mirror of
https://github.com/Q3Rally-Team/q3rally.git
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9b86138351
Fix IQM quat normalize fail case Remove erroneous newlines from Com_Error in sdl_glimp.c Restore OpenGL 1.1 support (GL_CLAMP) q3rcc: Allow to override build date Fix lightning gun handling for corpses and single player podiums Fix for macOS Catalina screen resolution issue Fix team orders menu not listing clients with lower clientnums Fix duplicate team join center print for bots and g_teamAutoJoin E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option
1151 lines
26 KiB
C
1151 lines
26 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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backEndData_t *backEndData;
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backEndState_t backEnd;
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static float s_flipMatrix[16] = {
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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/*
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** GL_Bind
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*/
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void GL_Bind( image_t *image ) {
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int texnum;
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if ( !image ) {
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ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
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texnum = tr.defaultImage->texnum;
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} else {
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texnum = image->texnum;
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}
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[glState.currenttmu] != texnum ) {
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if ( image ) {
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image->frameUsed = tr.frameCount;
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}
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glState.currenttextures[glState.currenttmu] = texnum;
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qglBindTexture (GL_TEXTURE_2D, texnum);
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}
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}
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/*
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** GL_SelectTexture
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*/
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void GL_SelectTexture( int unit )
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{
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if ( glState.currenttmu == unit )
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{
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return;
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}
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if ( unit == 0 )
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{
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qglActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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}
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else if ( unit == 1 )
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{
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qglActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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} else {
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ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
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}
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glState.currenttmu = unit;
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}
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/*
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** GL_BindMultitexture
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*/
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void GL_BindMultitexture( image_t *image0, GLuint env0, image_t *image1, GLuint env1 ) {
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int texnum0, texnum1;
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texnum0 = image0->texnum;
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texnum1 = image1->texnum;
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum0 = texnum1 = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[1] != texnum1 ) {
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GL_SelectTexture( 1 );
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image1->frameUsed = tr.frameCount;
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glState.currenttextures[1] = texnum1;
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qglBindTexture( GL_TEXTURE_2D, texnum1 );
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}
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if ( glState.currenttextures[0] != texnum0 ) {
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GL_SelectTexture( 0 );
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image0->frameUsed = tr.frameCount;
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glState.currenttextures[0] = texnum0;
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qglBindTexture( GL_TEXTURE_2D, texnum0 );
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}
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}
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/*
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** GL_Cull
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*/
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void GL_Cull( int cullType ) {
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if ( glState.faceCulling == cullType ) {
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return;
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}
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glState.faceCulling = cullType;
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if ( cullType == CT_TWO_SIDED )
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{
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qglDisable( GL_CULL_FACE );
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}
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else
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{
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qboolean cullFront;
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qglEnable( GL_CULL_FACE );
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cullFront = (cullType == CT_FRONT_SIDED);
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if ( backEnd.viewParms.isMirror )
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{
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cullFront = !cullFront;
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}
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qglCullFace( cullFront ? GL_FRONT : GL_BACK );
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}
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}
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/*
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** GL_TexEnv
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*/
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void GL_TexEnv( int env )
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{
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if ( env == glState.texEnv[glState.currenttmu] )
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{
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return;
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}
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glState.texEnv[glState.currenttmu] = env;
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switch ( env )
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{
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case GL_MODULATE:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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break;
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case GL_REPLACE:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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break;
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case GL_DECAL:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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break;
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case GL_ADD:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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break;
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default:
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ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed", env );
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break;
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}
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}
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/*
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** GL_State
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**
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** This routine is responsible for setting the most commonly changed state
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** in Q3.
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*/
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void GL_State( unsigned long stateBits )
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{
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unsigned long diff = stateBits ^ glState.glStateBits;
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if ( !diff )
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{
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return;
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}
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//
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// check depthFunc bits
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//
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if ( diff & GLS_DEPTHFUNC_EQUAL )
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{
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if ( stateBits & GLS_DEPTHFUNC_EQUAL )
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{
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qglDepthFunc( GL_EQUAL );
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}
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else
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{
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qglDepthFunc( GL_LEQUAL );
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}
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}
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//
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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GLenum srcFactor = GL_ONE, dstFactor = GL_ONE;
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if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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switch ( stateBits & GLS_SRCBLEND_BITS )
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{
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case GLS_SRCBLEND_ZERO:
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srcFactor = GL_ZERO;
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break;
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case GLS_SRCBLEND_ONE:
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srcFactor = GL_ONE;
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break;
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case GLS_SRCBLEND_DST_COLOR:
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srcFactor = GL_DST_COLOR;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
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srcFactor = GL_ONE_MINUS_DST_COLOR;
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break;
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case GLS_SRCBLEND_SRC_ALPHA:
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srcFactor = GL_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
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srcFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_DST_ALPHA:
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srcFactor = GL_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
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srcFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ALPHA_SATURATE:
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srcFactor = GL_SRC_ALPHA_SATURATE;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" );
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break;
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}
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switch ( stateBits & GLS_DSTBLEND_BITS )
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{
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case GLS_DSTBLEND_ZERO:
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dstFactor = GL_ZERO;
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break;
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case GLS_DSTBLEND_ONE:
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dstFactor = GL_ONE;
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break;
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case GLS_DSTBLEND_SRC_COLOR:
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dstFactor = GL_SRC_COLOR;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
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dstFactor = GL_ONE_MINUS_SRC_COLOR;
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break;
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case GLS_DSTBLEND_SRC_ALPHA:
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dstFactor = GL_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
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dstFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_DST_ALPHA:
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dstFactor = GL_DST_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
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dstFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" );
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break;
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}
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qglEnable( GL_BLEND );
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qglBlendFunc( srcFactor, dstFactor );
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}
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else
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{
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qglDisable( GL_BLEND );
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}
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}
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//
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// check depthmask
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//
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if ( diff & GLS_DEPTHMASK_TRUE )
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{
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if ( stateBits & GLS_DEPTHMASK_TRUE )
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{
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qglDepthMask( GL_TRUE );
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}
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else
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{
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qglDepthMask( GL_FALSE );
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}
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}
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//
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// fill/line mode
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//
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if ( diff & GLS_POLYMODE_LINE )
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{
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if ( stateBits & GLS_POLYMODE_LINE )
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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//
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// depthtest
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//
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if ( diff & GLS_DEPTHTEST_DISABLE )
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{
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if ( stateBits & GLS_DEPTHTEST_DISABLE )
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{
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qglDisable( GL_DEPTH_TEST );
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}
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else
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{
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qglEnable( GL_DEPTH_TEST );
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}
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}
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//
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// alpha test
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//
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if ( diff & GLS_ATEST_BITS )
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{
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switch ( stateBits & GLS_ATEST_BITS )
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{
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case 0:
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qglDisable( GL_ALPHA_TEST );
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break;
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case GLS_ATEST_GT_0:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GREATER, 0.0f );
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break;
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case GLS_ATEST_LT_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_LESS, 0.5f );
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break;
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case GLS_ATEST_GE_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GEQUAL, 0.5f );
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break;
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default:
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assert( 0 );
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break;
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}
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}
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glState.glStateBits = stateBits;
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}
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/*
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================
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RB_Hyperspace
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A player has predicted a teleport, but hasn't arrived yet
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================
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*/
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static void RB_Hyperspace( void ) {
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float c;
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if ( !backEnd.isHyperspace ) {
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// do initialization shit
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}
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c = ( backEnd.refdef.time & 255 ) / 255.0f;
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qglClearColor( c, c, c, 1 );
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qglClear( GL_COLOR_BUFFER_BIT );
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backEnd.isHyperspace = qtrue;
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}
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static void SetViewportAndScissor( void ) {
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
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qglMatrixMode(GL_MODELVIEW);
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// set the window clipping
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qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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}
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/*
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=================
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RB_BeginDrawingView
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Any mirrored or portaled views have already been drawn, so prepare
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to actually render the visible surfaces for this view
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=================
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*/
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void RB_BeginDrawingView (void) {
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int clearBits = 0;
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// sync with gl if needed
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if ( r_finish->integer == 1 && !glState.finishCalled ) {
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qglFinish ();
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glState.finishCalled = qtrue;
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}
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if ( r_finish->integer == 0 ) {
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glState.finishCalled = qtrue;
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}
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// we will need to change the projection matrix before drawing
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// 2D images again
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backEnd.projection2D = qfalse;
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//
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// set the modelview matrix for the viewer
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//
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SetViewportAndScissor();
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// ensures that depth writes are enabled for the depth clear
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GL_State( GLS_DEFAULT );
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// clear relevant buffers
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clearBits = GL_DEPTH_BUFFER_BIT;
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if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
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{
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clearBits |= GL_STENCIL_BUFFER_BIT;
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}
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if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
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#ifdef _DEBUG
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qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
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#else
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
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#endif
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}
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qglClear( clearBits );
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if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
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{
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RB_Hyperspace();
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return;
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}
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else
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{
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backEnd.isHyperspace = qfalse;
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}
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glState.faceCulling = -1; // force face culling to set next time
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// we will only draw a sun if there was sky rendered in this view
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backEnd.skyRenderedThisView = qfalse;
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|
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// clip to the plane of the portal
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if ( backEnd.viewParms.isPortal ) {
|
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float plane[4];
|
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GLdouble plane2[4];
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plane[0] = backEnd.viewParms.portalPlane.normal[0];
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plane[1] = backEnd.viewParms.portalPlane.normal[1];
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plane[2] = backEnd.viewParms.portalPlane.normal[2];
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plane[3] = backEnd.viewParms.portalPlane.dist;
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plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
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plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
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plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
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plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
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qglLoadMatrixf( s_flipMatrix );
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qglClipPlane (GL_CLIP_PLANE0, plane2);
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qglEnable (GL_CLIP_PLANE0);
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} else {
|
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qglDisable (GL_CLIP_PLANE0);
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|
}
|
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}
|
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|
|
|
|
/*
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|
==================
|
|
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;
|
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drawSurf_t *drawSurf;
|
|
int oldSort;
|
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double originalTime;
|
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|
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// save original time for entity shader offsets
|
|
originalTime = backEnd.refdef.floatTime;
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|
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// clear the z buffer, set the modelview, etc
|
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RB_BeginDrawingView ();
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|
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// draw everything
|
|
oldEntityNum = -1;
|
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backEnd.currentEntity = &tr.worldEntity;
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oldShader = NULL;
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oldFogNum = -1;
|
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oldDepthRange = qfalse;
|
|
wasCrosshair = qfalse;
|
|
oldDlighted = qfalse;
|
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oldSort = -1;
|
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depthRange = qfalse;
|
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|
|
backEnd.pc.c_surfaces += numDrawSurfs;
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|
|
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 separate
|
|
// entities merged into a single batch, like smoke and blood puff sprites
|
|
if ( shader != NULL && ( 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];
|
|
|
|
// FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues
|
|
backEnd.refdef.floatTime = originalTime - (double)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 (r_drawSun->integer) {
|
|
RB_DrawSun(0.1, tr.sunShader);
|
|
}
|
|
|
|
// darken down any stencil shadows
|
|
RB_ShadowFinish();
|
|
|
|
// add light flares on lights that aren't obscured
|
|
RB_RenderFlares();
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
RENDER BACK END 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 ();
|
|
qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
|
|
GL_Cull( CT_TWO_SIDED );
|
|
qglDisable( GL_CLIP_PLANE0 );
|
|
|
|
// set time for 2D shaders
|
|
backEnd.refdef.time = ri.Milliseconds();
|
|
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RE_StretchRaw
|
|
|
|
FIXME: not exactly backend
|
|
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
|
|
Used for cinematics.
|
|
=============
|
|
*/
|
|
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
|
|
int i, j;
|
|
int start, end;
|
|
|
|
if ( !tr.registered ) {
|
|
return;
|
|
}
|
|
R_IssuePendingRenderCommands();
|
|
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
// we definitely want to sync every frame for the cinematics
|
|
qglFinish();
|
|
|
|
start = 0;
|
|
if ( r_speeds->integer ) {
|
|
start = ri.Milliseconds();
|
|
}
|
|
|
|
// make sure rows and cols are powers of 2
|
|
for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
|
|
}
|
|
for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
|
|
}
|
|
if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
|
|
ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
|
|
}
|
|
|
|
RE_UploadCinematic (w, h, cols, rows, data, client, dirty);
|
|
GL_Bind( tr.scratchImage[client] );
|
|
|
|
if ( r_speeds->integer ) {
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "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 w, int h, 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]->uploadWidth = cols;
|
|
tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
|
|
qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, haveClampToEdge ? GL_CLAMP_TO_EDGE : GL_CLAMP );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, haveClampToEdge ? GL_CLAMP_TO_EDGE : 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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
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_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 );
|
|
|
|
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 ( r_clear->integer ) {
|
|
qglClearColor( 1, 0, 0.5, 1 );
|
|
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 ) {
|
|
int i;
|
|
image_t *image;
|
|
float x, y, w, h;
|
|
int start, end;
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
qglFinish();
|
|
|
|
start = ri.Milliseconds();
|
|
|
|
for ( i=0 ; i<tr.numImages ; i++ ) {
|
|
image = tr.images[i];
|
|
|
|
w = glConfig.vidWidth / 20;
|
|
h = glConfig.vidHeight / 15;
|
|
x = i % 20 * w;
|
|
y = i / 20 * h;
|
|
|
|
// show in proportional size in mode 2
|
|
if ( r_showImages->integer == 2 ) {
|
|
w *= image->uploadWidth / 512.0f;
|
|
h *= image->uploadHeight / 512.0f;
|
|
}
|
|
|
|
GL_Bind( image );
|
|
qglBegin (GL_QUADS);
|
|
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();
|
|
}
|
|
|
|
qglFinish();
|
|
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_ColorMask
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ColorMask(const void *data)
|
|
{
|
|
const colorMaskCommand_t *cmd = data;
|
|
|
|
qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]);
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_ClearDepth
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ClearDepth(const void *data)
|
|
{
|
|
const clearDepthCommand_t *cmd = data;
|
|
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
// texture swapping test
|
|
if (r_showImages->integer)
|
|
RB_ShowImages();
|
|
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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
|
|
if ( r_measureOverdraw->integer ) {
|
|
int i;
|
|
long sum = 0;
|
|
unsigned char *stencilReadback;
|
|
|
|
stencilReadback = ri.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;
|
|
ri.Hunk_FreeTempMemory( stencilReadback );
|
|
}
|
|
|
|
|
|
if ( !glState.finishCalled ) {
|
|
qglFinish();
|
|
}
|
|
|
|
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
|
|
|
|
GLimp_EndFrame();
|
|
|
|
backEnd.projection2D = qfalse;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
RB_ExecuteRenderCommands
|
|
====================
|
|
*/
|
|
void RB_ExecuteRenderCommands( const void *data ) {
|
|
int t1, t2;
|
|
|
|
t1 = ri.Milliseconds ();
|
|
|
|
while ( 1 ) {
|
|
data = PADP(data, sizeof(void *));
|
|
|
|
switch ( *(const int *)data ) {
|
|
case RC_SET_COLOR:
|
|
data = RB_SetColor( data );
|
|
break;
|
|
case RC_STRETCH_PIC:
|
|
data = RB_StretchPic( 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_SCREENSHOT:
|
|
data = RB_TakeScreenshotCmd( data );
|
|
break;
|
|
case RC_VIDEOFRAME:
|
|
data = RB_TakeVideoFrameCmd( data );
|
|
break;
|
|
case RC_COLORMASK:
|
|
data = RB_ColorMask(data);
|
|
break;
|
|
case RC_CLEARDEPTH:
|
|
data = RB_ClearDepth(data);
|
|
break;
|
|
case RC_END_OF_LIST:
|
|
default:
|
|
// stop rendering
|
|
t2 = ri.Milliseconds ();
|
|
backEnd.pc.msec = t2 - t1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|