doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/draw_common.cpp
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

113 lines
3.6 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/VertexCache.h"
#include "renderer/tr_local.h"
/*
=====================
RB_BakeTextureMatrixIntoTexgen
=====================
*/
void RB_BakeTextureMatrixIntoTexgen( idMat4 & lightProject, const float *textureMatrix ) {
float genMatrix[16];
float final[16];
genMatrix[0] = lightProject[0][0];
genMatrix[4] = lightProject[0][1];
genMatrix[8] = lightProject[0][2];
genMatrix[12] = lightProject[0][3];
genMatrix[1] = lightProject[1][0];
genMatrix[5] = lightProject[1][1];
genMatrix[9] = lightProject[1][2];
genMatrix[13] = lightProject[1][3];
genMatrix[2] = 0;
genMatrix[6] = 0;
genMatrix[10] = 0;
genMatrix[14] = 0;
genMatrix[3] = lightProject[3][0];
genMatrix[7] = lightProject[3][1];
genMatrix[11] = lightProject[3][2];
genMatrix[15] = lightProject[3][3];
myGlMultMatrix( genMatrix, textureMatrix, final );
lightProject[0][0] = final[0];
lightProject[0][1] = final[4];
lightProject[0][2] = final[8];
lightProject[0][3] = final[12];
lightProject[1][0] = final[1];
lightProject[1][1] = final[5];
lightProject[1][2] = final[9];
lightProject[1][3] = final[13];
}
/*
=============
RB_RenderView
=============
*/
void RB_RenderView(void) {
drawSurf_t **drawSurfs = (drawSurf_t * *) & backEnd.viewDef->drawSurfs[0];
const int numDrawSurfs = backEnd.viewDef->numDrawSurfs;
// clear the z buffer, set the projection matrix, etc
RB_BeginDrawingView();
// Setup GLSL shader state
RB_GLSL_PrepareShaders();
// fill the depth buffer and clear color buffer to black except on subviews
RB_GLSL_FillDepthBuffer( drawSurfs, numDrawSurfs );
#ifdef NO_LIGHT
if ( !r_noLight.GetBool() )
#endif
// main light renderer
RB_GLSL_DrawInteractions();
// disable stencil shadow test
qglStencilFunc(GL_ALWAYS, 128, 255);
// now draw any non-light dependent shading passes
const int processed = RB_GLSL_DrawShaderPasses(drawSurfs, numDrawSurfs);
// fog and blend lights
RB_GLSL_FogAllLights();
// now draw any post-processing effects using _currentRender
if (processed < numDrawSurfs) {
RB_GLSL_DrawShaderPasses(drawSurfs + processed, numDrawSurfs - processed);
}
}