}

	// draw the outer skybox
	if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

		qglPushMatrix();
		GL_State( 0 );
		qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] );

		DrawSkyBox( tess.shader );

		qglPopMatrix();
	}

	// generate the vertexes for all the clouds, which will be drawn
	// by the generic shader routine
	R_BuildCloudData( &tess );

	RB_StageIteratorGeneric();

	// draw the inner skybox
	// Rafael - drawing inner skybox
	if ( tess.shader->sky.innerbox[0] && tess.shader->sky.innerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

		qglPushMatrix();
		GL_State( 0 );
		qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] );

		DrawSkyBoxInner( tess.shader );

		qglPopMatrix();
	}
	// Rafael - end

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );

	backEnd.refdef.rdflags &= ~RDF_DRAWINGSKY;

	// note that sky was drawn so we will draw a sun later
	backEnd.skyRenderedThisView = qtrue;
}
示例#9
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");
}
示例#10
0
/*
================
DrawNormals

Draws vertex normals for debugging
================
*/
static void DrawNormals(shaderCommands_t *input)
{
	vec3_t temp;

	GL_Bind(tr.whiteImage);
	qglColor3f(1, 1, 1);
	qglDepthRange(0, 0);    // never occluded
	GL_State(GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE);

	// light direction
	if (r_shownormals->integer == 2)
	{
		trRefEntity_t *ent = backEnd.currentEntity;
		vec3_t        temp2;

		if (ent->e.renderfx & RF_LIGHTING_ORIGIN)
		{
			VectorSubtract(ent->e.lightingOrigin, backEnd.orientation.origin, temp2);
		}
		else
		{
			VectorClear(temp2);
		}
		temp[0] = DotProduct(temp2, backEnd.orientation.axis[0]);
		temp[1] = DotProduct(temp2, backEnd.orientation.axis[1]);
		temp[2] = DotProduct(temp2, backEnd.orientation.axis[2]);

		qglColor3f(ent->ambientLight[0] / 255, ent->ambientLight[1] / 255, ent->ambientLight[2] / 255);
		qglPointSize(5);
		qglBegin(GL_POINTS);
		qglVertex3fv(temp);
		qglEnd();
		qglPointSize(1);

		if (fabs(VectorLengthSquared(ent->lightDir) - 1.0f) > 0.2f)
		{
			qglColor3f(1, 0, 0);
		}
		else
		{
			qglColor3f(ent->directedLight[0] / 255, ent->directedLight[1] / 255, ent->directedLight[2] / 255);
		}
		qglLineWidth(3);
		qglBegin(GL_LINES);
		qglVertex3fv(temp);
		VectorMA(temp, 32, ent->lightDir, temp);
		qglVertex3fv(temp);
		qglEnd();
		qglLineWidth(1);
	}
	// normals drawing
	else
	{
		int i;

		qglBegin(GL_LINES);
		for (i = 0 ; i < input->numVertexes ; i++)
		{
			qglVertex3fv(input->xyz[i].v);
			VectorMA(input->xyz[i].v, r_normallength->value, input->normal[i].v, temp);
			qglVertex3fv(temp);
		}
		qglEnd();
	}

	qglDepthRange(0, 1);
}
示例#11
0
/*
==============
RB_DrawSun
	(SA) FIXME: sun should render behind clouds, so passing dark areas cover it up
==============
*/
void RB_DrawSun( void ) {
	float size;
	float dist;
	vec3_t origin, vec1, vec2;
	vec3_t temp;
	byte color[4];

	if ( !tr.sunShader ) {
		return;
	}

	if ( !backEnd.skyRenderedThisView ) {
		return;
	}
	if ( !r_drawSun->integer ) {
		return;
	}
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] );

	dist =  backEnd.viewParms.zFar / 1.75;      // div sqrt(3)

	// (SA) shrunk the size of the sun
	size = dist * 0.2;

	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
	qglDepthRange( 1.0, 1.0 );

	color[0] = color[1] = color[2] = color[3] = 255;

	// (SA) simpler sun drawing
	RB_BeginSurface( tr.sunShader, tess.fogNum );

	RB_AddQuadStamp( origin, vec1, vec2, color );
/*
		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorSubtract( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 0;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorAdd( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 1;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		tess.numVertexes++;

		VectorCopy( origin, temp );
		VectorSubtract( temp, vec1, temp );
		VectorAdd( temp, vec2, temp );
		VectorCopy( temp, tess.xyz[tess.numVertexes] );
		tess.texCoords[tess.numVertexes][0][0] = 1;
		tess.texCoords[tess.numVertexes][0][1] = 0;
		tess.vertexColors[tess.numVertexes][0] = 255;
		tess.vertexColors[tess.numVertexes][1] = 255;
		tess.vertexColors[tess.numVertexes][2] = 255;
		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;
*/
	RB_EndSurface();


	if ( r_drawSun->integer > 1 ) { // draw flare effect
		// (SA) FYI:	This is cheezy and was only a test so far.
		//				If we decide to use the flare business I will /definatly/ improve all this

		// get a point a little closer
		dist = dist * 0.7;
		VectorScale( tr.sunDirection, dist, origin );

		// and make the flare a little smaller
		VectorScale( vec1, 0.5f, vec1 );
		VectorScale( vec2, 0.5f, vec2 );

		// add the vectors to give an 'off angle' result
		VectorAdd( tr.sunDirection, backEnd.viewParms.or.axis[0], temp );
		VectorNormalize( temp );

		// amplify the result
		origin[0] += temp[0] * 500.0;
		origin[1] += temp[1] * 500.0;
		origin[2] += temp[2] * 500.0;

		// (SA) FIXME: todo: flare effect should render last (on top of everything else) and only when sun is in view (sun moving out of camera past degree n should start to cause flare dimming until view angle to sun is off by angle n + x.

		// draw the flare
		RB_BeginSurface( tr.sunflareShader[0], tess.fogNum );
		RB_AddQuadStamp( origin, vec1, vec2, color );
		RB_EndSurface();
	}

	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );
}
示例#12
0
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris(shaderCommands_t *input)
{
	char         *s        = r_trisColor->string;
	vec4_t       trisColor = { 1, 1, 1, 1 };
	unsigned int stateBits = 0;

	GL_Bind(tr.whiteImage);

	if (*s == '0' && (*(s + 1) == 'x' || *(s + 1) == 'X'))
	{
		s += 2;
		if (Q_IsHexColorString(s))
		{
			trisColor[0] = ((float)(gethex(*(s)) * 16 + gethex(*(s + 1)))) / 255.00;
			trisColor[1] = ((float)(gethex(*(s + 2)) * 16 + gethex(*(s + 3)))) / 255.00;
			trisColor[2] = ((float)(gethex(*(s + 4)) * 16 + gethex(*(s + 5)))) / 255.00;

			if (Q_HexColorStringHasAlpha(s))
			{
				trisColor[3] = ((float)(gethex(*(s + 6)) * 16 + gethex(*(s + 7)))) / 255.00;
			}
		}
	}
	else
	{
		int  i;
		char *token;

		for (i = 0 ; i < 4 ; i++)
		{
			token = COM_Parse(&s);
			if (token)
			{
				trisColor[i] = atof(token);
			}
			else
			{
				trisColor[i] = 1.f;
			}
		}

		if (!trisColor[3])
		{
			trisColor[3] = 1.f;
		}
	}

	if (trisColor[3] < 1.f)
	{
		stateBits |= (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
	}

	qglColor4fv(trisColor);

	if (r_showtris->integer == 2)
	{
		stateBits |= (GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE);
		GL_State(stateBits);
		qglDepthRange(0, 0);
	}
#ifdef CELSHADING_HACK
	else if (r_showtris->integer == 3)
	{
		stateBits |= (GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE);
		GL_State(stateBits);
		qglEnable(GL_POLYGON_OFFSET_LINE);
		qglPolygonOffset(4.0, 0.5);
		qglLineWidth(5.0);
	}
#endif
	else
	{
		stateBits |= (GLS_POLYMODE_LINE);
		GL_State(stateBits);
		qglEnable(GL_POLYGON_OFFSET_LINE);
		qglPolygonOffset(r_offsetFactor->value, r_offsetUnits->value);
	}

	qglDisableClientState(GL_COLOR_ARRAY);
	qglDisableClientState(GL_TEXTURE_COORD_ARRAY);

	qglVertexPointer(3, GL_FLOAT, 16, input->xyz);   // padded for SIMD
	
	if (qglLockArraysEXT)
	{
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment("glLockArraysEXT\n");
	}
	R_DrawElements(input->numIndexes, input->indexes);

	if (qglUnlockArraysEXT)
	{
		qglUnlockArraysEXT();
		GLimp_LogComment("glUnlockArraysEXT\n");
	}
	qglDepthRange(0, 1);
	qglDisable(GL_POLYGON_OFFSET_LINE);
}
示例#13
0
/*
==================
RB_RenderDrawSurfList
==================
*/
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t        *shader, *oldShader;
	int fogNum, oldFogNum;
	int entityNum, oldEntityNum;
	int dlighted, oldDlighted;
	qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
	int i;
	drawSurf_t      *drawSurf;
	int oldSort;
	float originalTime;
	int oldNumVerts, oldNumIndex;
//GR - tessellation flag
	int atiTess = 0, oldAtiTess;

	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView();

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	wasCrosshair = qfalse;
	oldDlighted = qfalse;
	oldSort = -1;
	depthRange = qfalse;
// GR - tessellation also forces to draw everything
	oldAtiTess = -1;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for ( i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++ ) {
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			oldNumVerts = tess.numVertexes;
			oldNumIndex = tess.numIndexes;

			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );

			// RF, convert the newly created vertexes into dust particles, and overwrite
			if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX) {
				RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex );
			}
			else if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2) {
				RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex );
			}
			continue;
		}
		oldSort = drawSurf->sort;
// GR - also extract tesselation flag
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &atiTess );

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
// GR - force draw on tessellation flag change
			 || ( atiTess != oldAtiTess )
			 || ( entityNum != oldEntityNum && !shader->entityMergable ) ) ){
			if ( oldShader != NULL ) {
// GR - pass tessellation flag to the shader command
//		make sure to use oldAtiTess!!!
				tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM );

				RB_EndSurface();
			}
			RB_BeginSurface( shader, fogNum );
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
// GR - update old tessellation flag
			oldAtiTess = atiTess;
		}

		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			depthRange = isCrosshair = qfalse;

			if ( entityNum != REFENTITYNUM_WORLD ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

				// we have to reset the shaderTime as well otherwise image animations start
				// from the wrong frame
//				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
				}

				if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;

					if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
						isCrosshair = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.or = backEnd.viewParms.world;

				// we have to reset the shaderTime as well otherwise image animations on
				// the world (like water) continue with the wrong frame
//				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
			}

			qglLoadMatrixf( backEnd.or.modelMatrix );

			//
			// change depthrange. Also change projection matrix so first person weapon does not look like coming
			// out of the screen.
			//
			if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
			{
				if (depthRange)
				{
					if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
					{
						if(isCrosshair)
						{
							if(oldDepthRange)
							{
								// was not a crosshair but now is, change back proj matrix
								qglMatrixMode(GL_PROJECTION);
								qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
								qglMatrixMode(GL_MODELVIEW);
							}
						}
						else
						{
							viewParms_t temp = backEnd.viewParms;

							R_SetupProjection(&temp, r_znear->value, qfalse);

							qglMatrixMode(GL_PROJECTION);
							qglLoadMatrixf(temp.projectionMatrix);
							qglMatrixMode(GL_MODELVIEW);
						}
					}

					if(!oldDepthRange)
						qglDepthRange (0, 0.3);
				}
				else
				{
					if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
					{
						qglMatrixMode(GL_PROJECTION);
						qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
						qglMatrixMode(GL_MODELVIEW);
					}
					qglDepthRange( 0, 1 );
				}

				oldDepthRange = depthRange;
				wasCrosshair = isCrosshair;
			}

			oldEntityNum = entityNum;
		}

		// RF, ZOMBIEFX, store the tess indexes, so we can grab the calculated
		// vertex positions and normals, and convert them into dust particles
		oldNumVerts = tess.numVertexes;
		oldNumIndex = tess.numIndexes;

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );

		// RF, convert the newly created vertexes into dust particles, and overwrite
		if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX ) {
			RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex );
		} else if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2 )     {
			RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex );
		}
	}

	// draw the contents of the last shader batch
	if ( oldShader != NULL ) {
// GR - pass tessellation flag to the shader command
//		make sure to use oldAtiTess!!!
		tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM );

		RB_EndSurface();
	}

	// go back to the world modelview matrix
	backEnd.currentEntity = &tr.worldEntity;
	backEnd.refdef.floatTime = originalTime;
	backEnd.or = backEnd.viewParms.world;
	R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );

	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange( 0, 1 );
	}

	if (r_drawSun->integer) {
		RB_DrawSun(0.2, tr.sunShader);
	}

	// darken down any stencil shadows
	RB_ShadowFinish();

	// add light flares on lights that aren't obscured
	RB_RenderFlares();
}
示例#14
0
/*
==================
RB_RenderDrawSurfList
==================
*/
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t		*shader;
	int				fogNum;
	qboolean		depthRange, oldDepthRange;
	int				i;
	drawSurf_t		*drawSurf;
	int				oldSort;
	const surfaceType_t	*surface;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	// Prepare initial values that will trigger the needed settings
	backEnd.currentModel = (sceneModel_t*)-1;
	oldDepthRange = qfalse;
	oldSort = -1;
	depthRange = qfalse;

	// Clear for endsurface first run
	tess.numIndexes = 0;

	backEnd.pc.c_surfaces += numDrawSurfs;
	if (!(backEnd.refdef->rdflags & RDF_NOWORLDMODEL)) {
		backEnd.sceneZfar = backEnd.viewParms.zFar;
	}

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
		/* Rendering a model? */
		if ( drawSurf->sort & QSORT_HAVEMODEL_MASK ) {
			const drawModel_t *drawModel;
			unsigned int index;

			RB_EndSurface();

			oldSort = drawSurf->sort;
			drawModel = (drawModel_t*) drawSurf->data;
			backEnd.currentModel = drawModel->model;
			index = R_SortToIndex( oldSort );
			surface = drawModel->surface[index];
			// set up the transformation matrix
			R_RotateForEntity( backEnd.currentModel, &backEnd.viewParms, &backEnd.or );
			R_TransformDlights( backEnd.refdef->numDlights, backEnd.refdef->dlights, &backEnd.or );
			//Load the temporary matrix to show the model
			qglLoadMatrixf( backEnd.or.modelMatrix );

			depthRange = 0;
			//figure this stuff out now and store it
			if ( backEnd.currentModel->renderfx & RF_NODEPTH ) {
				depthRange = 2;
			} else if ( backEnd.currentModel->renderfx & RF_DEPTHHACK ) {
				depthRange = 1;
			}
			if ( oldDepthRange != depthRange ) {
				oldDepthRange = depthRange;
				switch ( depthRange ) {
				default:
				case 0:
					qglDepthRange (0, 1);	
					break;
				case 1:
					qglDepthRange (0, .3);	
					break;
				case 2:
					qglDepthRange (0, 0);
					break;
				}
			}
			shader = R_SortToShader( oldSort );
			fogNum = R_SortToFog( oldSort );
			RB_BeginSurface( shader, fogNum );
			if ( mme_saveStencil->integer == 1) {
				if  ( backEnd.currentModel->renderfx & RF_STENCIL) {
					if (!backEnd.doingStencil) {
						qglStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
						backEnd.doingStencil = qtrue;
					}
				} else {
					if (backEnd.doingStencil) {
						qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO );
						backEnd.doingStencil = qfalse;
					}
				}
			}
			rb_surfaceTable[ *surface ]( surface );
			continue;
		} 
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			rb_surfaceTable[ *((byte *)drawSurf->data) ]( drawSurf->data );
			continue;
		}
		RB_EndSurface();
		oldSort = drawSurf->sort;
		shader = R_SortToShader( oldSort );
		fogNum = R_SortToFog( oldSort );
		RB_BeginSurface( shader, fogNum );
		if ( backEnd.currentModel ) {
			if (backEnd.doingStencil) {
				qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO );
				backEnd.doingStencil = qfalse;
			}
			backEnd.currentModel = 0;
			backEnd.or = backEnd.viewParms.world;
			R_TransformDlights( backEnd.refdef->numDlights, backEnd.refdef->dlights, &backEnd.or );
			qglLoadMatrixf( backEnd.or.modelMatrix );
			if ( oldDepthRange ) {
				depthRange = 0;
				oldDepthRange = 0;
				qglDepthRange (0, 1);
			}
		}
		rb_surfaceTable[ *((byte *)drawSurf->data) ]( drawSurf->data );
		if ( mme_saveStencil->integer == 1) {
			if  (backEnd.currentModel && backEnd.currentModel->renderfx & RF_STENCIL) {
				if (!backEnd.doingStencil) {
					qglStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
					backEnd.doingStencil = qtrue;
				}
			} else {
				if (backEnd.doingStencil) {
					qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO );
					backEnd.doingStencil = qfalse;
				}
			}
		}
		// add the triangles for this surface
	}

//	if ( backEnd.currentModel && tess.numVertexes ) 
//		Com_Printf( "Shader batch for a model?\n" );
	// draw the contents of the last shader batch
	RB_EndSurface();

	// go back to the world modelview matrix
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange (0, 1);
	}

#if 0
	RB_DrawSun();
#endif
	// darken down any stencil shadows
	RB_ShadowFinish();		

	// add light flares on lights that aren't obscured
	RB_RenderFlares();
}
示例#15
0
文件: backend.c 项目: icanhas/yantar
/*
 * RB_RenderDrawSurfList
 */
void
RB_RenderDrawSurfList(drawSurf_t *drawSurfs, int numDrawSurfs)
{
	material_t	*shader, *oldShader;
	int		fogNum, oldFogNum;
	int		entityNum, oldEntityNum;
	int		dlighted, oldDlighted;
	int		pshadowed, oldPshadowed;
	qbool		depthRange, oldDepthRange, isCrosshair, wasCrosshair;
	int		i;
	drawSurf_t              *drawSurf;
	int		oldSort;
	float		originalTime;
	float		depth[2];
	FBO_t		* fbo	= NULL;
	qbool		inQuery = qfalse;

	/* save original time for entity shader offsets */
	originalTime = backEnd.refdef.floatTime;

	/* clear the z buffer, set the modelview, etc */
	RB_BeginDrawingView ();

	fbo = glState.currentFBO;

	/* draw everything */
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange	= qfalse;
	wasCrosshair	= qfalse;
	oldDlighted	= qfalse;
	oldPshadowed	= qfalse;
	oldSort = -1;
	depthRange = qfalse;
	depth[0] = 0.f;
	depth[1] = 1.f;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for(i = 0, drawSurf = drawSurfs; i < numDrawSurfs; i++, drawSurf++){
		if(drawSurf->sort == oldSort){
			/* fast path, same as previous sort */
			rb_surfaceTable[ *drawSurf->surface ](drawSurf->surface);
			continue;
		}
		oldSort = drawSurf->sort;
		R_DecomposeSort(drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed);

		/*
		 * change the tess parameters if needed
		 * a "entityMergable" shader is a shader that can have surfaces from seperate
		 * entities merged into a single batch, like smoke and blood puff sprites */
		if(shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed !=
		   oldPshadowed
		   || (entityNum != oldEntityNum && !shader->entityMergable)){
			if(oldShader != NULL){
				RB_EndSurface();
			}
			RB_BeginSurface(shader, fogNum);
			backEnd.pc.c_surfBatches++;
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
			oldPshadowed = pshadowed;
		}

		/*
		 * change the modelview matrix if needed
		 *  */
		if(entityNum != oldEntityNum){
			qbool sunflare = qfalse;
			depthRange = isCrosshair = qfalse;

#ifdef REACTION
			/* if we were rendering to a FBO and the previous entity was a sunflare
			 * and the current one isn't, switch back to the main fbo */
			if(oldEntityNum != -1 && fbo &&
			   RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
			   0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE)){
				if(inQuery){
					inQuery = qfalse;
					qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
				}
				FBO_Bind(fbo);
				qglDepthRange(depth[0], depth[1]);
			}
#endif

			if(entityNum != ENTITYNUM_WORLD){
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
				/* we have to reset the shaderTime as well otherwise image animations start
				 * from the wrong frame */
				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				/* set up the transformation matrix */
				R_RotateForEntity(backEnd.currentEntity, &backEnd.viewParms, &backEnd.or);

				/* set up the dynamic lighting if needed */
				if(backEnd.currentEntity->needDlights){
					R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights,
						&backEnd.or);
				}

#ifdef REACTION
				/* if the current entity is a sunflare */
				if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE){
					/* if we're rendering to a fbo */
					if(fbo){
						copyv3(backEnd.currentEntity->e.origin,
							backEnd.sunFlarePos);
						/* switch FBO */
						FBO_Bind(tr.godRaysFbo);

						qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
						qglClear(GL_COLOR_BUFFER_BIT);

						qglDepthRange(1.f, 1.f);
						if(glRefConfig.occlusionQuery && !inQuery &&
						   !backEnd.hasSunFlare){
							inQuery = qtrue;
							tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
							qglBeginQueryARB(
								GL_SAMPLES_PASSED_ARB,
								tr.sunFlareQuery[tr.sunFlareQueryIndex]);
						}
						/* backEnd.hasSunFlare = qtrue; */
						sunflare = qtrue;
					}else{
						depthRange = qtrue;
					}
				}
#endif

				if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK){
					/* hack the depth range to prevent view model from poking into walls */
					depthRange = qtrue;

					if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
						isCrosshair = qtrue;
				}
			}else{
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.or = backEnd.viewParms.world;
				/* we have to reset the shaderTime as well otherwise image animations on
				 * the world (like water) continue with the wrong frame */
				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
				R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights,
					&backEnd.or);
			}

			GL_SetModelviewMatrix(backEnd.or.modelMatrix);

			/*
			 * change depthrange. Also change projection matrix so first person weapon does not look like coming
			 * out of the screen.
			 *  */
			if(oldDepthRange != depthRange || wasCrosshair != isCrosshair){
				if(depthRange){
					if(backEnd.viewParms.stereoFrame != STEREO_CENTER){
						if(isCrosshair){
							if(oldDepthRange){
								/* was not a crosshair but now is, change back proj matrix */
								GL_SetProjectionMatrix(
									backEnd.viewParms.projectionMatrix);
							}
						}else{
							viewParms_t temp = backEnd.viewParms;

							R_SetupProjection(&temp, r_znear->value, 0, qfalse);

							GL_SetProjectionMatrix(temp.projectionMatrix);
						}
					}

#ifdef REACTION
					if(!oldDepthRange){
						depth[0] = 0;
						depth[1] = 0.3f;
						qglDepthRange (0, 0.3);
					}
#endif
				}else{
					if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER){
						GL_SetProjectionMatrix(backEnd.viewParms.projectionMatrix);
					}

					if(!sunflare)
						qglDepthRange (0, 1);
					depth[0] = 0;
					depth[1] = 1;
				}

				oldDepthRange	= depthRange;
				wasCrosshair	= isCrosshair;
			}

			oldEntityNum = entityNum;
		}

		/* add the triangles for this surface */
		rb_surfaceTable[ *drawSurf->surface ](drawSurf->surface);
	}

	backEnd.refdef.floatTime = originalTime;

	/* draw the contents of the last shader batch */
	if(oldShader != NULL){
		RB_EndSurface();
	}

	if(inQuery){
		inQuery = qfalse;
		qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
	}
	FBO_Bind(fbo);

	/* go back to the world modelview matrix */

	GL_SetModelviewMatrix(backEnd.viewParms.world.modelMatrix);
	/* if ( depthRange ) { */
	qglDepthRange (0, 1);
	/* } */

#if 0
	RB_DrawSun();
#endif
	/* darken down any stencil shadows */
	RB_ShadowFinish();

	/* add light flares on lights that aren't obscured */
	RB_RenderFlares();

	if(glRefConfig.framebufferObject)
		FBO_Bind(NULL);
}
示例#16
0
文件: sky.c 项目: icanhas/yantar
/*
** RB_DrawSun
*/
void
RB_DrawSun(void)
{
	float size;
	float dist;
	Vec3	origin, vec1, vec2;
	Vec3	temp;

	if(!backEnd.skyRenderedThisView){
		return;
	}
	if(!r_drawSun->integer){
		return;
	}
	qglLoadMatrixf(backEnd.viewParms.world.modelMatrix);
	qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1],
		backEnd.viewParms.or.origin[2]);

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

	scalev3(tr.sunDirection, dist, origin);
	perpv3(vec1, tr.sunDirection);
	crossv3(tr.sunDirection, vec1, vec2);

	scalev3(vec1, size, vec1);
	scalev3(vec2, size, vec2);

	/* farthest depth range */
	qglDepthRange(1.0, 1.0);

	/* FIXME: use quad stamp */
	RB_BeginSurface(tr.sunShader, tess.fogNum);
	copyv3(origin, temp);
	subv3(temp, vec1, temp);
	subv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 0;
	tess.texCoords[tess.numVertexes][0][1]	= 0;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	tess.numVertexes++;

	copyv3(origin, temp);
	addv3(temp, vec1, temp);
	subv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 0;
	tess.texCoords[tess.numVertexes][0][1]	= 1;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	tess.numVertexes++;

	copyv3(origin, temp);
	addv3(temp, vec1, temp);
	addv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 1;
	tess.texCoords[tess.numVertexes][0][1]	= 1;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	tess.numVertexes++;

	copyv3(origin, temp);
	subv3(temp, vec1, temp);
	addv3(temp, vec2, temp);
	copyv3(temp, tess.xyz[tess.numVertexes]);
	tess.texCoords[tess.numVertexes][0][0]	= 1;
	tess.texCoords[tess.numVertexes][0][1]	= 0;
	tess.vertexColors[tess.numVertexes][0]	= 255;
	tess.vertexColors[tess.numVertexes][1]	= 255;
	tess.vertexColors[tess.numVertexes][2]	= 255;
	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;

	RB_EndSurface();

	/* back to normal depth range */
	qglDepthRange(0.0, 1.0);
}
示例#17
0
文件: gl_mesh.c 项目: AkBKukU/Quake-2
/*
=================
R_DrawAliasModel

=================
*/
void R_DrawAliasModel (entity_t *e)
{
	int			i;
	dmdl_t		*paliashdr;
	float		an;
	vec3_t		bbox[8];
	image_t		*skin;

	if ( !( e->flags & RF_WEAPONMODEL ) )
	{
		if ( R_CullAliasModel( bbox, e ) )
			return;
	}

	if ( e->flags & RF_WEAPONMODEL )
	{
		if ( r_lefthand->value == 2 )
			return;
	}

	paliashdr = (dmdl_t *)currentmodel->extradata;

	//
	// get lighting information
	//
	// PMM - rewrote, reordered to handle new shells & mixing
	//
	if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
	{
		// PMM -special case for godmode
		if ( (currententity->flags & RF_SHELL_RED) &&
			(currententity->flags & RF_SHELL_BLUE) &&
			(currententity->flags & RF_SHELL_GREEN) )
		{
			for (i=0 ; i<3 ; i++)
				shadelight[i] = 1.0;
		}
		else if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
		{
			VectorClear (shadelight);

			if ( currententity->flags & RF_SHELL_RED )
			{
				shadelight[0] = 1.0;
				if (currententity->flags & (RF_SHELL_BLUE|RF_SHELL_DOUBLE) )
					shadelight[2] = 1.0;
			}
			else if ( currententity->flags & RF_SHELL_BLUE )
			{
				if ( currententity->flags & RF_SHELL_DOUBLE )
				{
					shadelight[1] = 1.0;
					shadelight[2] = 1.0;
				}
				else
				{
					shadelight[2] = 1.0;
				}
			}
			else if ( currententity->flags & RF_SHELL_DOUBLE )
			{
				shadelight[0] = 0.9;
				shadelight[1] = 0.7;
			}
		}
		else if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN ) )
		{
			VectorClear (shadelight);
			// PMM - new colors
			if ( currententity->flags & RF_SHELL_HALF_DAM )
			{
				shadelight[0] = 0.56;
				shadelight[1] = 0.59;
				shadelight[2] = 0.45;
			}
			if ( currententity->flags & RF_SHELL_GREEN )
			{
				shadelight[1] = 1.0;
			}
		}
	}
			//PMM - ok, now flatten these down to range from 0 to 1.0.
	//		max_shell_val = max(shadelight[0], max(shadelight[1], shadelight[2]));
	//		if (max_shell_val > 0)
	//		{
	//			for (i=0; i<3; i++)
	//			{
	//				shadelight[i] = shadelight[i] / max_shell_val;
	//			}
	//		}
	// pmm
	else if ( currententity->flags & RF_FULLBRIGHT )
	{
		for (i=0 ; i<3 ; i++)
			shadelight[i] = 1.0;
	}
	else
	{
		R_LightPoint (currententity->origin, shadelight);

		// player lighting hack for communication back to server
		// big hack!
		if ( currententity->flags & RF_WEAPONMODEL )
		{
			// pick the greatest component, which should be the same
			// as the mono value returned by software
			if (shadelight[0] > shadelight[1])
			{
				if (shadelight[0] > shadelight[2])
					r_lightlevel->value = 150*shadelight[0];
				else
					r_lightlevel->value = 150*shadelight[2];
			}
			else
			{
				if (shadelight[1] > shadelight[2])
					r_lightlevel->value = 150*shadelight[1];
				else
					r_lightlevel->value = 150*shadelight[2];
			}

		}
		
		if ( gl_monolightmap->string[0] != '0' )
		{
			float s = shadelight[0];

			if ( s < shadelight[1] )
				s = shadelight[1];
			if ( s < shadelight[2] )
				s = shadelight[2];

			shadelight[0] = s;
			shadelight[1] = s;
			shadelight[2] = s;
		}
	}

	if ( currententity->flags & RF_MINLIGHT )
	{
		for (i=0 ; i<3 ; i++)
			if (shadelight[i] > 0.1)
				break;
		if (i == 3)
		{
			shadelight[0] = 0.1;
			shadelight[1] = 0.1;
			shadelight[2] = 0.1;
		}
	}

	if ( currententity->flags & RF_GLOW )
	{	// bonus items will pulse with time
		float	scale;
		float	min;

		scale = 0.1 * sin(r_newrefdef.time*7);
		for (i=0 ; i<3 ; i++)
		{
			min = shadelight[i] * 0.8;
			shadelight[i] += scale;
			if (shadelight[i] < min)
				shadelight[i] = min;
		}
	}

// =================
// PGM	ir goggles color override
	if ( r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE)
	{
		shadelight[0] = 1.0;
		shadelight[1] = 0.0;
		shadelight[2] = 0.0;
	}
// PGM	
// =================

	shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
	
	an = currententity->angles[1]/180*M_PI;
	shadevector[0] = cos(-an);
	shadevector[1] = sin(-an);
	shadevector[2] = 1;
	VectorNormalize (shadevector);

	//
	// locate the proper data
	//

	c_alias_polys += paliashdr->num_tris;

	//
	// draw all the triangles
	//
	if (currententity->flags & RF_DEPTHHACK) // hack the depth range to prevent view model from poking into walls
		qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));

	if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) )
	{
		extern void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );

		qglMatrixMode( GL_PROJECTION );
		qglPushMatrix();
		qglLoadIdentity();
		qglScalef( -1, 1, 1 );
	    MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height,  4,  4096);
		qglMatrixMode( GL_MODELVIEW );

		qglCullFace( GL_BACK );
	}

    qglPushMatrix ();
	e->angles[PITCH] = -e->angles[PITCH];	// sigh.
	R_RotateForEntity (e);
	e->angles[PITCH] = -e->angles[PITCH];	// sigh.

	// select skin
	if (currententity->skin)
		skin = currententity->skin;	// custom player skin
	else
	{
		if (currententity->skinnum >= MAX_MD2SKINS)
			skin = currentmodel->skins[0];
		else
		{
			skin = currentmodel->skins[currententity->skinnum];
			if (!skin)
				skin = currentmodel->skins[0];
		}
	}
	if (!skin)
		skin = r_notexture;	// fallback...
	GL_Bind(skin->texnum);

	// draw it

	qglShadeModel (GL_SMOOTH);

	GL_TexEnv( GL_MODULATE );
	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglEnable (GL_BLEND);
	}


	if ( (currententity->frame >= paliashdr->num_frames) 
		|| (currententity->frame < 0) )
	{
		ri.Con_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n",
			currentmodel->name, currententity->frame);
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( (currententity->oldframe >= paliashdr->num_frames)
		|| (currententity->oldframe < 0))
	{
		ri.Con_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n",
			currentmodel->name, currententity->oldframe);
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( !r_lerpmodels->value )
		currententity->backlerp = 0;
	GL_DrawAliasFrameLerp (paliashdr, currententity->backlerp);

	GL_TexEnv( GL_REPLACE );
	qglShadeModel (GL_FLAT);

	qglPopMatrix ();

#if 0
	qglDisable( GL_CULL_FACE );
	qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
	qglDisable( GL_TEXTURE_2D );
	qglBegin( GL_TRIANGLE_STRIP );
	for ( i = 0; i < 8; i++ )
	{
		qglVertex3fv( bbox[i] );
	}
	qglEnd();
	qglEnable( GL_TEXTURE_2D );
	qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
	qglEnable( GL_CULL_FACE );
#endif

	if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) )
	{
		qglMatrixMode( GL_PROJECTION );
		qglPopMatrix();
		qglMatrixMode( GL_MODELVIEW );
		qglCullFace( GL_FRONT );
	}

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglDisable (GL_BLEND);
	}

	if (currententity->flags & RF_DEPTHHACK)
		qglDepthRange (gldepthmin, gldepthmax);

#if 1
	if (gl_shadows->value && !(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL)))
	{
		qglPushMatrix ();
		R_RotateForEntity (e);
		qglDisable (GL_TEXTURE_2D);
		qglEnable (GL_BLEND);
		qglColor4f (0,0,0,0.5);
		GL_DrawAliasShadow (paliashdr, currententity->frame );
		qglEnable (GL_TEXTURE_2D);
		qglDisable (GL_BLEND);
		qglPopMatrix ();
	}
#endif
	qglColor4f (1,1,1,1);
}
示例#18
0
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t		*shader, *oldShader;
	int				fogNum, oldFogNum;
	int				entityNum, oldEntityNum;
	int				dlighted, oldDlighted;
	int				depthRange, oldDepthRange;
	int				i;
	drawSurf_t		*drawSurf;
	unsigned int	oldSort;
	float			originalTime;
	trRefEntity_t	*curEnt;
	postRender_t	*pRender;
	bool			didShadowPass = false;
#ifdef __MACOS__
	int				macEventTime;

	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size

	// we don't want to pump the event loop too often and waste time, so
	// we are going to check every shader change
	macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC;
#endif

	if (g_bRenderGlowingObjects)
	{ //only shadow on initial passes
		didShadowPass = true;
	}

	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	oldDlighted = qfalse;
	oldSort = (unsigned int) -1;
	depthRange = qfalse;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
			continue;
		}
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );

		// If we're rendering glowing objects, but this shader has no stages with glow, skip it!
		if ( g_bRenderGlowingObjects && !shader->hasGlow )
		{
			shader = oldShader;
			entityNum = oldEntityNum;
			fogNum = oldFogNum;
			dlighted = oldDlighted;
			continue;
		}

		oldSort = drawSurf->sort;

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if (entityNum != TR_WORLDENT &&
			g_numPostRenders < MAX_POST_RENDERS)
		{
			if ( (backEnd.refdef.entities[entityNum].e.renderfx & RF_DISTORTION)/* ||
				(backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA)*/)
				//not sure if we need this alpha fix for sp or not, leaving it out for now -rww
			{ //must render last
				curEnt = &backEnd.refdef.entities[entityNum];
				pRender = &g_postRenders[g_numPostRenders];

				g_numPostRenders++;

				depthRange = 0;
				//figure this stuff out now and store it
				if ( curEnt->e.renderfx & RF_NODEPTH )
				{
					depthRange = 2;
				}
				else if ( curEnt->e.renderfx & RF_DEPTHHACK )
				{
					depthRange = 1;
				}
				pRender->depthRange = depthRange;

				//It is not necessary to update the old* values because
				//we are not updating now with the current values.
				depthRange = oldDepthRange;

				//store off the ent num
				pRender->entNum = entityNum;

				//remember the other values necessary for rendering this surf
				pRender->drawSurf = drawSurf;
				pRender->dlighted = dlighted;
				pRender->fogNum = fogNum;
				pRender->shader = shader;

				//assure the info is back to the last set state
				shader = oldShader;
				entityNum = oldEntityNum;
				fogNum = oldFogNum;
				dlighted = oldDlighted;

				oldSort = (unsigned int)-1; //invalidate this thing, cause we may want to postrender more surfs of the same sort

				//continue without bothering to begin a draw surf
				continue;
			}
		}

		if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted 
			|| ( entityNum != oldEntityNum && !shader->entityMergable ) )
		{
			if (oldShader != NULL) {
#ifdef __MACOS__	// crutch up the mac's limited buffer queue size
				int		t;

				t = ri.Milliseconds();
				if ( t > macEventTime ) {
					macEventTime = t + MAC_EVENT_PUMP_MSEC;
					Sys_PumpEvents();
				}
#endif
				RB_EndSurface();

				if (!didShadowPass && shader && shader->sort > SS_BANNER)
				{
					RB_ShadowFinish();
					didShadowPass = true;
				}
			}
			RB_BeginSurface( shader, fogNum );
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
		}

		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			depthRange = qfalse;

			if ( entityNum != TR_WORLDENT ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
#ifdef VV_LIGHTING
					VVLightMan.R_TransformDlights( &backEnd.ori );
#else
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
				}

				if ( backEnd.currentEntity->e.renderfx & RF_NODEPTH ) {
					// No depth at all, very rare but some things for seeing through walls
					depthRange = 2;
				}
				else if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.ori = backEnd.viewParms.world;
#ifdef VV_LIGHTING
				VVLightMan.R_TransformDlights( &backEnd.ori );
#else
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
			}

			qglLoadMatrixf( backEnd.ori.modelMatrix );

			//
			// change depthrange if needed
			//
			if ( oldDepthRange != depthRange ) {
				switch ( depthRange ) {
					default:
					case 0:
						qglDepthRange (0, 1);	
						break;

					case 1:
						qglDepthRange (0, .3);	
						break;

					case 2:
						qglDepthRange (0, 0);
						break;
				}

				oldDepthRange = depthRange;
			}

			oldEntityNum = entityNum;
		}

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
	}

	// draw the contents of the last shader batch
	if (oldShader != NULL) {
		RB_EndSurface();
	}

	if (tr_stencilled && tr_distortionPrePost)
	{ //ok, cap it now
		RB_CaptureScreenImage();
		RB_DistortionFill();
	}

	//render distortion surfs (or anything else that needs to be post-rendered)
	if (g_numPostRenders > 0)
	{
		int lastPostEnt = -1;

		while (g_numPostRenders > 0)
		{
			g_numPostRenders--;
			pRender = &g_postRenders[g_numPostRenders];

			RB_BeginSurface( pRender->shader, pRender->fogNum );

			backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum];

			backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

			// set up the transformation matrix
			R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );

			// set up the dynamic lighting if needed
			if ( backEnd.currentEntity->needDlights )
			{
#ifdef VV_LIGHTING
				VVLightMan.R_TransformDlights( &backEnd.ori );
#else
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
			}

			qglLoadMatrixf( backEnd.ori.modelMatrix );

			depthRange = pRender->depthRange;
			switch ( depthRange )
			{
				default:
				case 0:
					qglDepthRange (0, 1);	
					break;

				case 1:
					qglDepthRange (0, .3);	
					break;

				case 2:
					qglDepthRange (0, 0);
					break;
			}

			if ((backEnd.currentEntity->e.renderfx & RF_DISTORTION) &&
				lastPostEnt != pRender->entNum)
			{ //do the capture now, we only need to do it once per ent
				int x, y;
				int rad = backEnd.currentEntity->e.radius;
				//We are going to just bind this, and then the CopyTexImage is going to
				//stomp over this texture num in texture memory.
				GL_Bind( tr.screenImage );

				if (R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y ))
				{
					int cX, cY;
					cX = glConfig.vidWidth-x-(rad/2);
					cY = glConfig.vidHeight-y-(rad/2);

					if (cX+rad > glConfig.vidWidth)
					{ //would it go off screen?
						cX = glConfig.vidWidth-rad;
					}
					else if (cX < 0)
					{ //cap it off at 0
						cX = 0;
					}

					if (cY+rad > glConfig.vidHeight)
					{ //would it go off screen?
						cY = glConfig.vidHeight-rad;
					}
					else if (cY < 0)
					{ //cap it off at 0
						cY = 0;
					}

					//now copy a portion of the screen to this texture
					qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0);

					lastPostEnt = pRender->entNum;
				}
			}

			rb_surfaceTable[ *pRender->drawSurf->surface ]( pRender->drawSurf->surface );
			RB_EndSurface();
		}
	}

	// go back to the world modelview matrix
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange (0, 1);
	}

#if 0
	RB_DrawSun();
#endif
	if (tr_stencilled && !tr_distortionPrePost)
	{ //draw in the stencil buffer's cutout
		RB_DistortionFill();
	}
	if (!didShadowPass)
	{
		// darken down any stencil shadows
		RB_ShadowFinish();
		didShadowPass = true;
	}

// add light flares on lights that aren't obscured
//	RB_RenderFlares();

#ifdef __MACOS__
	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size
#endif
}
示例#19
0
/*
==================
RB_RenderDrawSurfList
==================
*/
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t		*shader, *oldShader;
	int				fogNum, oldFogNum;
	int				entityNum, oldEntityNum;
	int				dlighted, oldDlighted;
	qboolean		depthRange, oldDepthRange;
	int				i;
	drawSurf_t		*drawSurf;
	int				oldSort;
	float			originalTime;
#ifdef __MACOS__
	int				macEventTime;

	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size

	// we don't want to pump the event loop too often and waste time, so
	// we are going to check every shader change
	macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC;
#endif

	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	oldDlighted = qfalse;
	oldSort = -1;
	depthRange = qfalse;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
			continue;
		}
		oldSort = drawSurf->sort;
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted 
			|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
			if (oldShader != NULL) {
#ifdef __MACOS__	// crutch up the mac's limited buffer queue size
				int		t;

				t = ri.Milliseconds();
				if ( t > macEventTime ) {
					macEventTime = t + MAC_EVENT_PUMP_MSEC;
					Sys_PumpEvents();
				}
#endif
				RB_EndSurface();
			}
			RB_BeginSurface( shader, fogNum );
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
		}

#ifdef _NPATCH
			// See if we can n-patch surface
			if ( drawSurf->sort & ( 1 << QSORT_NPATCH_SHIFT ) )
			{
				tess.npatched = qtrue;
			}
#endif // _NPATCH
		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			depthRange = qfalse;

			if ( entityNum != ENTITYNUM_WORLD ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
				}

				if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.or = backEnd.viewParms.world;
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
			}

			qglLoadMatrixf( backEnd.or.modelMatrix );

			//
			// change depthrange if needed
			//
			if ( oldDepthRange != depthRange ) {
				if ( depthRange ) {
					qglDepthRange (0, 0.3);
				} else {
					qglDepthRange (0, 1);
				}
				oldDepthRange = depthRange;
			}

			oldEntityNum = entityNum;
		}

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
	}

	// draw the contents of the last shader batch
	if (oldShader != NULL) {
		RB_EndSurface();
	}

	// go back to the world modelview matrix
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange (0, 1);
	}

#if 0
	RB_DrawSun();
#endif
	// darken down any stencil shadows
	RB_ShadowFinish();		

	// add light flares on lights that aren't obscured
//	RB_RenderFlares();

#ifdef __MACOS__
	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size
#endif
}
示例#20
0
/**
 * @brief RB_RenderDrawSurfList
 * @param[in] drawSurfs
 * @param[in] numDrawSurfs
 */
void RB_RenderDrawSurfList(drawSurf_t *drawSurfs, int numDrawSurfs)
{
	shader_t   *shader, *oldShader;
	int        fogNum, oldFogNum;
	int        entityNum, oldEntityNum;
	int        frontFace;
	int        dlighted, oldDlighted;
	qboolean   depthRange, oldDepthRange;
	int        i;
	drawSurf_t *drawSurf;
	int        oldSort;
	double     originalTime = backEnd.refdef.floatTime; // save original time for entity shader offsets

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView();

	// draw everything
	oldEntityNum          = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader             = NULL;
	oldFogNum             = -1;
	oldDepthRange         = qfalse;
	oldDlighted           = qfalse;
	oldSort               = -1;
	depthRange            = qfalse;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++)
	{
		if (drawSurf->sort == oldSort)
		{
			// fast path, same as previous sort
			rb_surfaceTable[*drawSurf->surface] (drawSurf->surface);
			continue;
		}
		oldSort = drawSurf->sort;
		R_DecomposeSort(drawSurf->sort, &entityNum, &shader, &fogNum, &frontFace, &dlighted);

		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if (shader && (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
		               || (entityNum != oldEntityNum && !shader->entityMergable)))
		{
			if (oldShader != NULL)
			{
				RB_EndSurface();
			}
			RB_BeginSurface(shader, fogNum);
			oldShader   = shader;
			oldFogNum   = fogNum;
			oldDlighted = dlighted;
		}

		// change the modelview matrix if needed
		if (entityNum != oldEntityNum)
		{
			depthRange = qfalse;

			if (entityNum != ENTITYNUM_WORLD)
			{
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];

				// FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues
				backEnd.refdef.floatTime = originalTime; // - backEnd.currentEntity->e.shaderTime; // JPW NERVE pulled this to match q3ta

				// we have to reset the shaderTime as well otherwise image animations start
				// from the wrong frame
				// tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				// set up the transformation matrix
				R_RotateForEntity(backEnd.currentEntity, &backEnd.viewParms, &backEnd.orientation);

				// set up the dynamic lighting if needed
				if (backEnd.currentEntity->needDlights)
				{
					R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation);
				}

				if (backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
				{
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
				}
			}
			else
			{
				backEnd.currentEntity    = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.orientation      = backEnd.viewParms.world;

				// we have to reset the shaderTime as well otherwise image animations on
				// the world (like water) continue with the wrong frame
				// tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation);
			}

			qglLoadMatrixf(backEnd.orientation.modelMatrix);

			// change depthrange if needed
			if (oldDepthRange != depthRange)
			{
				if (depthRange)
				{
					qglDepthRange(0, 0.3);
				}
				else
				{
					qglDepthRange(0, 1);
				}
				oldDepthRange = depthRange;
			}

			oldEntityNum = entityNum;
		}

		// add the triangles for this surface
		rb_surfaceTable[*drawSurf->surface] (drawSurf->surface);
	}

	// draw the contents of the last shader batch
	if (oldShader != NULL)
	{
		RB_EndSurface();
	}

	// go back to the world modelview matrix
	backEnd.currentEntity    = &tr.worldEntity;
	backEnd.refdef.floatTime = originalTime;
	backEnd.orientation      = backEnd.viewParms.world;
	R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation);

	qglLoadMatrixf(backEnd.viewParms.world.modelMatrix);
	if (depthRange)
	{
		qglDepthRange(0, 1);
	}

	// draw sun
	RB_DrawSun();

	// darken down any stencil shadows
	RB_ShadowFinish();

	// add light flares on lights that aren't obscured
	RB_RenderFlares();
}
示例#21
0
	static void RB_RenderDrawSurfaces( qboolean opaque, qboolean depthFill )
	{
		trRefEntity_t *entity, *oldEntity;
		shader_t      *shader, *oldShader;
		int           lightmapNum, oldLightmapNum;
		qboolean      depthRange, oldDepthRange;
		int           i;
		drawSurf_t    *drawSurf;

		GLimp_LogComment( "--- RB_RenderDrawSurfaces ---\n" );

		// draw everything
		oldEntity = NULL;
		oldShader = NULL;
		oldLightmapNum = -1;
		oldDepthRange = qfalse;
		depthRange = qfalse;
		backEnd.currentLight = NULL;

		for ( i = 0, drawSurf = backEnd.viewParms.drawSurfs; i < backEnd.viewParms.numDrawSurfs; i++, drawSurf++ )
		{
			// update locals
			entity = drawSurf->entity;
			shader = tr.sortedShaders[ drawSurf->shaderNum ];
			lightmapNum = drawSurf->lightmapNum;

			if ( opaque )
			{
				// skip all translucent surfaces that don't matter for this pass
				if ( shader->sort > SS_OPAQUE )
				{
					break;
				}
			}
			else
			{
				// skip all opaque surfaces that don't matter for this pass
				if ( shader->sort <= SS_OPAQUE )
				{
					continue;
				}
			}

			if ( entity == oldEntity && shader == oldShader && lightmapNum == oldLightmapNum )
			{
				// fast path, same as previous sort
				rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
				continue;
			}

			// change the tess parameters if needed
			// an "entityMergable" shader is a shader that can have surfaces from separate
			// entities merged into a single batch, like smoke and blood puff sprites
			if ( shader != oldShader || lightmapNum != oldLightmapNum || ( entity != oldEntity && !shader->entityMergable ) )
			{
				if ( oldShader != NULL )
				{
					Tess_End();
				}

				if ( depthFill )
				{
					Tess_Begin( Tess_StageIteratorDepthFill, NULL, shader, NULL, qtrue, qfalse, lightmapNum, tess.fogNum );
				}
				else
				{
					Tess_Begin( Tess_StageIteratorGeneric, NULL, shader, NULL, qfalse, qfalse, lightmapNum, tess.fogNum );
				}

				oldShader = shader;
				oldLightmapNum = lightmapNum;
			}

			// change the modelview matrix if needed
			if ( entity != oldEntity )
			{
				depthRange = qfalse;

				if ( entity != &tr.worldEntity )
				{
					backEnd.currentEntity = entity;

					// set up the transformation matrix
					R_RotateEntityForViewParms( backEnd.currentEntity, &backEnd.viewParms, &backEnd.orientation );

					if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK )
					{
						// hack the depth range to prevent view model from poking into walls
						depthRange = qtrue;
					}
				}
				else
				{
					backEnd.currentEntity = &tr.worldEntity;
					backEnd.orientation = backEnd.viewParms.world;
				}

#if defined( USE_D3D10 )
				// TODO
#else
				GL_LoadModelViewMatrix( backEnd.orientation.modelViewMatrix );
#endif

				// change depthrange if needed
				if ( oldDepthRange != depthRange )
				{
#if defined( USE_D3D10 )
					// TODO
#else

					if ( depthRange )
					{
						qglDepthRange( 0, 0.3 );
					}
					else
					{
						qglDepthRange( 0, 1 );
					}

#endif
					oldDepthRange = depthRange;
				}

				oldEntity = entity;
			}

			// add the triangles for this surface
			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
		}

		// draw the contents of the last shader batch
		if ( oldShader != NULL )
		{
			Tess_End();
		}

		// go back to the world modelview matrix
#if defined( USE_D3D10 )
		// TODO
#else
		GL_LoadModelViewMatrix( backEnd.viewParms.world.modelViewMatrix );
#endif

		if ( depthRange )
		{
#if defined( USE_D3D10 )
			// TODO
#else
			qglDepthRange( 0, 1 );
#endif
		}

#if defined( USE_D3D10 )
		// TODO
#else
		GL_CheckErrors();
#endif
	}
示例#22
0
void
R_DrawAliasModel ( entity_t *e )
{
	int i;
	dmdl_t      *paliashdr;
	float an;
	vec3_t bbox [ 8 ];
	image_t     *skin;

	if ( !( e->flags & RF_WEAPONMODEL ) )
	{
		if ( R_CullAliasModel( bbox, e ) )
		{
			return;
		}
	}

	if ( e->flags & RF_WEAPONMODEL )
	{
		if ( gl_lefthand->value == 2 )
		{
			return;
		}
	}

	paliashdr = (dmdl_t *) currentmodel->extradata;

	/* get lighting information */
	if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
	{
		VectorClear( shadelight );

		if ( currententity->flags & RF_SHELL_HALF_DAM )
		{
			shadelight [ 0 ] = 0.56;
			shadelight [ 1 ] = 0.59;
			shadelight [ 2 ] = 0.45;
		}

		if ( currententity->flags & RF_SHELL_DOUBLE )
		{
			shadelight [ 0 ] = 0.9;
			shadelight [ 1 ] = 0.7;
		}

		if ( currententity->flags & RF_SHELL_RED )
		{
			shadelight [ 0 ] = 1.0;
		}

		if ( currententity->flags & RF_SHELL_GREEN )
		{
			shadelight [ 1 ] = 1.0;
		}

		if ( currententity->flags & RF_SHELL_BLUE )
		{
			shadelight [ 2 ] = 1.0;
		}
	}
	else if ( currententity->flags & RF_FULLBRIGHT )
	{
		for ( i = 0; i < 3; i++ )
		{
			shadelight [ i ] = 1.0;
		}
	}
	else
	{
		R_LightPoint( currententity->origin, shadelight );

		/* player lighting hack for communication back to server */
		if ( currententity->flags & RF_WEAPONMODEL )
		{
			/* pick the greatest component, which should be the same
			   as the mono value returned by software */
			if ( shadelight [ 0 ] > shadelight [ 1 ] )
			{
				if ( shadelight [ 0 ] > shadelight [ 2 ] )
				{
					gl_lightlevel->value = 150 * shadelight [ 0 ];
				}
				else
				{
					gl_lightlevel->value = 150 * shadelight [ 2 ];
				}
			}
			else
			{
				if ( shadelight [ 1 ] > shadelight [ 2 ] )
				{
					gl_lightlevel->value = 150 * shadelight [ 1 ];
				}
				else
				{
					gl_lightlevel->value = 150 * shadelight [ 2 ];
				}
			}
		}
	}

	if ( currententity->flags & RF_MINLIGHT )
	{
		for ( i = 0; i < 3; i++ )
		{
			if ( shadelight [ i ] > 0.1 )
			{
				break;
			}
		}

		if ( i == 3 )
		{
			shadelight [ 0 ] = 0.1;
			shadelight [ 1 ] = 0.1;
			shadelight [ 2 ] = 0.1;
		}
	}

	if ( currententity->flags & RF_GLOW )
	{
		/* bonus items will pulse with time */
		float scale;
		float min;

		scale = 0.1 * sin( r_newrefdef.time * 7 );

		for ( i = 0; i < 3; i++ )
		{
			min = shadelight [ i ] * 0.8;
			shadelight [ i ] += scale;

			if ( shadelight [ i ] < min )
			{
				shadelight [ i ] = min;
			}
		}
	}

	/* ir goggles color override */
	if ( r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE )
	{
		shadelight [ 0 ] = 1.0;
		shadelight [ 1 ] = 0.0;
		shadelight [ 2 ] = 0.0;
	}

	shadedots =
		r_avertexnormal_dots [ ( (int) ( currententity->angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ];

	an = currententity->angles [ 1 ] / 180 * M_PI;
	shadevector [ 0 ] = cos( -an );
	shadevector [ 1 ] = sin( -an );
	shadevector [ 2 ] = 1;
	VectorNormalize( shadevector );

	/* locate the proper data */
	c_alias_polys += paliashdr->num_tris;

	/* draw all the triangles */
	if ( currententity->flags & RF_DEPTHHACK ) /* hack the depth range to prevent view model from poking into walls */
	{
		qglDepthRange( gldepthmin, gldepthmin + 0.3 * ( gldepthmax - gldepthmin ) );
	}

	if ( ( currententity->flags & RF_WEAPONMODEL ) && ( gl_lefthand->value == 1.0F ) )
	{
		extern void R_MYgluPerspective ( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );

		qglMatrixMode( GL_PROJECTION );
		qglPushMatrix();
		qglLoadIdentity();
		qglScalef( -1, 1, 1 );
		R_MYgluPerspective( r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height,  4,  4096 );
		qglMatrixMode( GL_MODELVIEW );

		qglCullFace( GL_BACK );
	}

	qglPushMatrix();
	e->angles [ PITCH ] = -e->angles [ PITCH ];
	R_RotateForEntity( e );
	e->angles [ PITCH ] = -e->angles [ PITCH ];

	/* select skin */
	if ( currententity->skin )
	{
		skin = currententity->skin; /* custom player skin */
	}
	else
	{
		if ( currententity->skinnum >= MAX_MD2SKINS )
		{
			skin = currentmodel->skins [ 0 ];
		}
		else
		{
			skin = currentmodel->skins [ currententity->skinnum ];

			if ( !skin )
			{
				skin = currentmodel->skins [ 0 ];
			}
		}
	}

	if ( !skin )
	{
		skin = r_notexture; /* fallback... */
	}

	R_Bind( skin->texnum );

	/* draw it */
	qglShadeModel( GL_SMOOTH );

	R_TexEnv( GL_MODULATE );

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglEnable( GL_BLEND );
	}

	if ( ( currententity->frame >= paliashdr->num_frames ) ||
		 ( currententity->frame < 0 ) )
	{
		ri.Con_Printf( PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n",
				currentmodel->name, currententity->frame );
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( ( currententity->oldframe >= paliashdr->num_frames ) ||
		 ( currententity->oldframe < 0 ) )
	{
		ri.Con_Printf( PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n",
				currentmodel->name, currententity->oldframe );
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( !gl_lerpmodels->value )
	{
		currententity->backlerp = 0;
	}

	R_DrawAliasFrameLerp( paliashdr, currententity->backlerp );

	R_TexEnv( GL_REPLACE );
	qglShadeModel( GL_FLAT );

	qglPopMatrix();

	if ( ( currententity->flags & RF_WEAPONMODEL ) && ( gl_lefthand->value == 1.0F ) )
	{
		qglMatrixMode( GL_PROJECTION );
		qglPopMatrix();
		qglMatrixMode( GL_MODELVIEW );
		qglCullFace( GL_FRONT );
	}

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglDisable( GL_BLEND );
	}

	if ( currententity->flags & RF_DEPTHHACK )
	{
		qglDepthRange( gldepthmin, gldepthmax );
	}

	if ( gl_shadows->value &&
		 !( currententity->flags & ( RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW ) ) )
	{
		qglPushMatrix();

		/* don't rotate shadows on ungodly axes */
		qglTranslatef( e->origin [ 0 ], e->origin [ 1 ], e->origin [ 2 ] );
		qglRotatef( e->angles [ 1 ], 0, 0, 1 );

		qglDisable( GL_TEXTURE_2D );
		qglEnable( GL_BLEND );
		qglColor4f( 0, 0, 0, 0.5f );
		R_DrawAliasShadow( paliashdr, currententity->frame );
		qglEnable( GL_TEXTURE_2D );
		qglDisable( GL_BLEND );
		qglPopMatrix();
	}

	qglColor4f( 1, 1, 1, 1 );
}
示例#23
0
/*
==================
RB_RenderDrawSurfList
==================
*/
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t        *shader, *oldShader;
	int fogNum, oldFogNum;
	int entityNum, oldEntityNum;
	int dlighted, oldDlighted;
	qboolean depthRange, oldDepthRange;
	int i;
	drawSurf_t      *drawSurf;
	int oldSort;
	float originalTime;
	int oldNumVerts, oldNumIndex;
//GR - tessellation flag
	int atiTess = 0, oldAtiTess;
#ifdef __MACOS__
	int macEventTime;

	Sys_PumpEvents();       // crutch up the mac's limited buffer queue size

	// we don't want to pump the event loop too often and waste time, so
	// we are going to check every shader change
	macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC;
#endif

	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView();

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	oldDlighted = qfalse;
	oldSort = -1;
	depthRange = qfalse;
// GR - tessellation also forces to draw everything
	oldAtiTess = -1;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for ( i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++ ) {
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			oldNumVerts = tess.numVertexes;
			oldNumIndex = tess.numIndexes;

			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
/*
			// RF, convert the newly created vertexes into dust particles, and overwrite
			if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX) {
				RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex );
			}
			else if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2) {
				RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex );
			}
*/
			continue;
		}
		oldSort = drawSurf->sort;
// GR - also extract tesselation flag
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &atiTess );

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
// GR - force draw on tessellation flag change
			 || ( atiTess != oldAtiTess )
			 || ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
			if ( oldShader != NULL ) {
#ifdef __MACOS__    // crutch up the mac's limited buffer queue size
				int t;

				t = ri.Milliseconds();
				if ( t > macEventTime ) {
					macEventTime = t + MAC_EVENT_PUMP_MSEC;
					Sys_PumpEvents();
				}
#endif
// GR - pass tessellation flag to the shader command
//		make sure to use oldAtiTess!!!
				tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM );

				RB_EndSurface();
			}
			RB_BeginSurface( shader, fogNum );
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
// GR - update old tessellation flag
			oldAtiTess = atiTess;
		}

		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			depthRange = qfalse;

			if ( entityNum != ENTITYNUM_WORLD ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

				// we have to reset the shaderTime as well otherwise image animations start
				// from the wrong frame
//				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
				}

				if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.or = backEnd.viewParms.world;

				// we have to reset the shaderTime as well otherwise image animations on
				// the world (like water) continue with the wrong frame
//				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;

				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
			}

			qglLoadMatrixf( backEnd.or.modelMatrix );

			//
			// change depthrange if needed
			//
			if ( oldDepthRange != depthRange ) {
				if ( depthRange ) {
					qglDepthRange( 0, 0.3 );
				} else {
					qglDepthRange( 0, 1 );
				}
				oldDepthRange = depthRange;
			}

			oldEntityNum = entityNum;
		}

		// RF, ZOMBIEFX, store the tess indexes, so we can grab the calculated
		// vertex positions and normals, and convert them into dust particles
		oldNumVerts = tess.numVertexes;
		oldNumIndex = tess.numIndexes;

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );

		// RF, convert the newly created vertexes into dust particles, and overwrite
		if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX ) {
			RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex );
		} else if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2 )     {
			RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex );
		}
	}

	// draw the contents of the last shader batch
	if ( oldShader != NULL ) {
// GR - pass tessellation flag to the shader command
//		make sure to use oldAtiTess!!!
		tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM );

		RB_EndSurface();
	}

	// go back to the world modelview matrix
	backEnd.currentEntity = &tr.worldEntity;
	backEnd.refdef.floatTime = originalTime;
	backEnd.or = backEnd.viewParms.world;
	R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );

	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange( 0, 1 );
	}

	// (SA) draw sun
	RB_DrawSun();


	// darken down any stencil shadows
	RB_ShadowFinish();

	// add light flares on lights that aren't obscured
	RB_RenderFlares();

#ifdef __MACOS__
	Sys_PumpEvents();       // crutch up the mac's limited buffer queue size
#endif
}
示例#24
0
/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void )
{
	if ( g_bRenderGlowingObjects )
		return;

	if ( r_fastsky->integer ) {
		return;
	}

	if (skyboxportal && !(backEnd.refdef.rdflags & RDF_SKYBOXPORTAL))
	{
		return;
	}

	// go through all the polygons and project them onto
	// the sky box to see which blocks on each side need
	// to be drawn
	RB_ClipSkyPolygons( &tess );

	// r_showsky will let all the sky blocks be drawn in
	// front of everything to allow developers to see how
	// much sky is getting sucked in
	if ( r_showsky->integer ) {
		qglDepthRange( 0.0, 0.0 );
	} else {
#ifdef _XBOX
		qglDepthRange( 0.99, 1.0 );
#else
		qglDepthRange( 1.0, 1.0 );
#endif
	}

	// draw the outer skybox
	if ( tess.shader->sky->outerbox[0] && tess.shader->sky->outerbox[0] != tr.defaultImage ) {
		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
		
		qglPushMatrix ();
		GL_State( 0 );
		qglTranslatef (backEnd.viewParms.ori.origin[0], backEnd.viewParms.ori.origin[1], backEnd.viewParms.ori.origin[2]);

		DrawSkyBox( tess.shader );

		qglPopMatrix();
	}

	// generate the vertexes for all the clouds, which will be drawn
	// by the generic shader routine
	R_BuildCloudData( &tess );

	if (tess.numIndexes && tess.numVertexes)
	{
		RB_StageIteratorGeneric();
	}

	// draw the inner skybox


	// back to normal depth range
	qglDepthRange( 0.0, 1.0 );

	// note that sky was drawn so we will draw a sun later
	backEnd.skyRenderedThisView = qtrue;
}