jedi-academy/codemp/renderer/tr_backend.cpp
2013-04-23 15:21:39 +10:00

2328 lines
59 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "tr_local.h"
#ifndef DEDICATED
#if !defined __TR_WORLDEFFECTS_H
#include "tr_WorldEffects.h"
#endif
#endif
#ifdef VV_LIGHTING
#include "tr_lightmanager.h"
#endif
#ifdef _XBOX
#include "../win32/win_highdynamicrange.h"
#endif
backEndData_t *backEndData;
backEndState_t backEnd;
bool tr_stencilled = false;
extern qboolean tr_distortionPrePost; //tr_shadows.cpp
extern qboolean tr_distortionNegate; //tr_shadows.cpp
extern void RB_CaptureScreenImage(void); //tr_shadows.cpp
extern void RB_DistortionFill(void); //tr_shadows.cpp
static void RB_DrawGlowOverlay();
static void RB_BlurGlowTexture();
// Whether we are currently rendering only glowing objects or not.
bool g_bRenderGlowingObjects = false;
// Whether the current hardware supports dynamic glows/flares.
bool g_bDynamicGlowSupported = false;
extern void R_RotateForViewer(void);
extern void R_SetupFrustum(void);
static const float s_flipMatrix[16] = {
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
#if defined (_XBOX)
0, 0, 1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
#else
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
#endif
};
#ifndef DEDICATED
/*
** GL_Bind
*/
void GL_Bind( image_t *image ) {
int texnum;
if ( !image ) {
Com_Printf (S_COLOR_YELLOW "GL_Bind: NULL image\n" );
texnum = tr.defaultImage->texnum;
} else {
texnum = image->texnum;
}
if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
texnum = tr.dlightImage->texnum;
}
if ( glState.currenttextures[glState.currenttmu] != texnum ) {
#ifndef _XBOX
image->frameUsed = tr.frameCount;
#endif
glState.currenttextures[glState.currenttmu] = texnum;
qglBindTexture (GL_TEXTURE_2D, texnum);
}
}
//bind 3D texture -rww
void GL_Bind3D( image_t *image )
{
int texnum;
if ( !image ) {
Com_Printf (S_COLOR_YELLOW "GL_Bind: NULL image\n" );
texnum = tr.defaultImage->texnum;
} else {
texnum = image->texnum;
}
if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
texnum = tr.dlightImage->texnum;
}
if ( glState.currenttextures[glState.currenttmu] != texnum ) {
#ifndef _XBOX
image->frameUsed = tr.frameCount;
#endif
glState.currenttextures[glState.currenttmu] = texnum;
qglBindTexture (GL_TEXTURE_3D, texnum);
}
}
/*
** GL_SelectTexture
*/
void GL_SelectTexture( int unit )
{
if ( glState.currenttmu == unit )
{
return;
}
if ( unit == 0 )
{
qglActiveTextureARB( GL_TEXTURE0_ARB );
GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" );
qglClientActiveTextureARB( GL_TEXTURE0_ARB );
GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" );
}
else if ( unit == 1 )
{
qglActiveTextureARB( GL_TEXTURE1_ARB );
GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" );
qglClientActiveTextureARB( GL_TEXTURE1_ARB );
GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" );
}
else if ( unit == 2 )
{
qglActiveTextureARB( GL_TEXTURE2_ARB );
GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE2_ARB )\n" );
qglClientActiveTextureARB( GL_TEXTURE2_ARB );
GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE2_ARB )\n" );
}
else if ( unit == 3 )
{
qglActiveTextureARB( GL_TEXTURE3_ARB );
GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE3_ARB )\n" );
qglClientActiveTextureARB( GL_TEXTURE3_ARB );
GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE3_ARB )\n" );
}
else {
Com_Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
}
glState.currenttmu = unit;
}
/*
** GL_Cull
*/
void GL_Cull( int cullType ) {
if ( glState.faceCulling == cullType ) {
return;
}
glState.faceCulling = cullType;
if (backEnd.projection2D){ //don't care, we're in 2d when it's always disabled
return;
}
if ( cullType == CT_TWO_SIDED )
{
qglDisable( GL_CULL_FACE );
}
else
{
qglEnable( GL_CULL_FACE );
if ( cullType == CT_BACK_SIDED )
{
if ( backEnd.viewParms.isMirror )
{
qglCullFace( GL_FRONT );
}
else
{
qglCullFace( GL_BACK );
}
}
else
{
if ( backEnd.viewParms.isMirror )
{
qglCullFace( GL_BACK );
}
else
{
qglCullFace( GL_FRONT );
}
}
}
}
/*
** GL_TexEnv
*/
void GL_TexEnv( int env )
{
if ( env == glState.texEnv[glState.currenttmu] )
{
return;
}
glState.texEnv[glState.currenttmu] = env;
switch ( env )
{
case GL_MODULATE:
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
break;
case GL_REPLACE:
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
break;
case GL_DECAL:
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
break;
case GL_ADD:
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
break;
#ifdef _XBOX
case GL_NONE:
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_NONE );
break;
#endif
default:
Com_Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed\n", env );
break;
}
}
/*
** GL_State
**
** This routine is responsible for setting the most commonly changed state
** in Q3.
*/
void GL_State( unsigned long stateBits )
{
unsigned long diff = stateBits ^ glState.glStateBits;
if ( !diff )
{
return;
}
//
// check depthFunc bits
//
if ( diff & GLS_DEPTHFUNC_EQUAL )
{
if ( stateBits & GLS_DEPTHFUNC_EQUAL )
{
qglDepthFunc( GL_EQUAL );
}
else
{
qglDepthFunc( GL_LEQUAL );
}
}
//
// check blend bits
//
if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
{
GLenum srcFactor, dstFactor;
if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
{
switch ( stateBits & GLS_SRCBLEND_BITS )
{
case GLS_SRCBLEND_ZERO:
srcFactor = GL_ZERO;
break;
case GLS_SRCBLEND_ONE:
srcFactor = GL_ONE;
break;
case GLS_SRCBLEND_DST_COLOR:
srcFactor = GL_DST_COLOR;
break;
case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
srcFactor = GL_ONE_MINUS_DST_COLOR;
break;
case GLS_SRCBLEND_SRC_ALPHA:
srcFactor = GL_SRC_ALPHA;
break;
case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
srcFactor = GL_ONE_MINUS_SRC_ALPHA;
break;
case GLS_SRCBLEND_DST_ALPHA:
srcFactor = GL_DST_ALPHA;
break;
case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
srcFactor = GL_ONE_MINUS_DST_ALPHA;
break;
case GLS_SRCBLEND_ALPHA_SATURATE:
srcFactor = GL_SRC_ALPHA_SATURATE;
break;
default:
srcFactor = GL_ONE; // to get warning to shut up
Com_Error( ERR_DROP, "GL_State: invalid src blend state bits\n" );
break;
}
switch ( stateBits & GLS_DSTBLEND_BITS )
{
case GLS_DSTBLEND_ZERO:
dstFactor = GL_ZERO;
break;
case GLS_DSTBLEND_ONE:
dstFactor = GL_ONE;
break;
case GLS_DSTBLEND_SRC_COLOR:
dstFactor = GL_SRC_COLOR;
break;
case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
dstFactor = GL_ONE_MINUS_SRC_COLOR;
break;
case GLS_DSTBLEND_SRC_ALPHA:
dstFactor = GL_SRC_ALPHA;
break;
case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
dstFactor = GL_ONE_MINUS_SRC_ALPHA;
break;
case GLS_DSTBLEND_DST_ALPHA:
dstFactor = GL_DST_ALPHA;
break;
case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
dstFactor = GL_ONE_MINUS_DST_ALPHA;
break;
default:
dstFactor = GL_ONE; // to get warning to shut up
Com_Error( ERR_DROP, "GL_State: invalid dst blend state bits\n" );
break;
}
qglEnable( GL_BLEND );
qglBlendFunc( srcFactor, dstFactor );
}
else
{
qglDisable( GL_BLEND );
}
}
//
// check depthmask
//
if ( diff & GLS_DEPTHMASK_TRUE )
{
if ( stateBits & GLS_DEPTHMASK_TRUE )
{
qglDepthMask( GL_TRUE );
}
else
{
qglDepthMask( GL_FALSE );
}
}
//
// fill/line mode
//
if ( diff & GLS_POLYMODE_LINE )
{
if ( stateBits & GLS_POLYMODE_LINE )
{
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
else
{
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
}
//
// depthtest
//
if ( diff & GLS_DEPTHTEST_DISABLE )
{
if ( stateBits & GLS_DEPTHTEST_DISABLE )
{
qglDisable( GL_DEPTH_TEST );
}
else
{
qglEnable( GL_DEPTH_TEST );
}
}
//
// alpha test
//
if ( diff & GLS_ATEST_BITS )
{
switch ( stateBits & GLS_ATEST_BITS )
{
case 0:
qglDisable( GL_ALPHA_TEST );
break;
case GLS_ATEST_GT_0:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_GREATER, 0.0f );
break;
case GLS_ATEST_LT_80:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_LESS, 0.5f );
break;
case GLS_ATEST_GE_80:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_GEQUAL, 0.5f );
break;
case GLS_ATEST_GE_C0:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_GEQUAL, 0.75f );
break;
default:
assert( 0 );
break;
}
}
glState.glStateBits = stateBits;
}
/*
================
RB_Hyperspace
A player has predicted a teleport, but hasn't arrived yet
================
*/
static void RB_Hyperspace( void ) {
float c;
if ( !backEnd.isHyperspace ) {
// do initialization shit
}
c = ( backEnd.refdef.time & 255 ) / 255.0f;
qglClearColor( c, c, c, 1 );
qglClear( GL_COLOR_BUFFER_BIT );
backEnd.isHyperspace = qtrue;
}
void SetViewportAndScissor( void ) {
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
qglMatrixMode(GL_MODELVIEW);
// set the window clipping
qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
}
/*
=================
RB_BeginDrawingView
Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
int clearBits = GL_DEPTH_BUFFER_BIT;
// sync with gl if needed
if ( r_finish->integer == 1 && !glState.finishCalled ) {
qglFinish ();
glState.finishCalled = qtrue;
}
if ( r_finish->integer == 0 ) {
glState.finishCalled = qtrue;
}
// we will need to change the projection matrix before drawing
// 2D images again
backEnd.projection2D = qfalse;
//
// set the modelview matrix for the viewer
//
SetViewportAndScissor();
// ensures that depth writes are enabled for the depth clear
GL_State( GLS_DEFAULT );
// clear relevant buffers
if ( r_measureOverdraw->integer || r_shadows->integer == 2 || tr_stencilled )
{
clearBits |= GL_STENCIL_BUFFER_BIT;
tr_stencilled = false;
}
if (skyboxportal)
{
if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL )
{ // portal scene, clear whatever is necessary
if (r_fastsky->integer || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) )
{ // fastsky: clear color
// try clearing first with the portal sky fog color, then the world fog color, then finally a default
clearBits |= GL_COLOR_BUFFER_BIT;
//rwwFIXMEFIXME: Clear with fog color if there is one
qglClearColor ( 0.5, 0.5, 0.5, 1.0 );
}
}
}
else
{
if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects )
{
clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
#ifdef _DEBUG
qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
#else
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
#endif
}
}
if ( tr.refdef.rdflags & RDF_AUTOMAP || (!( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && r_DynamicGlow->integer && !g_bRenderGlowingObjects ) )
{
if (tr.world && tr.world->globalFog != -1)
{ //this is because of a bug in multiple scenes I think, it needs to clear for the second scene but it doesn't normally.
const fog_t *fog = &tr.world->fogs[tr.world->globalFog];
clearBits |= GL_COLOR_BUFFER_BIT;
qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
}
}
// If this pass is to just render the glowing objects, don't clear the depth buffer since
// we're sharing it with the main scene (since the main scene has already been rendered). -AReis
if ( g_bRenderGlowingObjects )
{
clearBits &= ~GL_DEPTH_BUFFER_BIT;
}
if (clearBits)
{
qglClear( clearBits );
}
if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
{
RB_Hyperspace();
return;
}
else
{
backEnd.isHyperspace = qfalse;
}
glState.faceCulling = -1; // force face culling to set next time
// we will only draw a sun if there was sky rendered in this view
backEnd.skyRenderedThisView = qfalse;
// clip to the plane of the portal
if ( backEnd.viewParms.isPortal ) {
float plane[4];
double plane2[4];
plane[0] = backEnd.viewParms.portalPlane.normal[0];
plane[1] = backEnd.viewParms.portalPlane.normal[1];
plane[2] = backEnd.viewParms.portalPlane.normal[2];
plane[3] = backEnd.viewParms.portalPlane.dist;
plane2[0] = DotProduct (backEnd.viewParms.ori.axis[0], plane);
plane2[1] = DotProduct (backEnd.viewParms.ori.axis[1], plane);
plane2[2] = DotProduct (backEnd.viewParms.ori.axis[2], plane);
plane2[3] = DotProduct (plane, backEnd.viewParms.ori.origin) - plane[3];
qglLoadMatrixf( s_flipMatrix );
qglClipPlane (GL_CLIP_PLANE0, plane2);
qglEnable (GL_CLIP_PLANE0);
} else {
qglDisable (GL_CLIP_PLANE0);
}
}
#define MAC_EVENT_PUMP_MSEC 5
//used by RF_DISTORTION
static inline bool R_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
{
int xcenter, ycenter;
vec3_t local, transformed;
vec3_t vfwd;
vec3_t vright;
vec3_t vup;
float xzi;
float yzi;
xcenter = glConfig.vidWidth / 2;
ycenter = glConfig.vidHeight / 2;
//AngleVectors (tr.refdef.viewangles, vfwd, vright, vup);
VectorCopy(tr.refdef.viewaxis[0], vfwd);
VectorCopy(tr.refdef.viewaxis[1], vright);
VectorCopy(tr.refdef.viewaxis[2], vup);
VectorSubtract (worldCoord, tr.refdef.vieworg, local);
transformed[0] = DotProduct(local,vright);
transformed[1] = DotProduct(local,vup);
transformed[2] = DotProduct(local,vfwd);
// Make sure Z is not negative.
if(transformed[2] < 0.01)
{
return false;
}
xzi = xcenter / transformed[2] * (90.0/tr.refdef.fov_x);
yzi = ycenter / transformed[2] * (90.0/tr.refdef.fov_y);
*x = xcenter + xzi * transformed[0];
*y = ycenter - yzi * transformed[1];
return true;
}
//used by RF_DISTORTION
static inline bool R_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y )
{
float xF, yF;
bool retVal = R_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF );
*x = (int)xF;
*y = (int)yF;
return retVal;
}
/*
==================
RB_RenderDrawSurfList
==================
*/
//number of possible surfs we can postrender.
//note that postrenders lack much of the optimization that the standard sort-render crap does,
//so it's slower.
#define MAX_POST_RENDERS 128
typedef struct
{
int fogNum;
int entNum;
int dlighted;
int depthRange;
drawSurf_t *drawSurf;
shader_t *shader;
qboolean eValid;
} postRender_t;
static postRender_t g_postRenders[MAX_POST_RENDERS];
static int g_numPostRenders = 0;
//get the "average" (ideally center) position of a surface on the tess.
//this is a kind of lame method because I can't think correctly right now.
static inline bool R_AverageTessXYZ(vec3_t dest)
{
int i = 1;
float bd = 0.0f;
float d = 0.0f;
int b = -1;
vec3_t v;
while (i < tess.numVertexes)
{
VectorSubtract(tess.xyz[i], tess.xyz[i], v);
d = VectorLength(v);
if (b == -1 || d < bd)
{
b = i;
bd = d;
}
i++;
}
if (b != -1)
{
VectorSubtract(tess.xyz[0], tess.xyz[b], v);
VectorScale(v, 0.5f, dest);
VectorAdd(dest, tess.xyz[0], dest);
return true;
}
return false;
}
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 = Sys_Milliseconds()*com_timescale->value + 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 );
#ifndef _XBOX // GLOWXXX
// 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;
}
#endif
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_FORCEPOST) ||
(backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA) )
{ //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;
/*
if (shader == tr.distortionShader)
{
pRender->eValid = qfalse;
}
else
*/
{
pRender->eValid = qtrue;
}
//assure the info is back to the last set state
shader = oldShader;
entityNum = oldEntityNum;
fogNum = oldFogNum;
dlighted = oldDlighted;
oldSort = -20; //invalidate this thing, cause we may want to postrender more surfs of the same sort
//continue without bothering to begin a draw surf
continue;
}
}
/*
else if (shader == tr.distortionShader &&
g_numPostRenders < MAX_POST_RENDERS)
{ //not an ent, just a surface that needs this effect
pRender = &g_postRenders[g_numPostRenders];
g_numPostRenders++;
depthRange = 0;
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;
pRender->eValid = qfalse;
//assure the info is back to the last set state
shader = oldShader;
entityNum = oldEntityNum;
fogNum = oldFogNum;
dlighted = oldDlighted;
oldSort = -20; //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 = Sys_Milliseconds()*com_timescale->value;
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 = 0;
if ( entityNum != TR_WORLDENT ) {
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.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 = 1;
}
} else {
backEnd.currentEntity = &tr.worldEntity;
backEnd.refdef.floatTime = originalTime;
backEnd.ori = 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;
#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 );
}
backEnd.refdef.floatTime = originalTime;
// draw the contents of the last shader batch
//assert(entityNum < MAX_GENTITIES);
if (oldShader != NULL) {
RB_EndSurface();
}
#ifdef _CRAZY_ATTRIB_DEBUG
qglPopAttrib();
glState.glStateBits = -1;
#endif
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 );
/*
if (!pRender->eValid && pRender->entNum == TR_WORLDENT)
{ //world/other surface
backEnd.currentEntity = &tr.worldEntity;
backEnd.refdef.floatTime = originalTime;
backEnd.ori = 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;
#ifdef VV_LIGHTING
VVLightMan.R_TransformDlights( &backEnd.ori );
#else
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
}
else
*/
{ //ent
backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum];
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.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 (!pRender->eValid)
{ //special full-screen "distortion" (or refraction or whatever the heck you want to call it)
if (!tr_stencilled)
{ //only need to do this once every frame (that a surface using it is around)
int radX = 2048;
int radY = 2048;
int x = glConfig.vidWidth/2;
int y = glConfig.vidHeight/2;
int cX, cY;
GL_Bind( tr.screenImage );
//using this method, we could pixel-filter the texture and all sorts of crazy stuff.
//but, it is slow as hell.
#if 0
static byte *tmp = NULL;
if (!tmp)
{
tmp = (byte *)Z_Malloc((sizeof(byte)*4)*(glConfig.vidWidth*glConfig.vidHeight), TAG_ICARUS, qtrue);
}
qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
#endif
if (radX > glConfig.maxTextureSize)
{
radX = glConfig.maxTextureSize;
}
if (radY > glConfig.maxTextureSize)
{
radY = glConfig.maxTextureSize;
}
while (glConfig.vidWidth < radX)
{
radX /= 2;
}
while (glConfig.vidHeight < radY)
{
radY /= 2;
}
cX = x-(radX/2);
cY = y-(radY/2);
if (cX+radX > glConfig.vidWidth)
{ //would it go off screen?
cX = glConfig.vidWidth-radX;
}
else if (cX < 0)
{ //cap it off at 0
cX = 0;
}
if (cY+radY > glConfig.vidHeight)
{ //would it go off screen?
cY = glConfig.vidHeight-radY;
}
else if (cY < 0)
{ //cap it off at 0
cY = 0;
}
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, radX, radY, 0);
}
lastPostEnt = ENTITYNUM_NONE;
}
*/
if (!pRender->eValid)
{
}
else if ((backEnd.refdef.entities[pRender->entNum].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;
bool r;
//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 0 //yeah.. this kinda worked but it was stupid
if (pRender->eValid)
{
r = R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y );
rad = backEnd.currentEntity->e.radius;
}
else
{
vec3_t v;
//probably a little bit expensive.. but we're doing this for looks, not speed!
if (!R_AverageTessXYZ(v))
{ //failed, just use first vert I guess
VectorCopy(tess.xyz[0], v);
}
r = R_WorldCoordToScreenCoord( v, &x, &y );
rad = 256;
}
#else
r = R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y );
rad = backEnd.currentEntity->e.radius;
#endif
if (r)
{
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
#ifdef _XBOX
qglCopyBackBufferToTexEXT(rad, rad, cX, (480 - cY), (cX + rad), (480 - (cY + rad)));
#else
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0);
#endif
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;
}
#ifdef _XBOX
if (Cvar_VariableIntegerValue("r_hdreffect"))
HDREffect.Render();
#endif
// add light flares on lights that aren't obscured
// rww - 9-13-01 [1-26-01-sof2]
// RB_RenderFlares();
#ifdef __MACOS__
Sys_PumpEvents(); // crutch up the mac's limited buffer queue size
#endif
}
/*
============================================================================
RENDER BACK END THREAD FUNCTIONS
============================================================================
*/
/*
================
RB_SetGL2D
================
*/
void RB_SetGL2D (void) {
backEnd.projection2D = qtrue;
// set 2D virtual screen size
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
#ifdef _XBOX
qglOrtho (0, 640, 0, 480, 0, 1);
#else
qglOrtho (0, 640, 480, 0, 0, 1);
#endif
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
GL_State( GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
qglDisable( GL_CULL_FACE );
qglDisable( GL_CLIP_PLANE0 );
// set time for 2D shaders
backEnd.refdef.time = Sys_Milliseconds()*com_timescale->value;
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
}
/*
=============
RE_StretchRaw
FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty)
{
int start, end;
if ( !tr.registered ) {
return;
}
R_SyncRenderThread();
// we definately want to sync every frame for the cinematics
qglFinish();
start = end = 0;
if ( r_speeds->integer ) {
start = Sys_Milliseconds()*com_timescale->value;
}
// make sure rows and cols are powers of 2
if ( (cols&(cols-1)) || (rows&(rows-1)) )
{
Com_Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
}
GL_Bind( tr.scratchImage[client] );
// if the scratchImage isn't in the format we want, specify it as a new texture
if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
tr.scratchImage[client]->width = cols;
tr.scratchImage[client]->height = rows;
qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
} else {
if (dirty) {
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
// it and don't try and do a texture compression
qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
}
}
if ( r_speeds->integer ) {
end = Sys_Milliseconds()*com_timescale->value;
Com_Printf ("qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
}
RB_SetGL2D();
qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
qglBegin (GL_QUADS);
qglTexCoord2f ( 0.5f / cols, 0.5f / rows );
qglVertex2f (x, y);
qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows );
qglVertex2f (x+w, y);
qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
qglVertex2f (x+w, y+h);
qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
qglVertex2f (x, y+h);
qglEnd ();
}
void RE_UploadCinematic (int cols, int rows, const byte *data, int client, qboolean dirty) {
GL_Bind( tr.scratchImage[client] );
// if the scratchImage isn't in the format we want, specify it as a new texture
if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
tr.scratchImage[client]->width = tr.scratchImage[client]->width = cols;
tr.scratchImage[client]->height = tr.scratchImage[client]->height = rows;
#ifdef _XBOX
qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB5, cols, rows, 0, GL_RGB_SWIZZLE_EXT, GL_UNSIGNED_BYTE, data );
#else
qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
} else {
if (dirty) {
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
// it and don't try and do a texture compression
#ifdef _XBOX
qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGB_SWIZZLE_EXT, GL_UNSIGNED_BYTE, data );
#else
qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif
}
}
}
/*
=============
RB_SetColor
=============
*/
const void *RB_SetColor( const void *data ) {
const setColorCommand_t *cmd;
cmd = (const setColorCommand_t *)data;
backEnd.color2D[0] = cmd->color[0] * 255;
backEnd.color2D[1] = cmd->color[1] * 255;
backEnd.color2D[2] = cmd->color[2] * 255;
backEnd.color2D[3] = cmd->color[3] * 255;
return (const void *)(cmd + 1);
}
/*
=============
RB_StretchPic
=============
*/
const void *RB_StretchPic ( const void *data ) {
const stretchPicCommand_t *cmd;
shader_t *shader;
int numVerts, numIndexes;
cmd = (const stretchPicCommand_t *)data;
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
shader = cmd->shader;
if ( shader != tess.shader ) {
if ( tess.numIndexes ) {
RB_EndSurface();
}
backEnd.currentEntity = &backEnd.entity2D;
RB_BeginSurface( shader, 0 );
}
RB_CHECKOVERFLOW( 4, 6 );
numVerts = tess.numVertexes;
numIndexes = tess.numIndexes;
tess.numVertexes += 4;
tess.numIndexes += 6;
tess.indexes[ numIndexes ] = numVerts + 3;
tess.indexes[ numIndexes + 1 ] = numVerts + 0;
tess.indexes[ numIndexes + 2 ] = numVerts + 2;
tess.indexes[ numIndexes + 3 ] = numVerts + 2;
tess.indexes[ numIndexes + 4 ] = numVerts + 0;
tess.indexes[ numIndexes + 5 ] = numVerts + 1;
*(int *)tess.vertexColors[ numVerts ] =
*(int *)tess.vertexColors[ numVerts + 1 ] =
*(int *)tess.vertexColors[ numVerts + 2 ] =
*(int *)tess.vertexColors[ numVerts + 3 ] = *(int *)backEnd.color2D;
tess.xyz[ numVerts ][0] = cmd->x;
tess.xyz[ numVerts ][1] = cmd->y;
tess.xyz[ numVerts ][2] = 0;
tess.texCoords[ numVerts ][0][0] = cmd->s1;
tess.texCoords[ numVerts ][0][1] = cmd->t1;
tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w;
tess.xyz[ numVerts + 1 ][1] = cmd->y;
tess.xyz[ numVerts + 1 ][2] = 0;
tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2;
tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1;
tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w;
tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h;
tess.xyz[ numVerts + 2 ][2] = 0;
tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2;
tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2;
tess.xyz[ numVerts + 3 ][0] = cmd->x;
tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h;
tess.xyz[ numVerts + 3 ][2] = 0;
tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1;
tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2;
return (const void *)(cmd + 1);
}
/*
=============
RB_DrawRotatePic
=============
*/
const void *RB_RotatePic ( const void *data )
{
const rotatePicCommand_t *cmd;
image_t *image;
shader_t *shader;
cmd = (const rotatePicCommand_t *)data;
shader = cmd->shader;
image = &shader->stages[0].bundle[0].image[0];
if ( image ) {
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
qglColor4ubv( backEnd.color2D );
qglPushMatrix();
qglTranslatef(cmd->x+cmd->w,cmd->y,0);
qglRotatef(cmd->a, 0.0, 0.0, 1.0);
GL_Bind( image );
#ifdef _XBOX
qglBeginEXT (GL_QUADS, 4, 0, 0, 4, 0);
#else
qglBegin (GL_QUADS);
#endif
qglTexCoord2f( cmd->s1, cmd->t1);
qglVertex2f( -cmd->w, 0 );
qglTexCoord2f( cmd->s2, cmd->t1 );
qglVertex2f( 0, 0 );
qglTexCoord2f( cmd->s2, cmd->t2 );
qglVertex2f( 0, cmd->h );
qglTexCoord2f( cmd->s1, cmd->t2 );
qglVertex2f( -cmd->w, cmd->h );
qglEnd();
qglPopMatrix();
}
return (const void *)(cmd + 1);
}
/*
=============
RB_DrawRotatePic2
=============
*/
const void *RB_RotatePic2 ( const void *data )
{
const rotatePicCommand_t *cmd;
image_t *image;
shader_t *shader;
cmd = (const rotatePicCommand_t *)data;
shader = cmd->shader;
if ( shader->numUnfoggedPasses )
{
image = &shader->stages[0].bundle[0].image[0];
if ( image )
{
if ( !backEnd.projection2D )
{
RB_SetGL2D();
}
// Get our current blend mode, etc.
GL_State( shader->stages[0].stateBits );
qglColor4ubv( backEnd.color2D );
qglPushMatrix();
// rotation point is going to be around the center of the passed in coordinates
qglTranslatef( cmd->x, cmd->y, 0 );
qglRotatef( cmd->a, 0.0, 0.0, 1.0 );
GL_Bind( image );
#ifdef _XBOX
qglBeginEXT( GL_QUADS, 4, 0, 0, 4, 0);
#else
qglBegin( GL_QUADS );
#endif
qglTexCoord2f( cmd->s1, cmd->t1);
qglVertex2f( -cmd->w * 0.5f, -cmd->h * 0.5f );
qglTexCoord2f( cmd->s2, cmd->t1 );
qglVertex2f( cmd->w * 0.5f, -cmd->h * 0.5f );
qglTexCoord2f( cmd->s2, cmd->t2 );
qglVertex2f( cmd->w * 0.5f, cmd->h * 0.5f );
qglTexCoord2f( cmd->s1, cmd->t2 );
qglVertex2f( -cmd->w * 0.5f, cmd->h * 0.5f );
qglEnd();
qglPopMatrix();
// Hmmm, this is not too cool
GL_State( GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
}
}
return (const void *)(cmd + 1);
}
/*
=============
RB_DrawSurfs
=============
*/
const void *RB_DrawSurfs( const void *data ) {
const drawSurfsCommand_t *cmd;
// finish any 2D drawing if needed
if ( tess.numIndexes ) {
RB_EndSurface();
}
cmd = (const drawSurfsCommand_t *)data;
backEnd.refdef = cmd->refdef;
backEnd.viewParms = cmd->viewParms;
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
// Dynamic Glow/Flares:
/*
The basic idea is to render the glowing parts of the scene to an offscreen buffer, then take
that buffer and blur it. After it is sufficiently blurred, re-apply that image back to
the normal screen using a additive blending. To blur the scene I use a vertex program to supply
four texture coordinate offsets that allow 'peeking' into adjacent pixels. In the register
combiner (pixel shader), I combine the adjacent pixels using a weighting factor. - Aurelio
*/
// Render dynamic glowing/flaring objects.
#ifndef _XBOX // GLOWXXX
if ( !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && g_bDynamicGlowSupported && r_DynamicGlow->integer )
{
// Copy the normal scene to texture.
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage );
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglEnable( GL_TEXTURE_2D );
// Just clear colors, but leave the depth buffer intact so we can 'share' it.
qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
qglClear( GL_COLOR_BUFFER_BIT );
// Render the glowing objects.
g_bRenderGlowingObjects = true;
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
g_bRenderGlowingObjects = false;
qglFinish();
// Copy the glow scene to texture.
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.screenGlow );
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglEnable( GL_TEXTURE_2D );
// Resize the viewport to the blur texture size.
const int oldViewWidth = backEnd.viewParms.viewportWidth;
const int oldViewHeight = backEnd.viewParms.viewportHeight;
backEnd.viewParms.viewportWidth = r_DynamicGlowWidth->integer;
backEnd.viewParms.viewportHeight = r_DynamicGlowHeight->integer;
SetViewportAndScissor();
// Blur the scene.
RB_BlurGlowTexture();
// Copy the finished glow scene back to texture.
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage );
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglEnable( GL_TEXTURE_2D );
// Set the viewport back to normal.
backEnd.viewParms.viewportWidth = oldViewWidth;
backEnd.viewParms.viewportHeight = oldViewHeight;
SetViewportAndScissor();
qglClear( GL_COLOR_BUFFER_BIT );
// Draw the glow additively over the screen.
RB_DrawGlowOverlay();
}
#endif // _XBOX
return (const void *)(cmd + 1);
}
/*
=============
RB_DrawBuffer
=============
*/
const void *RB_DrawBuffer( const void *data ) {
const drawBufferCommand_t *cmd;
cmd = (const drawBufferCommand_t *)data;
qglDrawBuffer( cmd->buffer );
// clear screen for debugging
if (tr.world && tr.world->globalFog != -1)
{
const fog_t *fog = &tr.world->fogs[tr.world->globalFog];
qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
else if ( r_clear->integer ) {
int i = r_clear->integer;
if (i == 42) {
i = Q_irand(0,8);
}
switch (i)
{
default:
qglClearColor( 1, 0, 0.5, 1 );
break;
case 1:
qglClearColor( 1.0, 0.0, 0.0, 1.0); //red
break;
case 2:
qglClearColor( 0.0, 1.0, 0.0, 1.0); //green
break;
case 3:
qglClearColor( 1.0, 1.0, 0.0, 1.0); //yellow
break;
case 4:
qglClearColor( 0.0, 0.0, 1.0, 1.0); //blue
break;
case 5:
qglClearColor( 0.0, 1.0, 1.0, 1.0); //cyan
break;
case 6:
qglClearColor( 1.0, 0.0, 1.0, 1.0); //magenta
break;
case 7:
qglClearColor( 1.0, 1.0, 1.0, 1.0); //white
break;
case 8:
qglClearColor( 0.0, 0.0, 0.0, 1.0); //black
break;
}
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
return (const void *)(cmd + 1);
}
/*
===============
RB_ShowImages
Draw all the images to the screen, on top of whatever
was there. This is used to test for texture thrashing.
Also called by RE_EndRegistration
===============
*/
void RB_ShowImages( void ) {
image_t *image;
float x, y, w, h;
// int start, end;
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
qglClear( GL_COLOR_BUFFER_BIT );
qglFinish();
// start = Sys_Milliseconds()*com_timescale->value;
int i=0;
R_Images_StartIteration();
while ( (image = R_Images_GetNextIteration()) != NULL)
{
w = glConfig.vidWidth / 20;
h = glConfig.vidHeight / 15;
x = i % 20 * w;
y = i / 20 * h;
// show in proportional size in mode 2
if ( r_showImages->integer == 2 ) {
w *= image->width / 512.0;
h *= image->height / 512.0;
}
GL_Bind( image );
#ifdef _XBOX
qglBeginEXT (GL_QUADS, 4, 0, 0, 4, 0);
#else
qglBegin (GL_QUADS);
#endif
qglTexCoord2f( 0, 0 );
qglVertex2f( x, y );
qglTexCoord2f( 1, 0 );
qglVertex2f( x + w, y );
qglTexCoord2f( 1, 1 );
qglVertex2f( x + w, y + h );
qglTexCoord2f( 0, 1 );
qglVertex2f( x, y + h );
qglEnd();
i++;
}
qglFinish();
// end = Sys_Milliseconds()*com_timescale->value;
// Com_Printf ("%i msec to draw all images\n", end - start );
}
/*
=============
RB_SwapBuffers
=============
*/
const void *RB_SwapBuffers( const void *data ) {
const swapBuffersCommand_t *cmd;
// finish any 2D drawing if needed
if ( tess.numIndexes ) {
RB_EndSurface();
}
// texture swapping test
if ( r_showImages->integer ) {
RB_ShowImages();
}
cmd = (const swapBuffersCommand_t *)data;
// we measure overdraw by reading back the stencil buffer and
// counting up the number of increments that have happened
#ifndef _XBOX
if ( r_measureOverdraw->integer ) {
int i;
long sum = 0;
unsigned char *stencilReadback;
stencilReadback = (unsigned char *)Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) {
sum += stencilReadback[i];
}
backEnd.pc.c_overDraw += sum;
Hunk_FreeTempMemory( stencilReadback );
}
#endif
if ( !glState.finishCalled ) {
qglFinish();
}
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
GLimp_EndFrame();
backEnd.projection2D = qfalse;
return (const void *)(cmd + 1);
}
const void *RB_WorldEffects( const void *data )
{
const drawBufferCommand_t *cmd;
cmd = (const drawBufferCommand_t *)data;
// Always flush the tess buffer
if ( tess.shader && tess.numIndexes )
{
RB_EndSurface();
}
RB_RenderWorldEffects();
if(tess.shader)
{
RB_BeginSurface( tess.shader, tess.fogNum );
}
return (const void *)(cmd + 1);
}
/*
====================
RB_ExecuteRenderCommands
This function will be called syncronously if running without
smp extensions, or asyncronously by another thread.
====================
*/
extern const void *R_DrawWireframeAutomap(const void *data); //tr_world.cpp
void RB_ExecuteRenderCommands( const void *data ) {
int t1, t2;
t1 = Sys_Milliseconds()*com_timescale->value;
while ( 1 ) {
switch ( *(const int *)data ) {
case RC_SET_COLOR:
data = RB_SetColor( data );
break;
case RC_STRETCH_PIC:
data = RB_StretchPic( data );
break;
case RC_ROTATE_PIC:
data = RB_RotatePic( data );
break;
case RC_ROTATE_PIC2:
data = RB_RotatePic2( data );
break;
case RC_DRAW_SURFS:
data = RB_DrawSurfs( data );
break;
case RC_DRAW_BUFFER:
data = RB_DrawBuffer( data );
break;
case RC_SWAP_BUFFERS:
data = RB_SwapBuffers( data );
break;
case RC_WORLD_EFFECTS:
data = RB_WorldEffects( data );
break;
case RC_AUTO_MAP:
data = R_DrawWireframeAutomap(data);
break;
case RC_END_OF_LIST:
default:
// stop rendering on this thread
t2 = Sys_Milliseconds()*com_timescale->value;
backEnd.pc.msec = t2 - t1;
return;
}
}
}
#ifndef _XBOX // GLOWXXX
// What Pixel Shader type is currently active (regcoms or fragment programs).
GLuint g_uiCurrentPixelShaderType = 0x0;
// Begin using a Pixel Shader.
void BeginPixelShader( GLuint uiType, GLuint uiID )
{
switch ( uiType )
{
// Using Register Combiners, so call the Display List that stores it.
case GL_REGISTER_COMBINERS_NV:
{
// Just in case...
if ( !qglCombinerParameterfvNV )
return;
// Call the list with the regcom in it.
qglEnable( GL_REGISTER_COMBINERS_NV );
qglCallList( uiID );
g_uiCurrentPixelShaderType = GL_REGISTER_COMBINERS_NV;
}
return;
// Using Fragment Programs, so call the program.
case GL_FRAGMENT_PROGRAM_ARB:
{
// Just in case...
if ( !qglGenProgramsARB )
return;
qglEnable( GL_FRAGMENT_PROGRAM_ARB );
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, uiID );
g_uiCurrentPixelShaderType = GL_FRAGMENT_PROGRAM_ARB;
}
return;
}
}
// Stop using a Pixel Shader and return states to normal.
void EndPixelShader()
{
if ( g_uiCurrentPixelShaderType == 0x0 )
return;
qglDisable( g_uiCurrentPixelShaderType );
}
// Hack variable for deciding which kind of texture rectangle thing to do (for some
// reason it acts different on radeon! It's against the spec!).
extern bool g_bTextureRectangleHack;
static inline void RB_BlurGlowTexture()
{
qglDisable (GL_CLIP_PLANE0);
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_DEPTH_TEST );
// Go into orthographic 2d mode.
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity();
qglOrtho(0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight, 0, -1, 1);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity();
GL_State(0);
/////////////////////////////////////////////////////////
// Setup vertex and pixel programs.
/////////////////////////////////////////////////////////
// NOTE: The 0.25 is because we're blending 4 textures (so = 1.0) and we want a relatively normalized pixel
// intensity distribution, but this won't happen anyways if intensity is higher than 1.0.
float fBlurDistribution = r_DynamicGlowIntensity->value * 0.25f;
float fBlurWeight[4] = { fBlurDistribution, fBlurDistribution, fBlurDistribution, 1.0f };
// Enable and set the Vertex Program.
qglEnable( GL_VERTEX_PROGRAM_ARB );
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader );
// Apply Pixel Shaders.
if ( qglCombinerParameterfvNV )
{
BeginPixelShader( GL_REGISTER_COMBINERS_NV, tr.glowPShader );
// Pass the blur weight to the regcom.
qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, (float*)&fBlurWeight );
}
else if ( qglProgramEnvParameter4fARB )
{
BeginPixelShader( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader );
// Pass the blur weight to the Fragment Program.
qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, fBlurWeight[0], fBlurWeight[1], fBlurWeight[2], fBlurWeight[3] );
}
/////////////////////////////////////////////////////////
// Set the blur texture to the 4 texture stages.
/////////////////////////////////////////////////////////
// How much to offset each texel by.
float fTexelWidthOffset = 0.1f, fTexelHeightOffset = 0.1f;
GLuint uiTex = tr.screenGlow;
qglActiveTextureARB( GL_TEXTURE3_ARB );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglActiveTextureARB( GL_TEXTURE2_ARB );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglActiveTextureARB( GL_TEXTURE1_ARB );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglActiveTextureARB(GL_TEXTURE0_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
/////////////////////////////////////////////////////////
// Draw the blur passes (each pass blurs it more, increasing the blur radius ).
/////////////////////////////////////////////////////////
//int iTexWidth = backEnd.viewParms.viewportWidth, iTexHeight = backEnd.viewParms.viewportHeight;
int iTexWidth = glConfig.vidWidth, iTexHeight = glConfig.vidHeight;
for ( int iNumBlurPasses = 0; iNumBlurPasses < r_DynamicGlowPasses->integer; iNumBlurPasses++ )
{
// Load the Texel Offsets into the Vertex Program.
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 0, -fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f );
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 1, -fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f );
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 2, fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f );
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 3, fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f );
// After first pass put the tex coords to the viewport size.
if ( iNumBlurPasses == 1 )
{
// OK, very weird, but dependent on which texture rectangle extension we're using, the
// texture either needs to be always texure correct or view correct...
if ( !g_bTextureRectangleHack )
{
iTexWidth = backEnd.viewParms.viewportWidth;
iTexHeight = backEnd.viewParms.viewportHeight;
}
uiTex = tr.blurImage;
qglActiveTextureARB( GL_TEXTURE3_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglActiveTextureARB( GL_TEXTURE2_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglActiveTextureARB( GL_TEXTURE1_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglActiveTextureARB(GL_TEXTURE0_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
// Copy the current image over.
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex );
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
}
// Draw the fullscreen quad.
qglBegin( GL_QUADS );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, iTexHeight );
qglVertex2f( 0, 0 );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0 );
qglVertex2f( 0, backEnd.viewParms.viewportHeight );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, 0 );
qglVertex2f( backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, iTexHeight );
qglVertex2f( backEnd.viewParms.viewportWidth, 0 );
qglEnd();
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage );
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
// Increase the texel offsets.
// NOTE: This is possibly the most important input to the effect. Even by using an exponential function I've been able to
// make it look better (at a much higher cost of course). This is cheap though and still looks pretty great. In the future
// I might want to use an actual gaussian equation to correctly calculate the pixel coefficients and attenuates, texel
// offsets, gaussian amplitude and radius...
fTexelWidthOffset += r_DynamicGlowDelta->value;
fTexelHeightOffset += r_DynamicGlowDelta->value;
}
// Disable multi-texturing.
qglActiveTextureARB( GL_TEXTURE3_ARB );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglActiveTextureARB( GL_TEXTURE2_ARB );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglActiveTextureARB( GL_TEXTURE1_ARB );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglActiveTextureARB(GL_TEXTURE0_ARB );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglEnable( GL_TEXTURE_2D );
qglDisable( GL_VERTEX_PROGRAM_ARB );
EndPixelShader();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
qglDisable( GL_BLEND );
qglEnable( GL_DEPTH_TEST );
glState.currenttmu = 0; //this matches the last one we activated
}
// Draw the glow blur over the screen additively.
static inline void RB_DrawGlowOverlay()
{
qglDisable (GL_CLIP_PLANE0);
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_DEPTH_TEST );
// Go into orthographic 2d mode.
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity();
qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 0, -1, 1);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity();
GL_State(0);
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
// For debug purposes.
if ( r_DynamicGlow->integer != 2 )
{
// Render the normal scene texture.
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage );
qglBegin(GL_QUADS);
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglTexCoord2f( 0, glConfig.vidHeight );
qglVertex2f( 0, 0 );
qglTexCoord2f( 0, 0 );
qglVertex2f( 0, glConfig.vidHeight );
qglTexCoord2f( glConfig.vidWidth, 0 );
qglVertex2f( glConfig.vidWidth, glConfig.vidHeight );
qglTexCoord2f( glConfig.vidWidth, glConfig.vidHeight );
qglVertex2f( glConfig.vidWidth, 0 );
qglEnd();
}
// One and Inverse Src Color give a very soft addition, while one one is a bit stronger. With one one we can
// use additive blending through multitexture though.
if ( r_DynamicGlowSoft->integer )
{
qglBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
}
else
{
qglBlendFunc( GL_ONE, GL_ONE );
}
qglEnable( GL_BLEND );
// Now additively render the glow texture.
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage );
qglBegin(GL_QUADS);
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglTexCoord2f( 0, r_DynamicGlowHeight->integer );
qglVertex2f( 0, 0 );
qglTexCoord2f( 0, 0 );
qglVertex2f( 0, glConfig.vidHeight );
qglTexCoord2f( r_DynamicGlowWidth->integer, 0 );
qglVertex2f( glConfig.vidWidth, glConfig.vidHeight );
qglTexCoord2f( r_DynamicGlowWidth->integer, r_DynamicGlowHeight->integer );
qglVertex2f( glConfig.vidWidth, 0 );
qglEnd();
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglEnable( GL_TEXTURE_2D );
qglBlendFunc( GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR );
qglDisable( GL_BLEND );
// NOTE: Multi-texture wasn't that much faster (we're obviously not bottlenecked by transform pipeline),
// and besides, soft glow looks better anyways.
/* else
{
int iTexWidth = glConfig.vidWidth, iTexHeight = glConfig.vidHeight;
if ( GL_TEXTURE_RECTANGLE_EXT == GL_TEXTURE_RECTANGLE_NV )
{
iTexWidth = r_DynamicGlowWidth->integer;
iTexHeight = r_DynamicGlowHeight->integer;
}
qglActiveTextureARB( GL_TEXTURE1_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.screenGlow );
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
qglActiveTextureARB(GL_TEXTURE0_ARB );
qglDisable( GL_TEXTURE_2D );
qglEnable( GL_TEXTURE_RECTANGLE_EXT );
qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage );
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
qglBegin(GL_QUADS);
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, 0, iTexHeight );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, glConfig.vidHeight );
qglVertex2f( 0, 0 );
qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, 0, 0 );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0 );
qglVertex2f( 0, glConfig.vidHeight );
qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, iTexWidth, 0 );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, glConfig.vidWidth, 0 );
qglVertex2f( glConfig.vidWidth, glConfig.vidHeight );
qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, iTexWidth, iTexHeight );
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, glConfig.vidWidth, glConfig.vidHeight );
qglVertex2f( glConfig.vidWidth, 0 );
qglEnd();
qglActiveTextureARB( GL_TEXTURE1_ARB );
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglActiveTextureARB(GL_TEXTURE0_ARB );
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
qglDisable( GL_TEXTURE_RECTANGLE_EXT );
qglEnable( GL_TEXTURE_2D );
}*/
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
qglEnable( GL_DEPTH_TEST );
}
#endif //XBOX
#endif //!DEDICATED