mirror of
https://github.com/ReactionQuake3/reaction.git
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IOQ3 commit 2338
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parent
d76a457c9c
commit
b53b8a0c3b
7 changed files with 43 additions and 36 deletions
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@ -815,7 +815,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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}
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#endif
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FBO_Bind(fbo);
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if (glRefConfig.framebufferObject)
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FBO_Bind(fbo);
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// go back to the world modelview matrix
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@ -1193,12 +1194,12 @@ const void *RB_DrawSurfs( const void *data ) {
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// clear the z buffer, set the modelview, etc
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RB_BeginDrawingView ();
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if ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
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if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
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{
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qglEnable(GL_DEPTH_CLAMP);
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}
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if (!(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
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if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
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{
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FBO_t *oldFbo = glState.currentFBO;
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@ -1416,7 +1417,7 @@ const void *RB_DrawSurfs( const void *data ) {
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SetViewportAndScissor();
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}
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if ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
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if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
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{
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qglDisable(GL_DEPTH_CLAMP);
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}
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@ -1435,8 +1436,8 @@ const void *RB_DrawSurfs( const void *data ) {
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RB_RenderFlares();
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}
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if (glRefConfig.framebufferObject)
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FBO_Bind(NULL);
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//if (glRefConfig.framebufferObject)
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//FBO_Bind(NULL);
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return (const void *)(cmd + 1);
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}
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@ -1453,6 +1454,9 @@ const void *RB_DrawBuffer( const void *data ) {
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cmd = (const drawBufferCommand_t *)data;
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if (glRefConfig.framebufferObject)
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FBO_Bind(NULL);
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qglDrawBuffer( cmd->buffer );
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// clear screen for debugging
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@ -1564,14 +1568,18 @@ const void *RB_ClearDepth(const void *data)
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if (r_showImages->integer)
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RB_ShowImages();
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if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
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if (glRefConfig.framebufferObject)
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{
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FBO_Bind(tr.screenScratchFbo);
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}
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else
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{
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FBO_Bind(tr.renderFbo);
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if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
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{
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FBO_Bind(tr.screenScratchFbo);
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}
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else
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{
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FBO_Bind(tr.renderFbo);
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}
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}
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qglClear(GL_DEPTH_BUFFER_BIT);
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// if we're doing MSAA, clear the depth texture for the resolve buffer
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@ -498,12 +498,7 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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backEnd.colorMask[2] = GL_FALSE;
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backEnd.colorMask[3] = GL_FALSE;
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qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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qglDrawBuffer(GL_FRONT);
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qglClear(GL_COLOR_BUFFER_BIT);
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qglDrawBuffer(GL_BACK);
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qglClear(GL_COLOR_BUFFER_BIT);
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if (glRefConfig.framebufferObject)
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{
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// clear all framebuffers
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@ -530,15 +525,17 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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break;
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}
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qglDrawBuffer(GL_FRONT);
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qglClear(GL_COLOR_BUFFER_BIT);
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qglDrawBuffer(GL_BACK);
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qglClear(GL_COLOR_BUFFER_BIT);
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}
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FBO_Bind(NULL);
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}
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qglDrawBuffer(GL_FRONT);
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qglClear(GL_COLOR_BUFFER_BIT);
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qglDrawBuffer(GL_BACK);
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qglClear(GL_COLOR_BUFFER_BIT);
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r_anaglyphMode->modified = qfalse;
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}
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@ -795,7 +795,7 @@ void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int bu
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}
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// get to a neutral state first
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FBO_Bind(NULL);
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//FBO_Bind(NULL);
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srcFb = src ? src->frameBuffer : 0;
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dstFb = dst ? dst->frameBuffer : 0;
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@ -2919,6 +2919,7 @@ void R_CreateBuiltinImages( void ) {
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R_CreateDlightImage();
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R_CreateFogImage();
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if (glRefConfig.framebufferObject)
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{
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int width, height, hdrFormat;
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@ -3001,17 +3002,16 @@ void R_CreateBuiltinImages( void ) {
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tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB);
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}
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}
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for( x = 0; x < MAX_DRAWN_PSHADOWS; x++)
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{
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tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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}
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for( x = 0; x < MAX_DRAWN_PSHADOWS; x++)
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{
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tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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}
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//tr.sunShadowImage = R_CreateImage("*sunshadowmap", NULL, SUNSHADOW_MAP_SIZE, SUNSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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for ( x = 0; x < 3; x++)
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{
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tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
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for ( x = 0; x < 3; x++)
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{
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tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
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}
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}
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}
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@ -1411,7 +1411,8 @@ void R_Init( void ) {
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R_InitImages();
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FBO_Init();
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if (glRefConfig.framebufferObject)
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FBO_Init();
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GLSL_InitGPUShaders();
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@ -1463,7 +1464,8 @@ void RE_Shutdown( qboolean destroyWindow ) {
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R_SyncRenderThread();
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R_ShutdownCommandBuffers();
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R_ShutDownQueries();
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FBO_Shutdown();
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if (glRefConfig.framebufferObject)
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FBO_Shutdown();
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R_DeleteTextures();
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R_ShutdownVBOs();
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GLSL_ShutdownGPUShaders();
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@ -476,13 +476,13 @@ void RE_RenderScene( const refdef_t *fd ) {
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}
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/* playing with more shadows */
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if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
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if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
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{
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R_RenderPshadowMaps(fd);
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}
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// playing with even more shadows
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if(!( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
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if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
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{
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R_RenderSunShadowMaps(fd, 0);
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R_RenderSunShadowMaps(fd, 1);
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@ -1713,7 +1713,7 @@ void RB_StageIteratorGeneric( void )
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//
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// pshadows!
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//
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if ( tess.pshadowBits && tess.shader->sort <= SS_OPAQUE
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if (glRefConfig.framebufferObject && tess.pshadowBits && tess.shader->sort <= SS_OPAQUE
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&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
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ProjectPshadowVBOGLSL();
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}
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