mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 13:11:58 +00:00
1953 lines
50 KiB
C++
1953 lines
50 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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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 this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "tr_common.h"
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backEndData_t *backEndData;
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backEndState_t backEnd;
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bool tr_stencilled = false;
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extern qboolean tr_distortionPrePost; //tr_shadows.cpp
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extern qboolean tr_distortionNegate; //tr_shadows.cpp
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extern void RB_CaptureScreenImage(void); //tr_shadows.cpp
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extern void RB_DistortionFill(void); //tr_shadows.cpp
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static void RB_DrawGlowOverlay();
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static void RB_BlurGlowTexture();
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// Whether we are currently rendering only glowing objects or not.
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bool g_bRenderGlowingObjects = false;
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// Whether the current hardware supports dynamic glows/flares.
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bool g_bDynamicGlowSupported = false;
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static const float s_flipMatrix[16] = {
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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/*
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** GL_Bind
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*/
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void GL_Bind( image_t *image ) {
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int texnum;
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if ( !image ) {
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ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
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texnum = tr.defaultImage->texnum;
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} else {
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texnum = image->texnum;
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}
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[glState.currenttmu] != texnum ) {
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image->frameUsed = tr.frameCount;
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glState.currenttextures[glState.currenttmu] = texnum;
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qglBindTexture (GL_TEXTURE_2D, texnum);
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}
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}
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/*
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** GL_SelectTexture
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*/
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void GL_SelectTexture( int unit )
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{
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if ( glState.currenttmu == unit )
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{
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return;
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}
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if ( unit == 0 )
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{
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qglActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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}
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else if ( unit == 1 )
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{
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qglActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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}
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else if ( unit == 2 )
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{
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qglActiveTextureARB( GL_TEXTURE2_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE2_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE2_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE2_ARB )\n" );
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}
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else if ( unit == 3 )
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{
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qglActiveTextureARB( GL_TEXTURE3_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE3_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE3_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE3_ARB )\n" );
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}
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else {
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Com_Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
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}
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glState.currenttmu = unit;
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}
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/*
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** GL_Cull
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*/
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void GL_Cull( int cullType ) {
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if ( glState.faceCulling == cullType ) {
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return;
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}
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glState.faceCulling = cullType;
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if (backEnd.projection2D){ //don't care, we're in 2d when it's always disabled
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return;
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}
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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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qglEnable( GL_CULL_FACE );
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if ( cullType == CT_BACK_SIDED )
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{
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if ( backEnd.viewParms.isMirror )
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{
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qglCullFace( GL_FRONT );
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}
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else
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{
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qglCullFace( GL_BACK );
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}
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}
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else
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{
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if ( backEnd.viewParms.isMirror )
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{
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qglCullFace( GL_BACK );
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}
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else
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{
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qglCullFace( GL_FRONT );
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}
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}
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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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Com_Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed\n", 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( uint32_t stateBits )
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{
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uint32_t diff = stateBits ^ glState.glStateBits;
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if ( !diff )
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{
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return;
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}
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//
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// check depthFunc bits
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//
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if ( diff & GLS_DEPTHFUNC_EQUAL )
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{
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if ( stateBits & GLS_DEPTHFUNC_EQUAL )
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{
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qglDepthFunc( GL_EQUAL );
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}
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else
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{
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qglDepthFunc( GL_LEQUAL );
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}
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}
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//
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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GLenum srcFactor, 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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Com_Error( ERR_DROP, "GL_State: invalid src blend state bits\n" );
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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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Com_Error( ERR_DROP, "GL_State: invalid dst blend state bits\n" );
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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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case GLS_ATEST_GE_C0:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GEQUAL, 0.75f );
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break;
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default:
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assert( 0 );
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break;
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}
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}
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glState.glStateBits = stateBits;
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}
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/*
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================
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RB_Hyperspace
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A player has predicted a teleport, but hasn't arrived yet
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================
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*/
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static void RB_Hyperspace( void ) {
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float c;
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if ( !backEnd.isHyperspace ) {
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// do initialization shit
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}
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c = ( backEnd.refdef.time & 255 ) / 255.0f;
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qglClearColor( c, c, c, 1 );
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qglClear( GL_COLOR_BUFFER_BIT );
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backEnd.isHyperspace = qtrue;
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}
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void SetViewportAndScissor( void ) {
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
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qglMatrixMode(GL_MODELVIEW);
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// set the window clipping
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qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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}
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/*
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=================
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RB_BeginDrawingView
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Any mirrored or portaled views have already been drawn, so prepare
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to actually render the visible surfaces for this view
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=================
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*/
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static void RB_BeginDrawingView (void) {
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int clearBits = GL_DEPTH_BUFFER_BIT;
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// sync with gl if needed
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if ( r_finish->integer == 1 && !glState.finishCalled ) {
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qglFinish ();
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glState.finishCalled = qtrue;
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}
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if ( r_finish->integer == 0 ) {
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glState.finishCalled = qtrue;
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}
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// we will need to change the projection matrix before drawing
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// 2D images again
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backEnd.projection2D = qfalse;
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//
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// set the modelview matrix for the viewer
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//
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SetViewportAndScissor();
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// ensures that depth writes are enabled for the depth clear
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GL_State( GLS_DEFAULT );
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// clear relevant buffers
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if ( r_measureOverdraw->integer || r_shadows->integer == 2 || tr_stencilled )
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{
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clearBits |= GL_STENCIL_BUFFER_BIT;
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tr_stencilled = false;
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}
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if (skyboxportal)
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{
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if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL )
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{ // portal scene, clear whatever is necessary
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if (r_fastsky->integer || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) )
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{ // fastsky: clear color
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// try clearing first with the portal sky fog color, then the world fog color, then finally a default
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clearBits |= GL_COLOR_BUFFER_BIT;
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if (tr.world && tr.world->globalFog != -1)
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{
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const fog_t *fog = &tr.world->fogs[tr.world->globalFog];
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qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
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}
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else
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{
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qglClearColor ( 0.3f, 0.3f, 0.3f, 1.0 );
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}
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}
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}
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}
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else
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{
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if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects )
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{
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if (tr.world && tr.world->globalFog != -1)
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{
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const fog_t *fog = &tr.world->fogs[tr.world->globalFog];
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qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
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}
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else
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{
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qglClearColor( 0.3f, 0.3f, 0.3f, 1 ); // FIXME: get color of sky
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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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}
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}
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if ( !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && ( r_DynamicGlow->integer && !g_bRenderGlowingObjects ) )
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{
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if (tr.world && tr.world->globalFog != -1)
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{ //this is because of a bug in multiple scenes I think, it needs to clear for the second scene but it doesn't normally.
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const fog_t *fog = &tr.world->fogs[tr.world->globalFog];
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qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
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clearBits |= GL_COLOR_BUFFER_BIT;
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}
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}
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// If this pass is to just render the glowing objects, don't clear the depth buffer since
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// we're sharing it with the main scene (since the main scene has already been rendered). -AReis
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if ( g_bRenderGlowingObjects )
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{
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clearBits &= ~GL_DEPTH_BUFFER_BIT;
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}
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if (clearBits)
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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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}
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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
|
|
|
|
// we will only draw a sun if there was sky rendered in this view
|
|
backEnd.skyRenderedThisView = qfalse;
|
|
|
|
// clip to the plane of the portal
|
|
if ( backEnd.viewParms.isPortal ) {
|
|
float plane[4];
|
|
double plane2[4];
|
|
|
|
plane[0] = backEnd.viewParms.portalPlane.normal[0];
|
|
plane[1] = backEnd.viewParms.portalPlane.normal[1];
|
|
plane[2] = backEnd.viewParms.portalPlane.normal[2];
|
|
plane[3] = backEnd.viewParms.portalPlane.dist;
|
|
|
|
plane2[0] = DotProduct (backEnd.viewParms.ori.axis[0], plane);
|
|
plane2[1] = DotProduct (backEnd.viewParms.ori.axis[1], plane);
|
|
plane2[2] = DotProduct (backEnd.viewParms.ori.axis[2], plane);
|
|
plane2[3] = DotProduct (plane, backEnd.viewParms.ori.origin) - plane[3];
|
|
|
|
qglLoadMatrixf( s_flipMatrix );
|
|
qglClipPlane (GL_CLIP_PLANE0, plane2);
|
|
qglEnable (GL_CLIP_PLANE0);
|
|
} else {
|
|
qglDisable (GL_CLIP_PLANE0);
|
|
}
|
|
}
|
|
|
|
//used by RF_DISTORTION
|
|
static inline bool R_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
|
|
{
|
|
int xcenter, ycenter;
|
|
vec3_t local, transformed;
|
|
vec3_t vfwd;
|
|
vec3_t vright;
|
|
vec3_t vup;
|
|
float xzi;
|
|
float yzi;
|
|
|
|
xcenter = glConfig.vidWidth / 2;
|
|
ycenter = glConfig.vidHeight / 2;
|
|
|
|
//AngleVectors (tr.refdef.viewangles, vfwd, vright, vup);
|
|
VectorCopy(tr.refdef.viewaxis[0], vfwd);
|
|
VectorCopy(tr.refdef.viewaxis[1], vright);
|
|
VectorCopy(tr.refdef.viewaxis[2], vup);
|
|
|
|
VectorSubtract (worldCoord, tr.refdef.vieworg, local);
|
|
|
|
transformed[0] = DotProduct(local,vright);
|
|
transformed[1] = DotProduct(local,vup);
|
|
transformed[2] = DotProduct(local,vfwd);
|
|
|
|
// Make sure Z is not negative.
|
|
if(transformed[2] < 0.01)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
xzi = xcenter / transformed[2] * (90.0/tr.refdef.fov_x);
|
|
yzi = ycenter / transformed[2] * (90.0/tr.refdef.fov_y);
|
|
|
|
*x = xcenter + xzi * transformed[0];
|
|
*y = ycenter - yzi * transformed[1];
|
|
|
|
return true;
|
|
}
|
|
|
|
//used by RF_DISTORTION
|
|
static inline bool R_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y )
|
|
{
|
|
float xF, yF;
|
|
bool retVal = R_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF );
|
|
*x = (int)xF;
|
|
*y = (int)yF;
|
|
return retVal;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_RenderDrawSurfList
|
|
==================
|
|
*/
|
|
//number of possible surfs we can postrender.
|
|
//note that postrenders lack much of the optimization that the standard sort-render crap does,
|
|
//so it's slower.
|
|
#define MAX_POST_RENDERS 128
|
|
|
|
typedef struct
|
|
{
|
|
int fogNum;
|
|
int entNum;
|
|
int dlighted;
|
|
int depthRange;
|
|
drawSurf_t *drawSurf;
|
|
shader_t *shader;
|
|
} postRender_t;
|
|
|
|
static postRender_t g_postRenders[MAX_POST_RENDERS];
|
|
static int g_numPostRenders = 0;
|
|
|
|
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|
shader_t *shader, *oldShader;
|
|
int fogNum, oldFogNum;
|
|
int entityNum, oldEntityNum;
|
|
int dlighted, oldDlighted;
|
|
int depthRange, oldDepthRange;
|
|
int i;
|
|
drawSurf_t *drawSurf;
|
|
unsigned int oldSort;
|
|
float originalTime;
|
|
trRefEntity_t *curEnt;
|
|
postRender_t *pRender;
|
|
bool didShadowPass = false;
|
|
|
|
if (g_bRenderGlowingObjects)
|
|
{ //only shadow on initial passes
|
|
didShadowPass = true;
|
|
}
|
|
|
|
// save original time for entity shader offsets
|
|
originalTime = backEnd.refdef.floatTime;
|
|
|
|
// clear the z buffer, set the modelview, etc
|
|
RB_BeginDrawingView ();
|
|
|
|
// draw everything
|
|
oldEntityNum = -1;
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
oldShader = NULL;
|
|
oldFogNum = -1;
|
|
oldDepthRange = qfalse;
|
|
oldDlighted = qfalse;
|
|
oldSort = (unsigned int) -1;
|
|
depthRange = qfalse;
|
|
|
|
backEnd.pc.c_surfaces += numDrawSurfs;
|
|
|
|
for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
|
|
if ( drawSurf->sort == oldSort ) {
|
|
// fast path, same as previous sort
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
continue;
|
|
}
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
|
|
|
|
// If we're rendering glowing objects, but this shader has no stages with glow, skip it!
|
|
if ( g_bRenderGlowingObjects && !shader->hasGlow )
|
|
{
|
|
shader = oldShader;
|
|
entityNum = oldEntityNum;
|
|
fogNum = oldFogNum;
|
|
dlighted = oldDlighted;
|
|
continue;
|
|
}
|
|
|
|
oldSort = drawSurf->sort;
|
|
|
|
//
|
|
// change the tess parameters if needed
|
|
// a "entityMergable" shader is a shader that can have surfaces from seperate
|
|
// entities merged into a single batch, like smoke and blood puff sprites
|
|
if (entityNum != REFENTITYNUM_WORLD &&
|
|
g_numPostRenders < MAX_POST_RENDERS)
|
|
{
|
|
if ( (backEnd.refdef.entities[entityNum].e.renderfx & RF_DISTORTION) ||
|
|
(backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA))
|
|
{ //must render last
|
|
curEnt = &backEnd.refdef.entities[entityNum];
|
|
pRender = &g_postRenders[g_numPostRenders];
|
|
|
|
g_numPostRenders++;
|
|
|
|
depthRange = 0;
|
|
//figure this stuff out now and store it
|
|
if ( curEnt->e.renderfx & RF_NODEPTH )
|
|
{
|
|
depthRange = 2;
|
|
}
|
|
else if ( curEnt->e.renderfx & RF_DEPTHHACK )
|
|
{
|
|
depthRange = 1;
|
|
}
|
|
pRender->depthRange = depthRange;
|
|
|
|
//It is not necessary to update the old* values because
|
|
//we are not updating now with the current values.
|
|
depthRange = oldDepthRange;
|
|
|
|
//store off the ent num
|
|
pRender->entNum = entityNum;
|
|
|
|
//remember the other values necessary for rendering this surf
|
|
pRender->drawSurf = drawSurf;
|
|
pRender->dlighted = dlighted;
|
|
pRender->fogNum = fogNum;
|
|
pRender->shader = shader;
|
|
|
|
//assure the info is back to the last set state
|
|
shader = oldShader;
|
|
entityNum = oldEntityNum;
|
|
fogNum = oldFogNum;
|
|
dlighted = oldDlighted;
|
|
|
|
oldSort = (unsigned int)-1; //invalidate this thing, cause we may want to postrender more surfs of the same sort
|
|
|
|
//continue without bothering to begin a draw surf
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
|
|
|| ( entityNum != oldEntityNum && !shader->entityMergable ) )
|
|
{
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
|
|
if (!didShadowPass && shader && shader->sort > SS_BANNER)
|
|
{
|
|
RB_ShadowFinish();
|
|
didShadowPass = true;
|
|
}
|
|
}
|
|
RB_BeginSurface( shader, fogNum );
|
|
oldShader = shader;
|
|
oldFogNum = fogNum;
|
|
oldDlighted = dlighted;
|
|
}
|
|
|
|
//
|
|
// change the modelview matrix if needed
|
|
//
|
|
if ( entityNum != oldEntityNum ) {
|
|
depthRange = qfalse;
|
|
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
|
|
backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );
|
|
|
|
// set up the dynamic lighting if needed
|
|
if ( backEnd.currentEntity->needDlights ) {
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
|
|
}
|
|
|
|
if ( backEnd.currentEntity->e.renderfx & RF_NODEPTH ) {
|
|
// No depth at all, very rare but some things for seeing through walls
|
|
depthRange = 2;
|
|
}
|
|
else if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
|
|
// hack the depth range to prevent view model from poking into walls
|
|
depthRange = qtrue;
|
|
}
|
|
} else {
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
backEnd.refdef.floatTime = originalTime;
|
|
backEnd.ori = backEnd.viewParms.world;
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
|
|
}
|
|
|
|
qglLoadMatrixf( backEnd.ori.modelMatrix );
|
|
|
|
//
|
|
// change depthrange if needed
|
|
//
|
|
if ( oldDepthRange != depthRange ) {
|
|
switch ( depthRange ) {
|
|
default:
|
|
case 0:
|
|
qglDepthRange (0, 1);
|
|
break;
|
|
|
|
case 1:
|
|
qglDepthRange (0, .3);
|
|
break;
|
|
|
|
case 2:
|
|
qglDepthRange (0, 0);
|
|
break;
|
|
}
|
|
|
|
oldDepthRange = depthRange;
|
|
}
|
|
|
|
oldEntityNum = entityNum;
|
|
}
|
|
|
|
// add the triangles for this surface
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
}
|
|
|
|
// draw the contents of the last shader batch
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
if (tr_stencilled && tr_distortionPrePost)
|
|
{ //ok, cap it now
|
|
RB_CaptureScreenImage();
|
|
RB_DistortionFill();
|
|
}
|
|
|
|
//render distortion surfs (or anything else that needs to be post-rendered)
|
|
if (g_numPostRenders > 0)
|
|
{
|
|
int lastPostEnt = -1;
|
|
|
|
while (g_numPostRenders > 0)
|
|
{
|
|
g_numPostRenders--;
|
|
pRender = &g_postRenders[g_numPostRenders];
|
|
|
|
RB_BeginSurface( pRender->shader, pRender->fogNum );
|
|
|
|
backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum];
|
|
|
|
backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );
|
|
|
|
// set up the dynamic lighting if needed
|
|
if ( backEnd.currentEntity->needDlights )
|
|
{
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
|
|
}
|
|
|
|
qglLoadMatrixf( backEnd.ori.modelMatrix );
|
|
|
|
depthRange = pRender->depthRange;
|
|
switch ( depthRange )
|
|
{
|
|
default:
|
|
case 0:
|
|
qglDepthRange (0, 1);
|
|
break;
|
|
|
|
case 1:
|
|
qglDepthRange (0, .3);
|
|
break;
|
|
|
|
case 2:
|
|
qglDepthRange (0, 0);
|
|
break;
|
|
}
|
|
|
|
if ((backEnd.currentEntity->e.renderfx & RF_DISTORTION) &&
|
|
lastPostEnt != pRender->entNum)
|
|
{ //do the capture now, we only need to do it once per ent
|
|
int x, y;
|
|
int rad = backEnd.currentEntity->e.radius;
|
|
//We are going to just bind this, and then the CopyTexImage is going to
|
|
//stomp over this texture num in texture memory.
|
|
GL_Bind( tr.screenImage );
|
|
|
|
if (R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y ))
|
|
{
|
|
int cX, cY;
|
|
cX = glConfig.vidWidth-x-(rad/2);
|
|
cY = glConfig.vidHeight-y-(rad/2);
|
|
|
|
if (cX+rad > glConfig.vidWidth)
|
|
{ //would it go off screen?
|
|
cX = glConfig.vidWidth-rad;
|
|
}
|
|
else if (cX < 0)
|
|
{ //cap it off at 0
|
|
cX = 0;
|
|
}
|
|
|
|
if (cY+rad > glConfig.vidHeight)
|
|
{ //would it go off screen?
|
|
cY = glConfig.vidHeight-rad;
|
|
}
|
|
else if (cY < 0)
|
|
{ //cap it off at 0
|
|
cY = 0;
|
|
}
|
|
|
|
//now copy a portion of the screen to this texture
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0);
|
|
|
|
lastPostEnt = pRender->entNum;
|
|
}
|
|
}
|
|
|
|
rb_surfaceTable[ *pRender->drawSurf->surface ]( pRender->drawSurf->surface );
|
|
RB_EndSurface();
|
|
}
|
|
}
|
|
|
|
// go back to the world modelview matrix
|
|
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
|
|
if ( depthRange ) {
|
|
qglDepthRange (0, 1);
|
|
}
|
|
|
|
#if 0
|
|
RB_DrawSun();
|
|
#endif
|
|
if (tr_stencilled && !tr_distortionPrePost)
|
|
{ //draw in the stencil buffer's cutout
|
|
RB_DistortionFill();
|
|
}
|
|
if (!didShadowPass)
|
|
{
|
|
// darken down any stencil shadows
|
|
RB_ShadowFinish();
|
|
didShadowPass = true;
|
|
}
|
|
|
|
// add light flares on lights that aren't obscured
|
|
// RB_RenderFlares();
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
RENDER BACK END FUNCTIONS
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
RB_SetGL2D
|
|
|
|
================
|
|
*/
|
|
void RB_SetGL2D (void) {
|
|
backEnd.projection2D = qtrue;
|
|
|
|
// set 2D virtual screen size
|
|
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, 640, 480, 0, 0, 1);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
|
|
qglDisable( GL_CULL_FACE );
|
|
qglDisable( GL_CLIP_PLANE0 );
|
|
|
|
// set time for 2D shaders
|
|
backEnd.refdef.time = ri.Milliseconds();
|
|
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SetColor
|
|
|
|
=============
|
|
*/
|
|
const void *RB_SetColor( const void *data ) {
|
|
const setColorCommand_t *cmd;
|
|
|
|
cmd = (const setColorCommand_t *)data;
|
|
|
|
backEnd.color2D[0] = cmd->color[0] * 255;
|
|
backEnd.color2D[1] = cmd->color[1] * 255;
|
|
backEnd.color2D[2] = cmd->color[2] * 255;
|
|
backEnd.color2D[3] = cmd->color[3] * 255;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_StretchPic
|
|
=============
|
|
*/
|
|
const void *RB_StretchPic ( const void *data ) {
|
|
const stretchPicCommand_t *cmd;
|
|
shader_t *shader;
|
|
int numVerts, numIndexes;
|
|
|
|
cmd = (const stretchPicCommand_t *)data;
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
shader = cmd->shader;
|
|
if ( shader != tess.shader ) {
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
backEnd.currentEntity = &backEnd.entity2D;
|
|
RB_BeginSurface( shader, 0 );
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
numVerts = tess.numVertexes;
|
|
numIndexes = tess.numIndexes;
|
|
|
|
tess.numVertexes += 4;
|
|
tess.numIndexes += 6;
|
|
|
|
tess.indexes[ numIndexes ] = numVerts + 3;
|
|
tess.indexes[ numIndexes + 1 ] = numVerts + 0;
|
|
tess.indexes[ numIndexes + 2 ] = numVerts + 2;
|
|
tess.indexes[ numIndexes + 3 ] = numVerts + 2;
|
|
tess.indexes[ numIndexes + 4 ] = numVerts + 0;
|
|
tess.indexes[ numIndexes + 5 ] = numVerts + 1;
|
|
|
|
byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui;
|
|
|
|
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_RotatePic
|
|
=============
|
|
*/
|
|
const void *RB_RotatePic ( const void *data )
|
|
{
|
|
const rotatePicCommand_t *cmd;
|
|
shader_t *shader;
|
|
|
|
cmd = (const rotatePicCommand_t *)data;
|
|
|
|
shader = cmd->shader;
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
shader = cmd->shader;
|
|
if ( shader != tess.shader ) {
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
backEnd.currentEntity = &backEnd.entity2D;
|
|
RB_BeginSurface( shader, 0 );
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
int numVerts = tess.numVertexes;
|
|
int numIndexes = tess.numIndexes;
|
|
|
|
float angle = DEG2RAD( cmd-> a );
|
|
float s = sinf( angle );
|
|
float c = cosf( angle );
|
|
|
|
matrix3_t m = {
|
|
{ c, s, 0.0f },
|
|
{ -s, c, 0.0f },
|
|
{ cmd->x + cmd->w, cmd->y, 1.0f }
|
|
};
|
|
|
|
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;
|
|
|
|
byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui;
|
|
|
|
tess.xyz[ numVerts ][0] = m[0][0] * (-cmd->w) + m[2][0];
|
|
tess.xyz[ numVerts ][1] = m[0][1] * (-cmd->w) + m[2][1];
|
|
tess.xyz[ numVerts ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts ][0][0] = cmd->s1;
|
|
tess.texCoords[ numVerts ][0][1] = cmd->t1;
|
|
|
|
tess.xyz[ numVerts + 1 ][0] = m[2][0];
|
|
tess.xyz[ numVerts + 1 ][1] = m[2][1];
|
|
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] = m[1][0] * (cmd->h) + m[2][0];
|
|
tess.xyz[ numVerts + 2 ][1] = m[1][1] * (cmd->h) + m[2][1];
|
|
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] = m[0][0] * (-cmd->w) + m[1][0] * (cmd->h) + m[2][0];
|
|
tess.xyz[ numVerts + 3 ][1] = m[0][1] * (-cmd->w) + m[1][1] * (cmd->h) + m[2][1];
|
|
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_RotatePic2
|
|
=============
|
|
*/
|
|
const void *RB_RotatePic2 ( const void *data )
|
|
{
|
|
const rotatePicCommand_t *cmd;
|
|
shader_t *shader;
|
|
|
|
cmd = (const rotatePicCommand_t *)data;
|
|
|
|
shader = cmd->shader;
|
|
|
|
// FIXME is this needed
|
|
if ( shader->numUnfoggedPasses )
|
|
{
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
shader = cmd->shader;
|
|
if ( shader != tess.shader ) {
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
backEnd.currentEntity = &backEnd.entity2D;
|
|
RB_BeginSurface( shader, 0 );
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
int numVerts = tess.numVertexes;
|
|
int numIndexes = tess.numIndexes;
|
|
|
|
float angle = DEG2RAD( cmd-> a );
|
|
float s = sinf( angle );
|
|
float c = cosf( angle );
|
|
|
|
matrix3_t m = {
|
|
{ c, s, 0.0f },
|
|
{ -s, c, 0.0f },
|
|
{ cmd->x, cmd->y, 1.0f }
|
|
};
|
|
|
|
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;
|
|
|
|
byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui;
|
|
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui;
|
|
|
|
tess.xyz[ numVerts ][0] = m[0][0] * (-cmd->w * 0.5f) + m[1][0] * (-cmd->h * 0.5f) + m[2][0];
|
|
tess.xyz[ numVerts ][1] = m[0][1] * (-cmd->w * 0.5f) + m[1][1] * (-cmd->h * 0.5f) + m[2][1];
|
|
tess.xyz[ numVerts ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts ][0][0] = cmd->s1;
|
|
tess.texCoords[ numVerts ][0][1] = cmd->t1;
|
|
|
|
tess.xyz[ numVerts + 1 ][0] = m[0][0] * (cmd->w * 0.5f) + m[1][0] * (-cmd->h * 0.5f) + m[2][0];
|
|
tess.xyz[ numVerts + 1 ][1] = m[0][1] * (cmd->w * 0.5f) + m[1][1] * (-cmd->h * 0.5f) + m[2][1];
|
|
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] = m[0][0] * (cmd->w * 0.5f) + m[1][0] * (cmd->h * 0.5f) + m[2][0];
|
|
tess.xyz[ numVerts + 2 ][1] = m[0][1] * (cmd->w * 0.5f) + m[1][1] * (cmd->h * 0.5f) + m[2][1];
|
|
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] = m[0][0] * (-cmd->w * 0.5f) + m[1][0] * (cmd->h * 0.5f) + m[2][0];
|
|
tess.xyz[ numVerts + 3 ][1] = m[0][1] * (-cmd->w * 0.5f) + m[1][1] * (cmd->h * 0.5f) + m[2][1];
|
|
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_ScissorPic
|
|
=============
|
|
*/
|
|
const void *RB_Scissor ( const void *data )
|
|
{
|
|
const scissorCommand_t *cmd;
|
|
|
|
cmd = (const scissorCommand_t *)data;
|
|
|
|
if ( !backEnd.projection2D )
|
|
{
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
if (cmd->x >= 0)
|
|
{
|
|
qglScissor( cmd->x,(glConfig.vidHeight - cmd->y - cmd->h),cmd->w,cmd->h);
|
|
}
|
|
else
|
|
{
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_DrawSurfs
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawSurfs( const void *data ) {
|
|
const drawSurfsCommand_t *cmd;
|
|
|
|
// finish any 2D drawing if needed
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
cmd = (const drawSurfsCommand_t *)data;
|
|
|
|
backEnd.refdef = cmd->refdef;
|
|
backEnd.viewParms = cmd->viewParms;
|
|
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
|
|
// Dynamic Glow/Flares:
|
|
/*
|
|
The basic idea is to render the glowing parts of the scene to an offscreen buffer, then take
|
|
that buffer and blur it. After it is sufficiently blurred, re-apply that image back to
|
|
the normal screen using a additive blending. To blur the scene I use a vertex program to supply
|
|
four texture coordinate offsets that allow 'peeking' into adjacent pixels. In the register
|
|
combiner (pixel shader), I combine the adjacent pixels using a weighting factor. - Aurelio
|
|
*/
|
|
|
|
// Render dynamic glowing/flaring objects.
|
|
if ( !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && g_bDynamicGlowSupported && r_DynamicGlow->integer )
|
|
{
|
|
// Copy the normal scene to texture.
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.sceneImage );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight);
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
|
|
// Just clear colors, but leave the depth buffer intact so we can 'share' it.
|
|
qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
// Render the glowing objects.
|
|
g_bRenderGlowingObjects = true;
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
g_bRenderGlowingObjects = false;
|
|
qglFinish();
|
|
|
|
// Copy the glow scene to texture.
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.screenGlow );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
|
|
// Resize the viewport to the blur texture size.
|
|
const int oldViewWidth = backEnd.viewParms.viewportWidth;
|
|
const int oldViewHeight = backEnd.viewParms.viewportHeight;
|
|
backEnd.viewParms.viewportWidth = r_DynamicGlowWidth->integer;
|
|
backEnd.viewParms.viewportHeight = r_DynamicGlowHeight->integer;
|
|
SetViewportAndScissor();
|
|
|
|
// Blur the scene.
|
|
RB_BlurGlowTexture();
|
|
|
|
// Copy the finished glow scene back to texture.
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.blurImage );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
|
|
// Set the viewport back to normal.
|
|
backEnd.viewParms.viewportWidth = oldViewWidth;
|
|
backEnd.viewParms.viewportHeight = oldViewHeight;
|
|
SetViewportAndScissor();
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
// Draw the glow additively over the screen.
|
|
RB_DrawGlowOverlay();
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawBuffer
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawBuffer( const void *data ) {
|
|
const drawBufferCommand_t *cmd;
|
|
|
|
cmd = (const drawBufferCommand_t *)data;
|
|
|
|
qglDrawBuffer( cmd->buffer );
|
|
|
|
// clear screen for debugging
|
|
if (!( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && tr.world && tr.refdef.rdflags & RDF_doLAGoggles)
|
|
{
|
|
const fog_t *fog = &tr.world->fogs[tr.world->numfogs];
|
|
|
|
qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
|
|
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else if (!( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && tr.world && tr.world->globalFog != -1 && tr.sceneCount)//don't clear during menus, wait for real scene
|
|
{
|
|
const fog_t *fog = &tr.world->fogs[tr.world->globalFog];
|
|
|
|
qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f );
|
|
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
}
|
|
else if ( r_clear->integer )
|
|
{ // clear screen for debugging
|
|
int i = r_clear->integer;
|
|
if (i == 42) {
|
|
i = Q_irand(0,8);
|
|
}
|
|
switch (i)
|
|
{
|
|
default:
|
|
qglClearColor( 1, 0, 0.5, 1 );
|
|
break;
|
|
case 1:
|
|
qglClearColor( 1.0, 0.0, 0.0, 1.0); //red
|
|
break;
|
|
case 2:
|
|
qglClearColor( 0.0, 1.0, 0.0, 1.0); //green
|
|
break;
|
|
case 3:
|
|
qglClearColor( 1.0, 1.0, 0.0, 1.0); //yellow
|
|
break;
|
|
case 4:
|
|
qglClearColor( 0.0, 0.0, 1.0, 1.0); //blue
|
|
break;
|
|
case 5:
|
|
qglClearColor( 0.0, 1.0, 1.0, 1.0); //cyan
|
|
break;
|
|
case 6:
|
|
qglClearColor( 1.0, 0.0, 1.0, 1.0); //magenta
|
|
break;
|
|
case 7:
|
|
qglClearColor( 1.0, 1.0, 1.0, 1.0); //white
|
|
break;
|
|
case 8:
|
|
qglClearColor( 0.0, 0.0, 0.0, 1.0); //black
|
|
break;
|
|
}
|
|
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
RB_ShowImages
|
|
|
|
Draw all the images to the screen, on top of whatever
|
|
was there. This is used to test for texture thrashing.
|
|
|
|
Also called by RE_EndRegistration
|
|
===============
|
|
*/
|
|
void RB_ShowImages( void ) {
|
|
image_t *image;
|
|
float x, y, w, h;
|
|
//int start, end;
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
qglFinish();
|
|
|
|
//start = ri.Milliseconds();
|
|
|
|
int i=0;
|
|
// int iNumImages =
|
|
R_Images_StartIteration();
|
|
while ( (image = R_Images_GetNextIteration()) != NULL)
|
|
{
|
|
w = glConfig.vidWidth / 20;
|
|
h = glConfig.vidHeight / 15;
|
|
x = i % 20 * w;
|
|
y = i / 20 * h;
|
|
|
|
// show in proportional size in mode 2
|
|
if ( r_showImages->integer == 2 ) {
|
|
w *= image->width / 512.0;
|
|
h *= image->height / 512.0;
|
|
}
|
|
|
|
GL_Bind( image );
|
|
qglBegin (GL_QUADS);
|
|
qglTexCoord2f( 0, 0 );
|
|
qglVertex2f( x, y );
|
|
qglTexCoord2f( 1, 0 );
|
|
qglVertex2f( x + w, y );
|
|
qglTexCoord2f( 1, 1 );
|
|
qglVertex2f( x + w, y + h );
|
|
qglTexCoord2f( 0, 1 );
|
|
qglVertex2f( x, y + h );
|
|
qglEnd();
|
|
i++;
|
|
}
|
|
|
|
qglFinish();
|
|
|
|
//end = ri.Milliseconds();
|
|
//ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SwapBuffers
|
|
|
|
=============
|
|
*/
|
|
extern void RB_RenderWorldEffects( void );
|
|
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 = (unsigned char *) R_Malloc( glConfig.vidWidth * glConfig.vidHeight, TAG_TEMP_WORKSPACE, qfalse );
|
|
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;
|
|
R_Free( stencilReadback );
|
|
}
|
|
|
|
if ( !glState.finishCalled ) {
|
|
qglFinish();
|
|
}
|
|
|
|
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
|
|
|
|
ri.WIN_Present(&window);
|
|
|
|
backEnd.projection2D = qfalse;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
const void *RB_WorldEffects( const void *data )
|
|
{
|
|
const setModeCommand_t *cmd;
|
|
|
|
cmd = (const setModeCommand_t *)data;
|
|
|
|
// Always flush the tess buffer
|
|
if ( tess.shader && tess.numIndexes )
|
|
{
|
|
RB_EndSurface();
|
|
}
|
|
RB_RenderWorldEffects();
|
|
|
|
if(tess.shader)
|
|
{
|
|
RB_BeginSurface( tess.shader, tess.fogNum );
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
RB_ExecuteRenderCommands
|
|
====================
|
|
*/
|
|
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_ROTATE_PIC:
|
|
data = RB_RotatePic( data );
|
|
break;
|
|
case RC_ROTATE_PIC2:
|
|
data = RB_RotatePic2( data );
|
|
break;
|
|
case RC_SCISSOR:
|
|
data = RB_Scissor( data );
|
|
break;
|
|
case RC_DRAW_SURFS:
|
|
data = RB_DrawSurfs( data );
|
|
break;
|
|
case RC_DRAW_BUFFER:
|
|
data = RB_DrawBuffer( data );
|
|
break;
|
|
case RC_SWAP_BUFFERS:
|
|
data = RB_SwapBuffers( data );
|
|
break;
|
|
case RC_WORLD_EFFECTS:
|
|
data = RB_WorldEffects( data );
|
|
break;
|
|
case RC_END_OF_LIST:
|
|
default:
|
|
// stop rendering
|
|
t2 = ri.Milliseconds ();
|
|
backEnd.pc.msec = t2 - t1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// What Pixel Shader type is currently active (regcoms or fragment programs).
|
|
GLuint g_uiCurrentPixelShaderType = 0x0;
|
|
|
|
// Begin using a Pixel Shader.
|
|
void BeginPixelShader( GLuint uiType, GLuint uiID )
|
|
{
|
|
switch ( uiType )
|
|
{
|
|
// Using Register Combiners, so call the Display List that stores it.
|
|
case GL_REGISTER_COMBINERS_NV:
|
|
{
|
|
// Just in case...
|
|
if ( !qglCombinerParameterfvNV )
|
|
return;
|
|
|
|
// Call the list with the regcom in it.
|
|
qglEnable( GL_REGISTER_COMBINERS_NV );
|
|
qglCallList( uiID );
|
|
|
|
g_uiCurrentPixelShaderType = GL_REGISTER_COMBINERS_NV;
|
|
}
|
|
return;
|
|
|
|
// Using Fragment Programs, so call the program.
|
|
case GL_FRAGMENT_PROGRAM_ARB:
|
|
{
|
|
// Just in case...
|
|
if ( !qglGenProgramsARB )
|
|
return;
|
|
|
|
qglEnable( GL_FRAGMENT_PROGRAM_ARB );
|
|
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, uiID );
|
|
|
|
g_uiCurrentPixelShaderType = GL_FRAGMENT_PROGRAM_ARB;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Stop using a Pixel Shader and return states to normal.
|
|
void EndPixelShader()
|
|
{
|
|
if ( g_uiCurrentPixelShaderType == 0x0 )
|
|
return;
|
|
|
|
qglDisable( g_uiCurrentPixelShaderType );
|
|
}
|
|
|
|
// Hack variable for deciding which kind of texture rectangle thing to do (for some
|
|
// reason it acts different on radeon! It's against the spec!).
|
|
extern bool g_bTextureRectangleHack;
|
|
|
|
static inline void RB_BlurGlowTexture()
|
|
{
|
|
qglDisable (GL_CLIP_PLANE0);
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
// Go into orthographic 2d mode.
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
qglOrtho(0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight, 0, -1, 1);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
|
|
GL_State(GLS_DEPTHTEST_DISABLE);
|
|
|
|
/////////////////////////////////////////////////////////
|
|
// Setup vertex and pixel programs.
|
|
/////////////////////////////////////////////////////////
|
|
|
|
// NOTE: The 0.25 is because we're blending 4 textures (so = 1.0) and we want a relatively normalized pixel
|
|
// intensity distribution, but this won't happen anyways if intensity is higher than 1.0.
|
|
float fBlurDistribution = r_DynamicGlowIntensity->value * 0.25f;
|
|
float fBlurWeight[4] = { fBlurDistribution, fBlurDistribution, fBlurDistribution, 1.0f };
|
|
|
|
// Enable and set the Vertex Program.
|
|
qglEnable( GL_VERTEX_PROGRAM_ARB );
|
|
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader );
|
|
|
|
// Apply Pixel Shaders.
|
|
if ( qglCombinerParameterfvNV )
|
|
{
|
|
BeginPixelShader( GL_REGISTER_COMBINERS_NV, tr.glowPShader );
|
|
|
|
// Pass the blur weight to the regcom.
|
|
qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, (float*)&fBlurWeight );
|
|
}
|
|
else if ( qglProgramEnvParameter4fARB )
|
|
{
|
|
BeginPixelShader( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader );
|
|
|
|
// Pass the blur weight to the Fragment Program.
|
|
qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, fBlurWeight[0], fBlurWeight[1], fBlurWeight[2], fBlurWeight[3] );
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
// Set the blur texture to the 4 texture stages.
|
|
/////////////////////////////////////////////////////////
|
|
|
|
// How much to offset each texel by.
|
|
float fTexelWidthOffset = 0.1f, fTexelHeightOffset = 0.1f;
|
|
|
|
GLuint uiTex = tr.screenGlow;
|
|
|
|
qglActiveTextureARB( GL_TEXTURE3_ARB );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
|
|
qglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
|
|
qglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB );
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
|
|
/////////////////////////////////////////////////////////
|
|
// Draw the blur passes (each pass blurs it more, increasing the blur radius ).
|
|
/////////////////////////////////////////////////////////
|
|
|
|
//int iTexWidth = backEnd.viewParms.viewportWidth, iTexHeight = backEnd.viewParms.viewportHeight;
|
|
int iTexWidth = glConfig.vidWidth, iTexHeight = glConfig.vidHeight;
|
|
|
|
for ( int iNumBlurPasses = 0; iNumBlurPasses < r_DynamicGlowPasses->integer; iNumBlurPasses++ )
|
|
{
|
|
// Load the Texel Offsets into the Vertex Program.
|
|
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 0, -fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f );
|
|
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 1, -fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f );
|
|
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 2, fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f );
|
|
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 3, fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f );
|
|
|
|
// After first pass put the tex coords to the viewport size.
|
|
if ( iNumBlurPasses == 1 )
|
|
{
|
|
if ( !g_bTextureRectangleHack )
|
|
{
|
|
iTexWidth = backEnd.viewParms.viewportWidth;
|
|
iTexHeight = backEnd.viewParms.viewportHeight;
|
|
}
|
|
|
|
uiTex = tr.blurImage;
|
|
qglActiveTextureARB( GL_TEXTURE3_ARB );
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
qglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
qglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB );
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
|
|
// Copy the current image over.
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, uiTex );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
|
|
}
|
|
|
|
// Draw the fullscreen quad.
|
|
qglBegin( GL_QUADS );
|
|
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, iTexHeight );
|
|
qglVertex2f( 0, 0 );
|
|
|
|
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0 );
|
|
qglVertex2f( 0, backEnd.viewParms.viewportHeight );
|
|
|
|
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, 0 );
|
|
qglVertex2f( backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
|
|
|
|
qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, iTexHeight );
|
|
qglVertex2f( backEnd.viewParms.viewportWidth, 0 );
|
|
qglEnd();
|
|
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.blurImage );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
|
|
|
|
// Increase the texel offsets.
|
|
// NOTE: This is possibly the most important input to the effect. Even by using an exponential function I've been able to
|
|
// make it look better (at a much higher cost of course). This is cheap though and still looks pretty great. In the future
|
|
// I might want to use an actual gaussian equation to correctly calculate the pixel coefficients and attenuates, texel
|
|
// offsets, gaussian amplitude and radius...
|
|
fTexelWidthOffset += r_DynamicGlowDelta->value;
|
|
fTexelHeightOffset += r_DynamicGlowDelta->value;
|
|
}
|
|
|
|
// Disable multi-texturing.
|
|
qglActiveTextureARB( GL_TEXTURE3_ARB );
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
|
|
qglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
|
|
qglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB );
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
|
|
qglDisable( GL_VERTEX_PROGRAM_ARB );
|
|
EndPixelShader();
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
|
|
qglDisable( GL_BLEND );
|
|
glState.currenttmu = 0; //this matches the last one we activated
|
|
}
|
|
|
|
// Draw the glow blur over the screen additively.
|
|
static inline void RB_DrawGlowOverlay()
|
|
{
|
|
qglDisable (GL_CLIP_PLANE0);
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
// Go into orthographic 2d mode.
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 0, -1, 1);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
|
|
GL_State(GLS_DEPTHTEST_DISABLE);
|
|
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
|
|
// For debug purposes.
|
|
if ( r_DynamicGlow->integer != 2 )
|
|
{
|
|
// Render the normal scene texture.
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.sceneImage );
|
|
qglBegin(GL_QUADS);
|
|
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
qglTexCoord2f( 0, glConfig.vidHeight );
|
|
qglVertex2f( 0, 0 );
|
|
|
|
qglTexCoord2f( 0, 0 );
|
|
qglVertex2f( 0, glConfig.vidHeight );
|
|
|
|
qglTexCoord2f( glConfig.vidWidth, 0 );
|
|
qglVertex2f( glConfig.vidWidth, glConfig.vidHeight );
|
|
|
|
qglTexCoord2f( glConfig.vidWidth, glConfig.vidHeight );
|
|
qglVertex2f( glConfig.vidWidth, 0 );
|
|
qglEnd();
|
|
}
|
|
|
|
// One and Inverse Src Color give a very soft addition, while one one is a bit stronger. With one one we can
|
|
// use additive blending through multitexture though.
|
|
if ( r_DynamicGlowSoft->integer )
|
|
{
|
|
qglBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
|
|
}
|
|
else
|
|
{
|
|
qglBlendFunc( GL_ONE, GL_ONE );
|
|
}
|
|
qglEnable( GL_BLEND );
|
|
|
|
// Now additively render the glow texture.
|
|
qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.blurImage );
|
|
qglBegin(GL_QUADS);
|
|
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
qglTexCoord2f( 0, r_DynamicGlowHeight->integer );
|
|
qglVertex2f( 0, 0 );
|
|
|
|
qglTexCoord2f( 0, 0 );
|
|
qglVertex2f( 0, glConfig.vidHeight );
|
|
|
|
qglTexCoord2f( r_DynamicGlowWidth->integer, 0 );
|
|
qglVertex2f( glConfig.vidWidth, glConfig.vidHeight );
|
|
|
|
qglTexCoord2f( r_DynamicGlowWidth->integer, r_DynamicGlowHeight->integer );
|
|
qglVertex2f( glConfig.vidWidth, 0 );
|
|
qglEnd();
|
|
|
|
qglDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
qglBlendFunc( GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR );
|
|
qglDisable( GL_BLEND );
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
}
|