mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-14 16:40:48 +00:00
1867 lines
46 KiB
C
1867 lines
46 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_Bind2
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*/
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void GL_Bind2( image_t *image, GLenum type ) {
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int texnum;
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if ( !image ) {
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ri.Printf( PRINT_WARNING, "GL_Bind2: 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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image->frameUsed = tr.frameCount;
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glState.currenttextures[glState.currenttmu] = texnum;
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qglBindTexture (type, texnum);
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}
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}
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/*
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** GL_Bind2
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*/
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void GL_Bind( image_t *image )
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{
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GL_Bind2( image, GL_TEXTURE_2D );
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}
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/*
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** GL_BindCubemap
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*/
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void GL_BindCubemap( image_t *image )
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{
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GL_Bind2( image, GL_TEXTURE_CUBE_MAP );
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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 && unit <= 31))
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ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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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_BindToTMU
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*/
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void GL_BindToTMU( image_t *image, int tmu )
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{
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int texnum;
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int oldtmu = glState.currenttmu;
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if (!image)
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texnum = 0;
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else
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texnum = image->texnum;
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if ( glState.currenttextures[tmu] != texnum ) {
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GL_SelectTexture( tmu );
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if (image)
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image->frameUsed = tr.frameCount;
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glState.currenttextures[tmu] = texnum;
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qglBindTexture( GL_TEXTURE_2D, texnum );
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GL_SelectTexture( oldtmu );
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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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#ifdef REACTION
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// Makro - flip culling if needed
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qboolean flip = (backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType != CT_TWO_SIDED);
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cullType ^= flip; // this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1
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#endif
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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_BITS )
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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 if ( stateBits & GLS_DEPTHFUNC_GREATER)
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{
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qglDepthFunc( GL_GREATER );
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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, dstFactor;
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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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srcFactor = GL_ONE; // to get warning to shut up
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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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dstFactor = GL_ONE; // to get warning to shut up
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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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void GL_SetProjectionMatrix(matrix_t matrix)
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{
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Matrix16Copy(matrix, glState.projection);
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Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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}
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void GL_SetModelviewMatrix(matrix_t matrix)
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{
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Matrix16Copy(matrix, glState.modelview);
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Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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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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GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
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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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if (glRefConfig.framebufferObject)
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{
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// FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
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// drawing more world check is in case of double renders, such as skyportals
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if (backEnd.viewParms.targetFbo == NULL)
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{
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if (!tr.renderFbo || (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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else
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{
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FBO_Bind(backEnd.viewParms.targetFbo);
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}
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}
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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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|
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// clear to white for shadow maps
|
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if (backEnd.viewParms.flags & VPF_SHADOWMAP)
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{
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clearBits |= GL_COLOR_BUFFER_BIT;
|
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qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
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}
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|
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qglClear( clearBits );
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|
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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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}
|
|
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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|
|
#ifdef REACTION
|
|
backEnd.viewHasSunFlare = qfalse;
|
|
#endif
|
|
|
|
// clip to the plane of the portal
|
|
if ( backEnd.viewParms.isPortal ) {
|
|
#if 0
|
|
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.or.axis[0], plane);
|
|
plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
|
|
plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
|
|
plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
|
|
#endif
|
|
GL_SetModelviewMatrix( s_flipMatrix );
|
|
}
|
|
}
|
|
|
|
|
|
#define MAC_EVENT_PUMP_MSEC 5
|
|
|
|
/*
|
|
==================
|
|
RB_RenderDrawSurfList
|
|
==================
|
|
*/
|
|
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|
shader_t *shader, *oldShader;
|
|
int fogNum, oldFogNum;
|
|
int entityNum, oldEntityNum;
|
|
int dlighted, oldDlighted;
|
|
int pshadowed, oldPshadowed;
|
|
qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
|
|
int i;
|
|
drawSurf_t *drawSurf;
|
|
int oldSort;
|
|
float originalTime;
|
|
FBO_t* fbo = NULL;
|
|
qboolean inQuery = qfalse;
|
|
|
|
#if 1 //def REACTION
|
|
float depth[2];
|
|
#endif
|
|
|
|
|
|
// save original time for entity shader offsets
|
|
originalTime = backEnd.refdef.floatTime;
|
|
|
|
fbo = glState.currentFBO;
|
|
|
|
// draw everything
|
|
oldEntityNum = -1;
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
oldShader = NULL;
|
|
oldFogNum = -1;
|
|
oldDepthRange = qfalse;
|
|
wasCrosshair = qfalse;
|
|
oldDlighted = qfalse;
|
|
oldPshadowed = qfalse;
|
|
oldSort = -1;
|
|
depthRange = qfalse;
|
|
|
|
#if 1 //def REACTION
|
|
depth[0] = 0.f;
|
|
depth[1] = 1.f;
|
|
#endif
|
|
|
|
backEnd.pc.c_surfaces += numDrawSurfs;
|
|
|
|
for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
|
|
if ( drawSurf->sort == oldSort ) {
|
|
if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
|
|
continue;
|
|
|
|
// fast path, same as previous sort
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
continue;
|
|
}
|
|
oldSort = drawSurf->sort;
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
|
|
|
|
//
|
|
// change the tess parameters if needed
|
|
// a "entityMergable" shader is a shader that can have surfaces from seperate
|
|
// entities merged into a single batch, like smoke and blood puff sprites
|
|
if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed
|
|
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
RB_BeginSurface( shader, fogNum );
|
|
backEnd.pc.c_surfBatches++;
|
|
oldShader = shader;
|
|
oldFogNum = fogNum;
|
|
oldDlighted = dlighted;
|
|
oldPshadowed = pshadowed;
|
|
}
|
|
|
|
if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
|
|
continue;
|
|
|
|
//
|
|
// change the modelview matrix if needed
|
|
//
|
|
if ( entityNum != oldEntityNum ) {
|
|
qboolean sunflare = qfalse;
|
|
depthRange = isCrosshair = qfalse;
|
|
|
|
#ifdef REACTION
|
|
// if we were rendering to a FBO and the previous entity was a sunflare
|
|
// and the current one isn't, switch back to the main fbo
|
|
if (oldEntityNum != -1 && fbo && !backEnd.depthFill &&
|
|
RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
|
|
0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
|
|
{
|
|
if (inQuery) {
|
|
inQuery = qfalse;
|
|
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
|
}
|
|
FBO_Bind(fbo);
|
|
qglDepthRange(depth[0], depth[1]);
|
|
}
|
|
#endif
|
|
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
|
|
backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
|
|
// we have to reset the shaderTime as well otherwise image animations start
|
|
// from the wrong frame
|
|
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );
|
|
|
|
// set up the dynamic lighting if needed
|
|
if ( backEnd.currentEntity->needDlights ) {
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
|
|
#ifdef REACTION
|
|
// if the current entity is a sunflare
|
|
if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) {
|
|
// if we're rendering to a fbo
|
|
if (fbo) {
|
|
VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
|
|
// switch FBO
|
|
FBO_Bind(tr.godRaysFbo);
|
|
|
|
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
qglDepthRange(1.f, 1.f);
|
|
if (glRefConfig.occlusionQuery && !inQuery && !backEnd.viewHasSunFlare) {
|
|
inQuery = qtrue;
|
|
tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
|
|
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
|
|
}
|
|
sunflare = qtrue;
|
|
} else {
|
|
depthRange = qtrue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
|
|
{
|
|
// hack the depth range to prevent view model from poking into walls
|
|
depthRange = qtrue;
|
|
|
|
if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
|
|
isCrosshair = qtrue;
|
|
}
|
|
} else {
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
backEnd.refdef.floatTime = originalTime;
|
|
backEnd.or = backEnd.viewParms.world;
|
|
// we have to reset the shaderTime as well otherwise image animations on
|
|
// the world (like water) continue with the wrong frame
|
|
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
|
|
GL_SetModelviewMatrix( backEnd.or.modelMatrix );
|
|
|
|
//
|
|
// change depthrange. Also change projection matrix so first person weapon does not look like coming
|
|
// out of the screen.
|
|
//
|
|
if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
|
|
{
|
|
if (depthRange)
|
|
{
|
|
if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
if(isCrosshair)
|
|
{
|
|
if(oldDepthRange)
|
|
{
|
|
// was not a crosshair but now is, change back proj matrix
|
|
GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewParms_t temp = backEnd.viewParms;
|
|
|
|
R_SetupProjection(&temp, r_znear->value, 0, qfalse);
|
|
|
|
GL_SetProjectionMatrix( temp.projectionMatrix );
|
|
}
|
|
}
|
|
|
|
#if 1 //def REACTION
|
|
if(!oldDepthRange)
|
|
{
|
|
depth[0] = 0;
|
|
depth[1] = 0.3f;
|
|
qglDepthRange (depth[0], depth[1]);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
|
|
}
|
|
|
|
if (!sunflare)
|
|
qglDepthRange (0, 1);
|
|
#if 1 //def REACTION
|
|
depth[0] = 0;
|
|
depth[1] = 1;
|
|
#endif
|
|
}
|
|
|
|
oldDepthRange = depthRange;
|
|
wasCrosshair = isCrosshair;
|
|
}
|
|
|
|
oldEntityNum = entityNum;
|
|
}
|
|
|
|
// add the triangles for this surface
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
}
|
|
|
|
backEnd.refdef.floatTime = originalTime;
|
|
|
|
// draw the contents of the last shader batch
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
if (inQuery) {
|
|
inQuery = qfalse;
|
|
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
|
}
|
|
#ifdef REACTION
|
|
// HACK: flip Z and render black to god rays buffer
|
|
if (backEnd.frameHasSunFlare && !backEnd.depthFill)
|
|
{
|
|
vec4_t black;
|
|
VectorSet4(black, 0, 0, 0, 1);
|
|
qglDepthRange (1, 1);
|
|
FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.godRaysFbo, NULL, NULL, black, GLS_DEPTHFUNC_GREATER);
|
|
}
|
|
#endif
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
FBO_Bind(fbo);
|
|
|
|
// go back to the world modelview matrix
|
|
|
|
GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
|
|
//if ( depthRange ) {
|
|
qglDepthRange (0, 1);
|
|
//}
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
RENDER BACK END FUNCTIONS
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
RB_SetGL2D
|
|
|
|
================
|
|
*/
|
|
void RB_SetGL2D (void) {
|
|
matrix_t matrix;
|
|
int width, height;
|
|
|
|
if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
|
|
return;
|
|
|
|
backEnd.projection2D = qtrue;
|
|
backEnd.last2DFBO = glState.currentFBO;
|
|
|
|
if (glState.currentFBO)
|
|
{
|
|
width = glState.currentFBO->width;
|
|
height = glState.currentFBO->height;
|
|
}
|
|
else
|
|
{
|
|
width = glConfig.vidWidth;
|
|
height = glConfig.vidHeight;
|
|
}
|
|
|
|
// set 2D virtual screen size
|
|
qglViewport( 0, 0, width, height );
|
|
qglScissor( 0, 0, width, height );
|
|
|
|
Matrix16Ortho(0, width, height, 0, 0, 1, matrix);
|
|
GL_SetProjectionMatrix(matrix);
|
|
Matrix16Identity(matrix);
|
|
GL_SetModelviewMatrix(matrix);
|
|
|
|
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 = ri.Milliseconds();
|
|
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
|
|
|
|
// reset color scaling
|
|
backEnd.refdef.colorScale = 1.0f;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
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;
|
|
shaderProgram_t *sp = &tr.textureColorShader;
|
|
vec4_t color;
|
|
|
|
if ( !tr.registered ) {
|
|
return;
|
|
}
|
|
R_IssuePendingRenderCommands();
|
|
|
|
// we definately 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);
|
|
}
|
|
|
|
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, GL_CLAMP_TO_EDGE );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
} 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 = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
|
|
}
|
|
|
|
// FIXME: HUGE hack
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
if (!tr.renderFbo || backEnd.framePostProcessed)
|
|
{
|
|
FBO_Bind(tr.screenScratchFbo);
|
|
}
|
|
else
|
|
{
|
|
FBO_Bind(tr.renderFbo);
|
|
}
|
|
}
|
|
|
|
RB_SetGL2D();
|
|
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
tess.firstIndex = 0;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 0;
|
|
|
|
tess.xyz[tess.numVertexes][0] = x;
|
|
tess.xyz[tess.numVertexes][1] = y;
|
|
tess.xyz[tess.numVertexes][2] = 0;
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
|
|
tess.texCoords[tess.numVertexes][1][0] = 0;
|
|
tess.texCoords[tess.numVertexes][1][1] = 1;
|
|
tess.numVertexes++;
|
|
|
|
tess.xyz[tess.numVertexes][0] = x + w;
|
|
tess.xyz[tess.numVertexes][1] = y;
|
|
tess.xyz[tess.numVertexes][2] = 0;
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
|
|
tess.texCoords[tess.numVertexes][1][0] = 0;
|
|
tess.texCoords[tess.numVertexes][1][1] = 1;
|
|
tess.numVertexes++;
|
|
|
|
tess.xyz[tess.numVertexes][0] = x + w;
|
|
tess.xyz[tess.numVertexes][1] = y + h;
|
|
tess.xyz[tess.numVertexes][2] = 0;
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
|
|
tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
|
|
tess.texCoords[tess.numVertexes][1][0] = 0;
|
|
tess.texCoords[tess.numVertexes][1][1] = 1;
|
|
tess.numVertexes++;
|
|
|
|
tess.xyz[tess.numVertexes][0] = x;
|
|
tess.xyz[tess.numVertexes][1] = y + h;
|
|
tess.xyz[tess.numVertexes][2] = 0;
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
|
|
tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
|
|
tess.texCoords[tess.numVertexes][1][0] = 0;
|
|
tess.texCoords[tess.numVertexes][1][1] = 1;
|
|
tess.numVertexes++;
|
|
|
|
tess.indexes[tess.numIndexes++] = 0;
|
|
tess.indexes[tess.numIndexes++] = 1;
|
|
tess.indexes[tess.numIndexes++] = 2;
|
|
tess.indexes[tess.numIndexes++] = 0;
|
|
tess.indexes[tess.numIndexes++] = 2;
|
|
tess.indexes[tess.numIndexes++] = 3;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 3;
|
|
|
|
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
|
|
RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
|
|
|
|
sp = &tr.textureColorShader;
|
|
|
|
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
|
|
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
VectorSet4(color, 1, 1, 1, 1);
|
|
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
|
|
|
|
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
|
|
|
//R_BindNullVBO();
|
|
//R_BindNullIBO();
|
|
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
tess.firstIndex = 0;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 0;
|
|
}
|
|
|
|
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, GL_CLAMP_TO_EDGE );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
} 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;
|
|
|
|
// FIXME: HUGE hack
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
if (!tr.renderFbo || backEnd.framePostProcessed)
|
|
{
|
|
FBO_Bind(tr.screenScratchFbo);
|
|
}
|
|
else
|
|
{
|
|
FBO_Bind(tr.renderFbo);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
{
|
|
vec4_t color;
|
|
|
|
VectorScale4(backEnd.color2D, 1.0f / 255.0f, color);
|
|
|
|
VectorCopy4(color, tess.vertexColors[ numVerts ]);
|
|
VectorCopy4(color, tess.vertexColors[ numVerts + 1]);
|
|
VectorCopy4(color, tess.vertexColors[ numVerts + 2]);
|
|
VectorCopy4(color, tess.vertexColors[ numVerts + 3 ]);
|
|
}
|
|
|
|
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;
|
|
|
|
// clear the z buffer, set the modelview, etc
|
|
RB_BeginDrawingView ();
|
|
|
|
if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
|
|
{
|
|
qglEnable(GL_DEPTH_CLAMP);
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
|
|
{
|
|
FBO_t *oldFbo = glState.currentFBO;
|
|
|
|
backEnd.depthFill = qtrue;
|
|
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
|
|
backEnd.depthFill = qfalse;
|
|
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
// If we're using multisampling, resolve the depth first
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
else if (tr.renderFbo == NULL)
|
|
{
|
|
// If we're rendering directly to the screen, copy the depth to a texture
|
|
GL_BindToTMU(tr.renderDepthImage, 0);
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
|
|
}
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
|
|
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
|
|
}
|
|
|
|
if (backEnd.viewParms.flags & VPF_USESUNLIGHT)
|
|
{
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
vec4_t box;
|
|
|
|
FBO_Bind(tr.screenShadowFbo);
|
|
|
|
box[0] = (backEnd.refdef.x ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
|
|
box[1] = (backEnd.refdef.y ) * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
|
|
box[2] = (backEnd.refdef.width ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
|
|
box[3] = (backEnd.refdef.height) * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
|
|
|
|
qglViewport(box[0], box[1], box[2], box[3]);
|
|
qglScissor(box[0], box[1], box[2], box[3]);
|
|
|
|
box[0] = (backEnd.refdef.x ) / (float)glConfig.vidWidth;
|
|
box[1] = (backEnd.refdef.y ) / (float)glConfig.vidHeight;
|
|
box[2] = (backEnd.refdef.x + backEnd.refdef.width ) / (float)glConfig.vidWidth;
|
|
box[3] = (backEnd.refdef.y + backEnd.refdef.height) / (float)glConfig.vidHeight;
|
|
|
|
texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
|
|
texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
|
|
texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
|
|
texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
|
|
|
|
box[0] = -1.0f;
|
|
box[1] = -1.0f;
|
|
box[2] = 1.0f;
|
|
box[3] = 1.0f;
|
|
|
|
VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
|
|
VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
|
|
VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
|
|
VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE );
|
|
|
|
GLSL_BindProgram(&tr.shadowmaskShader);
|
|
|
|
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
|
|
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
|
|
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
|
|
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
|
|
|
|
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
|
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
|
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
|
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
|
|
{
|
|
vec4_t viewInfo;
|
|
vec3_t viewVector;
|
|
|
|
float zmax = backEnd.viewParms.zFar;
|
|
float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
|
|
float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
|
|
|
|
float zmin = r_znear->value;
|
|
|
|
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector);
|
|
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector);
|
|
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector);
|
|
|
|
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
|
|
|
|
GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo);
|
|
}
|
|
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
}
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
|
|
FBO_Bind(tr.quarterFbo[0]);
|
|
|
|
qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
|
|
qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
|
|
|
|
VectorSet4(quadVerts[0], -1, 1, 0, 1);
|
|
VectorSet4(quadVerts[1], 1, 1, 0, 1);
|
|
VectorSet4(quadVerts[2], 1, -1, 0, 1);
|
|
VectorSet4(quadVerts[3], -1, -1, 0, 1);
|
|
|
|
texCoords[0][0] = 0; texCoords[0][1] = 1;
|
|
texCoords[1][0] = 1; texCoords[1][1] = 1;
|
|
texCoords[2][0] = 1; texCoords[2][1] = 0;
|
|
texCoords[3][0] = 0; texCoords[3][1] = 0;
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE );
|
|
|
|
GLSL_BindProgram(&tr.ssaoShader);
|
|
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
|
|
|
|
{
|
|
vec4_t viewInfo;
|
|
|
|
float zmax = backEnd.viewParms.zFar;
|
|
float zmin = r_znear->value;
|
|
|
|
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
|
|
|
|
GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo);
|
|
}
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
|
|
FBO_Bind(tr.quarterFbo[1]);
|
|
|
|
qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
|
|
qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
|
|
|
|
GLSL_BindProgram(&tr.depthBlurShader[0]);
|
|
|
|
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
|
|
|
|
{
|
|
vec4_t viewInfo;
|
|
|
|
float zmax = backEnd.viewParms.zFar;
|
|
float zmin = r_znear->value;
|
|
|
|
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
|
|
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
|
|
}
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
|
|
FBO_Bind(tr.screenSsaoFbo);
|
|
|
|
qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
|
|
qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
|
|
|
|
GLSL_BindProgram(&tr.depthBlurShader[1]);
|
|
|
|
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
|
|
|
|
{
|
|
vec4_t viewInfo;
|
|
|
|
float zmax = backEnd.viewParms.zFar;
|
|
float zmin = r_znear->value;
|
|
|
|
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
|
|
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
|
|
}
|
|
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
}
|
|
|
|
// reset viewport and scissor
|
|
FBO_Bind(oldFbo);
|
|
SetViewportAndScissor();
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
|
|
{
|
|
qglDisable(GL_DEPTH_CLAMP);
|
|
}
|
|
|
|
if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW))
|
|
{
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
|
|
#if 0
|
|
RB_DrawSun();
|
|
#endif
|
|
// darken down any stencil shadows
|
|
RB_ShadowFinish();
|
|
|
|
// add light flares on lights that aren't obscured
|
|
RB_RenderFlares();
|
|
}
|
|
|
|
//if (glRefConfig.framebufferObject)
|
|
//FBO_Bind(NULL);
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawBuffer
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawBuffer( const void *data ) {
|
|
const drawBufferCommand_t *cmd;
|
|
|
|
cmd = (const drawBufferCommand_t *)data;
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
FBO_Bind(NULL);
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
{
|
|
vec4_t quadVerts[4];
|
|
|
|
GL_Bind(image);
|
|
|
|
VectorSet4(quadVerts[0], x, y, 0, 1);
|
|
VectorSet4(quadVerts[1], x + w, y, 0, 1);
|
|
VectorSet4(quadVerts[2], x + w, y + h, 0, 1);
|
|
VectorSet4(quadVerts[3], x, y + h, 0, 1);
|
|
|
|
RB_InstantQuad(quadVerts);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
// reverse color mask, so 0 0 0 0 is the default
|
|
backEnd.colorMask[0] = !cmd->rgba[0];
|
|
backEnd.colorMask[1] = !cmd->rgba[1];
|
|
backEnd.colorMask[2] = !cmd->rgba[2];
|
|
backEnd.colorMask[3] = !cmd->rgba[3];
|
|
}
|
|
|
|
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();
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
if (!tr.renderFbo || backEnd.framePostProcessed)
|
|
{
|
|
FBO_Bind(tr.screenScratchFbo);
|
|
}
|
|
else
|
|
{
|
|
FBO_Bind(tr.renderFbo);
|
|
}
|
|
}
|
|
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
// if we're doing MSAA, clear the depth texture for the resolve buffer
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
FBO_Bind(tr.msaaResolveFbo);
|
|
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 (glRefConfig.framebufferObject)
|
|
{
|
|
if (!backEnd.framePostProcessed)
|
|
{
|
|
if (tr.msaaResolveFbo && r_hdr->integer)
|
|
{
|
|
// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
else if (tr.renderFbo)
|
|
{
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
|
|
if (tr.screenScratchFbo)
|
|
{
|
|
vec4_t color;
|
|
|
|
color[0] =
|
|
color[1] =
|
|
color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
|
|
color[3] = 1.0f;
|
|
|
|
// turn off colormask when copying final image
|
|
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
|
|
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
|
|
|
|
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
|
|
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
|
|
}
|
|
}
|
|
|
|
if ( !glState.finishCalled ) {
|
|
qglFinish();
|
|
}
|
|
|
|
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
|
|
|
|
GLimp_EndFrame();
|
|
|
|
backEnd.framePostProcessed = qfalse;
|
|
backEnd.projection2D = qfalse;
|
|
#ifdef REACTION
|
|
backEnd.frameHasSunFlare = qfalse;
|
|
#endif
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_CapShadowMap
|
|
|
|
=============
|
|
*/
|
|
const void *RB_CapShadowMap(const void *data)
|
|
{
|
|
const capShadowmapCommand_t *cmd = data;
|
|
|
|
if (cmd->map != -1)
|
|
{
|
|
GL_SelectTexture(0);
|
|
if (cmd->cubeSide != -1)
|
|
{
|
|
GL_BindCubemap(tr.shadowCubemaps[cmd->map]);
|
|
qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
|
|
}
|
|
else
|
|
{
|
|
GL_Bind(tr.pshadowMaps[cmd->map]);
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
|
|
}
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_PostProcess
|
|
|
|
=============
|
|
*/
|
|
const void *RB_PostProcess(const void *data)
|
|
{
|
|
const postProcessCommand_t *cmd = data;
|
|
FBO_t *srcFbo;
|
|
qboolean autoExposure;
|
|
|
|
if (!glRefConfig.framebufferObject || !r_postProcess->integer)
|
|
{
|
|
// do nothing
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
srcFbo = tr.renderFbo;
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
// Resolve the MSAA before anything else
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
srcFbo = tr.msaaResolveFbo;
|
|
}
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
|
}
|
|
|
|
if (srcFbo)
|
|
{
|
|
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
|
|
{
|
|
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
|
|
RB_ToneMap(srcFbo, autoExposure);
|
|
}
|
|
else if (r_cameraExposure->value == 0.0f)
|
|
{
|
|
FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
else
|
|
{
|
|
vec4_t color;
|
|
|
|
color[0] =
|
|
color[1] =
|
|
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
|
|
color[3] = 1.0f;
|
|
|
|
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
|
|
}
|
|
}
|
|
|
|
#ifdef REACTION
|
|
if (1)
|
|
{
|
|
RB_GodRays();
|
|
|
|
if (1)
|
|
RB_BokehBlur(backEnd.refdef.blurFactor);
|
|
else
|
|
RB_GaussianBlur(backEnd.refdef.blurFactor);
|
|
}
|
|
#endif
|
|
|
|
if (0)
|
|
{
|
|
vec4i_t dstBox;
|
|
VectorSet4(dstBox, 0, 0, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 128, 0, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 256, 0, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
vec4i_t dstBox;
|
|
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
|
|
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
|
|
FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
vec4i_t dstBox;
|
|
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
|
|
FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
backEnd.framePostProcessed = qtrue;
|
|
|
|
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_CAPSHADOWMAP:
|
|
data = RB_CapShadowMap(data);
|
|
break;
|
|
case RC_POSTPROCESS:
|
|
data = RB_PostProcess(data);
|
|
break;
|
|
case RC_END_OF_LIST:
|
|
default:
|
|
// stop rendering
|
|
t2 = ri.Milliseconds ();
|
|
backEnd.pc.msec = t2 - t1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|