当前位置: 首页>>代码示例>>C++>>正文


C++ qglDisable函数代码示例

本文整理汇总了C++中qglDisable函数的典型用法代码示例。如果您正苦于以下问题:C++ qglDisable函数的具体用法?C++ qglDisable怎么用?C++ qglDisable使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了qglDisable函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: edge


//.........这里部分代码省略.........
=================
*/
void RB_ShadowTessEnd( void ) {
	int		i;
	int		numTris;
	vec3_t	lightDir;

	// we can only do this if we have enough space in the vertex buffers
	if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
		return;
	}

	if ( glConfig.stencilBits < 4 ) {
		return;
	}

	VectorCopy( backEnd.currentEntity->lightDir, lightDir );

	// project vertexes away from light direction
	for ( i = 0 ; i < tess.numVertexes ; i++ ) {
		VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
	}

	// decide which triangles face the light
	Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );

	numTris = tess.numIndexes / 3;
	for ( i = 0 ; i < numTris ; i++ ) {
		int		i1, i2, i3;
		vec3_t	d1, d2, normal;
		float	*v1, *v2, *v3;
		float	d;

		i1 = tess.indexes[ i*3 + 0 ];
		i2 = tess.indexes[ i*3 + 1 ];
		i3 = tess.indexes[ i*3 + 2 ];

		v1 = tess.xyz[ i1 ];
		v2 = tess.xyz[ i2 ];
		v3 = tess.xyz[ i3 ];

		VectorSubtract( v2, v1, d1 );
		VectorSubtract( v3, v1, d2 );
		CrossProduct( d1, d2, normal );

		d = DotProduct( normal, lightDir );
		if ( d > 0 ) {
			facing[ i ] = 1;
		} else {
			facing[ i ] = 0;
		}

		// create the edges
		R_AddEdgeDef( i1, i2, facing[ i ] );
		R_AddEdgeDef( i2, i3, facing[ i ] );
		R_AddEdgeDef( i3, i1, facing[ i ] );
	}

	// draw the silhouette edges

	GL_Bind( tr.whiteImage );
	qglEnable( GL_CULL_FACE );
	GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
	qglColor3f( 0.2f, 0.2f, 0.2f );

	// don't write to the color buffer
	qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );

	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_ALWAYS, 1, 255 );

	// mirrors have the culling order reversed
	if ( backEnd.viewParms.isMirror ) {
		qglCullFace( GL_FRONT );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );

		R_RenderShadowEdges();

		qglCullFace( GL_BACK );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );

		R_RenderShadowEdges();
	} else {
		qglCullFace( GL_BACK );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );

		R_RenderShadowEdges();

		qglCullFace( GL_FRONT );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );

		R_RenderShadowEdges();
	}


	// reenable writing to the color buffer
	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );

	qglDisable( GL_CULL_FACE );
}
开发者ID:Daggolin,项目名称:jk2mv,代码行数:101,代码来源:tr_shadows.cpp

示例2: RB_ShadowFinish

/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
#if defined(VV_LIGHTING) && defined(_XBOX)
	StencilShadower.FinishShadows();
#else
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}

#ifdef _DEBUG_STENCIL_SHADOWS
	return;
#endif

	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );

	bool planeZeroBack = false;
	if (qglIsEnabled(GL_CLIP_PLANE0))
	{
		planeZeroBack = true;
		qglDisable (GL_CLIP_PLANE0);
	}
	GL_Cull(CT_TWO_SIDED);
	//qglDisable (GL_CULL_FACE);

	GL_Bind( tr.whiteImage );

	qglPushMatrix();
    qglLoadIdentity ();

//	qglColor3f( 0.6f, 0.6f, 0.6f );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f );
	//GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	#ifdef HAVE_GLES
	GLfloat vtx[] = {
	 -100,  100, -10,
	  100,  100, -10,
	  100, -100, -10,
	 -100, -100, -10
	};
	GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
	GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
	if (text)
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	if (glcol)
		qglDisableClientState( GL_COLOR_ARRAY );
	qglVertexPointer  ( 3, GL_FLOAT, 0, vtx );
	qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
	if (text)
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	if (glcol)
		qglEnableClientState( GL_COLOR_ARRAY );
	#else
	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();
	#endif

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
	if (planeZeroBack)
	{
		qglEnable (GL_CLIP_PLANE0);
	}
	qglPopMatrix();
#endif // VV_LIGHTING && _XBOX
}
开发者ID:emileb,项目名称:JK3,代码行数:91,代码来源:tr_shadows.cpp

示例3: RB_EndSurface


//.........这里部分代码省略.........
			{
				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], 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], 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 (r_drawSun->integer)
		{
			RB_DrawSun(0.1, tr.sunShader);
		}

		if (r_drawSunRays->integer)
		{
			FBO_t *oldFbo = glState.currentFBO;
			FBO_Bind(tr.sunRaysFbo);
			
			qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
			qglClear( GL_COLOR_BUFFER_BIT );

			if (glRefConfig.occlusionQuery)
			{
				tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
				qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
			}

			RB_DrawSun(0.3, tr.sunFlareShader);

			if (glRefConfig.occlusionQuery)
			{
				qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
			}

			FBO_Bind(oldFbo);
		}

		// darken down any stencil shadows
		RB_ShadowFinish();		

		// add light flares on lights that aren't obscured
		RB_RenderFlares();
	}

	if (glRefConfig.framebufferObject && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
	{
		FBO_Bind(NULL);
		GL_SelectTexture(TB_CUBEMAP);
		GL_BindToTMU(tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex], TB_CUBEMAP);
		qglGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP);
		GL_SelectTexture(0);
	}

	return (const void *)(cmd + 1);
}
开发者ID:SonnyJim,项目名称:ioq3,代码行数:101,代码来源:tr_backend.c

示例4: RB_ColorCorrect

void RB_ColorCorrect( void ) {
	GLint loc;
	GLenum target;
	int width, height;
	int shift;
	float mul;

	if ( !r_enablePostProcess->integer || !r_enableColorCorrect->integer || !glsl ) {
		return;
	}

	GL_SelectTexture(0);
	qglDisable(GL_TEXTURE_2D);
	qglEnable(GL_TEXTURE_RECTANGLE_ARB);

	target = GL_TEXTURE_RECTANGLE_ARB;

	width = glConfig.vidWidth;
	height = glConfig.vidHeight;

	qglBindTexture(target, tr.backBufferTexture);
	qglCopyTexSubImage2D(target, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);

	qglMatrixMode(GL_PROJECTION);
	qglLoadIdentity();
	qglMatrixMode(GL_MODELVIEW);
	qglLoadIdentity();

	RB_SetGL2D();
	GL_State( GLS_DEPTHTEST_DISABLE );

    qglUseProgramObjectARB(tr.colorCorrectSp);
	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "p_gammaRecip");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_gammaRecip", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)(1.0 / r_gamma->value));

	//mul = r_overBrightBitsValue->value;
	mul = r_overBrightBits->value;
	if (mul < 0.0) {
		mul = 0.0;
	}
	shift = tr.overbrightBits;

	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "p_overbright");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_overbright", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)((float)(1 << shift) * mul));

	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "p_contrast");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_contrast", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)r_contrast->value);

	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "backBufferTex");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get backBufferTex", __FUNCTION__);
	}
	qglUniform1iARB(loc, 0);

	qglBegin(GL_QUADS);

	qglTexCoord2i(0, 0);
	qglVertex2i(0, height);

	qglTexCoord2i(width, 0);
	qglVertex2i(width, height);

	qglTexCoord2i(width, height);
	qglVertex2i(width, 0);

	qglTexCoord2i(0, height);
	qglVertex2i(0, 0);

	qglEnd();

	qglUseProgramObjectARB(0);

	qglDisable(GL_TEXTURE_RECTANGLE_ARB);
	qglEnable(GL_TEXTURE_2D);
}
开发者ID:themuffinator,项目名称:fnq3,代码行数:84,代码来源:tr_glsl.c

示例5: RE_BeginFrame

/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame(stereoFrame_t stereoFrame)
{
	drawBufferCommand_t *cmd    = NULL;
	colorMaskCommand_t  *colcmd = NULL;

	if (!tr.registered)
	{
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if (r_measureOverdraw->integer)
	{
		if (glConfig.stencilBits < 4)
		{
			ri.Printf(PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits);
			ri.Cvar_Set("r_measureOverdraw", "0");
			r_measureOverdraw->modified = qfalse;
		}
		else if (r_shadows->integer == 2)
		{
			ri.Printf(PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n");
			ri.Cvar_Set("r_measureOverdraw", "0");
			r_measureOverdraw->modified = qfalse;
		}
		else
		{
			R_IssuePendingRenderCommands();
			qglEnable(GL_STENCIL_TEST);
			qglStencilMask(~0U);
			qglClearStencil(0U);
			qglStencilFunc(GL_ALWAYS, 0U, ~0U);
			qglStencilOp(GL_KEEP, GL_INCR, GL_INCR);
		}
		r_measureOverdraw->modified = qfalse;
	}
	else
	{
		// this is only reached if it was on and is now off
		if (r_measureOverdraw->modified)
		{
			R_IssuePendingRenderCommands();
			qglDisable(GL_STENCIL_TEST);
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if (r_textureMode->modified)
	{
		R_IssuePendingRenderCommands();
		GL_TextureMode(r_textureMode->string);
		r_textureMode->modified = qfalse;
	}

	//
	// NVidia stuff
	//

	// fog control
	if (glConfig.NVFogAvailable && r_nv_fogdist_mode->modified)
	{
		r_nv_fogdist_mode->modified = qfalse;
		if (!Q_stricmp(r_nv_fogdist_mode->string, "GL_EYE_PLANE_ABSOLUTE_NV"))
		{
			glConfig.NVFogMode = (int)GL_EYE_PLANE_ABSOLUTE_NV;
		}
		else if (!Q_stricmp(r_nv_fogdist_mode->string, "GL_EYE_PLANE"))
		{
			glConfig.NVFogMode = (int)GL_EYE_PLANE;
		}
		else if (!Q_stricmp(r_nv_fogdist_mode->string, "GL_EYE_RADIAL_NV"))
		{
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
		}
		else
		{
			// in case this was really 'else', store a valid value for next time
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
			ri.Cvar_Set("r_nv_fogdist_mode", "GL_EYE_RADIAL_NV");
		}
	}

	//
//.........这里部分代码省略.........
开发者ID:sxweet,项目名称:etlegacy,代码行数:101,代码来源:tr_cmds.c

示例6: GL_DrawAliasShadow

void GL_DrawAliasShadow (entity_t *e, dmdl_t *paliashdr, int posenum)
{
    dtrivertx_t	*verts;
    int		*order;
    vec3_t	point;
    float	height, lheight;
    int		count;
    daliasframe_t	*frame;

    lheight = currententity->origin[2] - lightspot[2];

    frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
                              + currententity->frame * paliashdr->framesize);
    verts = frame->verts;

//	height = 0;
    order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
    height = -lheight + 0.1f; // was 1.0f, lowered shadows to ground more - MrG

    // Knightmare- don't draw shadow above entity
    if ((currententity->origin[2]+height) > currententity->origin[2])
        return;

    // Knightmare- don't draw shadows above view origin
    if (r_newrefdef.vieworg[2] < (currententity->origin[2] + height))
        return;

    qglPushMatrix ();
    R_RotateForEntity (e, false);
    qglDisable (GL_TEXTURE_2D);
    qglEnable (GL_BLEND);
    qglColor4f (0, 0, 0, gl_shadowalpha->value); // was 0.5

    // Knightmare- Stencil shadows by MrG
    if (gl_config.have_stencil)
    {
        qglEnable(GL_STENCIL_TEST);
        qglStencilFunc(GL_EQUAL, 1, 2);
        qglStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
    }
    // End Stencil shadows - MrG

    while (1)
    {
        // get the vertex count and primitive type
        count = *order++;
        if (!count)
            break;		// done
        if (count < 0)
        {
            count = -count;
            qglBegin (GL_TRIANGLE_FAN);
        }
        else
            qglBegin (GL_TRIANGLE_STRIP);

        do
        {
            // normals and vertexes come from the frame list
            /*
            			point[0] = verts[order[2]].v[0] * frame->scale[0] + frame->translate[0];
            			point[1] = verts[order[2]].v[1] * frame->scale[1] + frame->translate[1];
            			point[2] = verts[order[2]].v[2] * frame->scale[2] + frame->translate[2];
            */

            memcpy( point, s_lerped[order[2]], sizeof( point )  );

            point[0] -= shadevector[0]*(point[2]+lheight);
            point[1] -= shadevector[1]*(point[2]+lheight);
            point[2] = height;
//			height -= 0.001;
            qglVertex3fv (point);

            order += 3;

//			verts++;

        } while (--count);

        qglEnd ();
    }

    // Knightmare- disable Stencil shadows
    if (gl_config.have_stencil)
        qglDisable(GL_STENCIL_TEST);

    qglColor4f (1,1,1,1);
    qglEnable (GL_TEXTURE_2D);
    qglDisable (GL_BLEND);
    qglPopMatrix ();
}
开发者ID:qbism,项目名称:Quake2-colored-refsoft,代码行数:91,代码来源:gl_mesh.c

示例7: GL_DrawAliasFrameLerp

/*
=============
GL_DrawAliasFrameLerp

interpolates between two frames and origins
FIXME: batch lerp all vertexes
=============
*/
void GL_DrawAliasFrameLerp (dmdl_t *paliashdr, float backlerp)
{
    float 	l;
    daliasframe_t	*frame, *oldframe;
    dtrivertx_t	*v, *ov, *verts;
    int		*order;
    int		count;
    float	frontlerp;
    float	alpha;
    vec3_t	move, delta, vectors[3];
    vec3_t	frontv, backv;
    int		i;
    int		index_xyz;
    float	*lerp;

    frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
                              + currententity->frame * paliashdr->framesize);
    verts = v = frame->verts;

    oldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
                                 + currententity->oldframe * paliashdr->framesize);
    ov = oldframe->verts;

    order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);

//	glTranslatef (frame->translate[0], frame->translate[1], frame->translate[2]);
//	glScalef (frame->scale[0], frame->scale[1], frame->scale[2]);

    if (currententity->flags & RF_TRANSLUCENT)
        alpha = currententity->alpha;
    else
        alpha = 1.0;

    // PMM - added double shell
    if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
        qglDisable( GL_TEXTURE_2D );

    frontlerp = 1.0 - backlerp;

    // move should be the delta back to the previous frame * backlerp
    VectorSubtract (currententity->oldorigin, currententity->origin, delta);
    AngleVectors (currententity->angles, vectors[0], vectors[1], vectors[2]);

    move[0] = DotProduct (delta, vectors[0]);	// forward
    move[1] = -DotProduct (delta, vectors[1]);	// left
    move[2] = DotProduct (delta, vectors[2]);	// up

    VectorAdd (move, oldframe->translate, move);

    for (i=0 ; i<3 ; i++)
    {
        move[i] = backlerp*move[i] + frontlerp*frame->translate[i];
    }

    for (i=0 ; i<3 ; i++)
    {
        frontv[i] = frontlerp*frame->scale[i];
        backv[i] = backlerp*oldframe->scale[i];
    }

    lerp = s_lerped[0];

    GL_LerpVerts( paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv );

    if ( gl_vertex_arrays->value )
    {
        float colorArray[MAX_VERTS*4];

        qglEnableClientState( GL_VERTEX_ARRAY );
        qglVertexPointer( 3, GL_FLOAT, 16, s_lerped );	// padded for SIMD

//		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
        // PMM - added double damage shell
        if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
        {
            qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha );
        }
        else
        {
            qglEnableClientState( GL_COLOR_ARRAY );
            qglColorPointer( 3, GL_FLOAT, 0, colorArray );

            //
            // pre light everything
            //
            for ( i = 0; i < paliashdr->num_xyz; i++ )
            {
                float l = shadedots[verts[i].lightnormalindex];

                colorArray[i*3+0] = l * shadelight[0];
                colorArray[i*3+1] = l * shadelight[1];
                colorArray[i*3+2] = l * shadelight[2];
//.........这里部分代码省略.........
开发者ID:qbism,项目名称:Quake2-colored-refsoft,代码行数:101,代码来源:gl_mesh.c

示例8: RB_StageIteratorLightmappedMultitexture

void RB_StageIteratorLightmappedMultitexture( void ) {
	shaderCommands_t *input;

	input = &tess;

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	//
	// set color, pointers, and lock
	//
	GL_State( GLS_DEFAULT );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );

#ifdef REPLACE_MODE
	qglDisableClientState( GL_COLOR_ARRAY );
	qglColor3f( 1, 1, 1 );
	qglShadeModel( GL_FLAT );
#else
	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
#endif

	//
	// select base stage
	//
	GL_SelectTexture( 0 );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );

	//
	// configure second stage
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( GL_MODULATE );
	}
	R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][1] );

	//
	// lock arrays
	//
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	qglDisable( GL_TEXTURE_2D );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	GL_SelectTexture( 0 );
#ifdef REPLACE_MODE
	GL_TexEnv( GL_MODULATE );
	qglShadeModel( GL_SMOOTH );
#endif

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	//
	// unlock arrays
	//
	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
//.........这里部分代码省略.........
开发者ID:massivehaxxor,项目名称:tremfusion,代码行数:101,代码来源:tr_shade.c

示例9: R_DrawCel

//R_DRAWCEL
static void R_DrawCel( int numIndexes, const glIndex_t *indexes ) {
	int		primitives;
	
	if(
		//. ignore the 2d projection. do i smell the HUD?
		(backEnd.projection2D == qtrue) ||
		//. ignore general entitites that are sprites. SEE NOTE #3.
		(backEnd.currentEntity->e.reType == RT_SPRITE) ||
		//. ignore these liquids. why? ever see liquid with tris on the surface? exactly. SEE NOTE #4.
		(tess.shader->contentFlags & (CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_FOG)) ||
		//. ignore things that are two sided, meaning mostly things that have transparency. SEE NOTE #1.		
		(tess.shader->cullType == CT_TWO_SIDED)
		
		) {
		return;
	}

	primitives = r_primitives->integer;

	// default is to use triangles if compiled vertex arrays are present
	if ( primitives == 0 ) {
		if ( qglLockArraysEXT ) {
			primitives = 2;
		} else {
			primitives = 1;
		}
	}

	//. correction for mirrors. SEE NOTE #2.
	if(backEnd.viewParms.isMirror == qtrue) { qglCullFace (GL_FRONT); }
	else { qglCullFace (GL_BACK); }	

	qglEnable (GL_BLEND);
	qglBlendFunc (GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA);
	qglColor3f (0.0f,0.0f,0.0f);
	qglLineWidth( (float) r_celoutline->integer );	

	if(primitives == 2) {
		qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes );
	} else if(primitives == 1) {
		R_DrawStripElements( numIndexes,  indexes, qglArrayElement );
	} else if(primitives == 3) {
		R_DrawStripElements( numIndexes,  indexes, R_ArrayElementDiscrete );
	}

	//. correction for mirrors. SEE NOTE #2.
	if(backEnd.viewParms.isMirror == qtrue) { qglCullFace (GL_BACK); }
	else { qglCullFace (GL_FRONT); }
	
	qglDisable (GL_BLEND);
	
	return;

/* Notes

1. this is going to be a pain in the arse. it fixes things like light `beams` from being cel'd but it
also will ignore any other shader set with no culling. this usually is everything that is translucent.
but this is a good hack to clean up the screen untill something more selective comes along. or who knows
group desision might actually be that this is liked. if so i take back calling it a `hack`, lol.
	= bob.

2. mirrors display correctly because the normals of the displayed are inverted of normal space. so to
continue to have them display correctly, we must invert them inversely from a normal inversion.
	= bob.
	
3. this turns off a lot of space hogging sprite cel outlines. picture if you will five people in a small
room all shooting rockets. each smoke puff gets a big black square around it, each explosion gets a big
black square around it, and now nobody can see eachother because everyones screen is solid black.
	= bob.

4. ignoring liquids means you will not get black tris lines all over the top of your liquid. i put this in
after seeing the lava on q3dm7 and water on q3ctf2 that had black lines all over the top, making the
liquids look solid instead of... liquid.
	= bob.

*/
}
开发者ID:massivehaxxor,项目名称:tremfusion,代码行数:78,代码来源:tr_shade.c

示例10: RB_StageIteratorGeneric

/*
** RB_StageIteratorGeneric
*/
void RB_StageIteratorGeneric( void )
{
	shaderCommands_t *input;

	input = &tess;

	RB_DeformTessGeometry();

	//
	// log this call
	//
	if ( r_logFile->integer ) 
	{
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	// set polygon offset if necessary
	if ( input->shader->polygonOffset )
	{
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
	}
	
	//. show me cel outlines.
	//. there has to be a better place to put this.
	if(r_celoutline->integer > 0) {
		DrawCel(&tess);
	}

	//
	// if there is only a single pass then we can enable color
	// and texture arrays before we compile, otherwise we need
	// to avoid compiling those arrays since they will change
	// during multipass rendering
	//
	if ( tess.numPasses > 1 || input->shader->multitextureEnv )
	{
		setArraysOnce = qfalse;
		qglDisableClientState (GL_COLOR_ARRAY);
		qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
	}
	else
	{
		setArraysOnce = qtrue;

		qglEnableClientState( GL_COLOR_ARRAY);
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
		qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
	}

	//
	// lock XYZ
	//
	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD
	if (qglLockArraysEXT)
	{
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// enable color and texcoord arrays after the lock if necessary
	//
	if ( !setArraysOnce )
	{
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglEnableClientState( GL_COLOR_ARRAY );
	}

	//
	// call shader function
	//
	RB_IterateStagesGeneric( input );

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
		&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}
//.........这里部分代码省略.........
开发者ID:massivehaxxor,项目名称:tremfusion,代码行数:101,代码来源:tr_shade.c

示例11: RE_BeginFrame

/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t	*cmd = NULL;
	colorMaskCommand_t *colcmd = NULL;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer )
	{
		if ( glConfig.stencilBits < 4 )
		{
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else if ( r_shadows->integer == 2 )
		{
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		}
		else
		{
			R_SyncRenderThread();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	}
	else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_SyncRenderThread();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_SyncRenderThread();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
	}

	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_SyncRenderThread();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer )
	{
		int	err;

		R_SyncRenderThread();
		if ((err = qglGetError()) != GL_NO_ERROR)
			ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err);
	}

	if (glConfig.stereoEnabled) {
		if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
			return;
			
		cmd->commandId = RC_DRAW_BUFFER;
		
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
//.........这里部分代码省略.........
开发者ID:dmead,项目名称:jkaq3,代码行数:101,代码来源:tr_cmds.c

示例12: Z_Draw

/*
==============
Z_Draw
==============
*/
void Z_Draw (void)
{
    brush_t	*brush;
	float	w, h;
	double	start, end;
	qtexture_t	*q;
	float	top, bottom;
	vec3_t	org_top, org_bottom, dir_up, dir_down;
	int xCam = z.width/3;

	if (!active_brushes.next)
		return;	// not valid yet

	if (z.timing)
		start = Sys_DoubleTime ();

	//
	// clear
	//
	qglViewport(0, 0, z.width, z.height);

	qglClearColor (
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][0],
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][1],
		g_qeglobals.d_savedinfo.colors[COLOR_GRIDBACK][2],
		0);

    /* GL Bug */ 
	/* When not using hw acceleration, gl will fault if we clear the depth 
	buffer bit on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT
	only after Z_Draw() has been called once. Yeah, right. */
	qglClear(glbitClear); 
	glbitClear |= GL_DEPTH_BUFFER_BIT;

	qglMatrixMode(GL_PROJECTION);

  qglLoadIdentity ();
	w = z.width/2 / z.scale;
	h = z.height/2 / z.scale;
	qglOrtho (-w, w, z.origin[2]-h, z.origin[2]+h, -8, 8);

	qglDisable(GL_TEXTURE_2D);
	qglDisable(GL_TEXTURE_1D);
	qglDisable(GL_DEPTH_TEST);
	qglDisable(GL_BLEND);


	//
	// now draw the grid
	//
	Z_DrawGrid ();

	//
	// draw stuff
	//

	qglDisable(GL_CULL_FACE);

	qglShadeModel (GL_FLAT);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

	qglDisable(GL_TEXTURE_2D);
	qglDisable(GL_BLEND);
	qglDisable(GL_DEPTH_TEST);


	// draw filled interiors and edges
	dir_up[0] = 0 ; dir_up[1] = 0; dir_up[2] = 1;
	dir_down[0] = 0 ; dir_down[1] = 0; dir_down[2] = -1;
	VectorCopy (z.origin, org_top);
	org_top[2] = 4096;
	VectorCopy (z.origin, org_bottom);
	org_bottom[2] = -4096;

	for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
	{
		if (brush->mins[0] >= z.origin[0]
			|| brush->maxs[0] <= z.origin[0]
			|| brush->mins[1] >= z.origin[1]
			|| brush->maxs[1] <= z.origin[1])
			continue;

		if (!Brush_Ray (org_top, dir_down, brush, &top))
			continue;
		top = org_top[2] - top;
		if (!Brush_Ray (org_bottom, dir_up, brush, &bottom))
			continue;
		bottom = org_bottom[2] + bottom;

		q = Texture_ForName (brush->brush_faces->texdef.name);
		qglColor3f (q->color[0], q->color[1], q->color[2]);
		qglBegin (GL_QUADS);
		qglVertex2f (-xCam, bottom);
		qglVertex2f (xCam, bottom);
//.........这里部分代码省略.........
开发者ID:Izhido,项目名称:qrevpak,代码行数:101,代码来源:Z.CPP

示例13: QueueDraw

void QueueDraw(){
	guint32 i, k;
	face_t *face;
	winding_t *w;
	int j, nDrawMode = g_pParentWnd->GetCamera().draw_mode;

	if ( notex_faces->len ) {
		qglDisable( GL_TEXTURE_2D );

		for ( i = 0; i < notex_faces->len; i++ )
		{
			face = (face_t*)notex_faces->pdata[i];
			w = face->face_winding;

			qglBegin( GL_POLYGON );

			/*
			   if (b->patchBrush)
			   //++timo FIXME: find a use case for this??
			   qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
			   else
			 */
			qglColor4f( face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans() );

			if ( g_PrefsDlg.m_bGLLighting ) {
				qglNormal3fv( face->plane.normal );
			}

			for ( j = 0; j < w->numpoints; j++ )
			{
				if ( nDrawMode == cd_texture || nDrawMode == cd_light ) {
					qglTexCoord2fv( &w->points[j][3] );
				}
				qglVertex3fv( w->points[j] );
			}

			qglEnd();
		}
	}

	if ( !len ) {
		return;
	}

	if ( nDrawMode == cd_texture || nDrawMode == cd_light ) {
		qglEnable( GL_TEXTURE_2D );
	}

	for ( k = 0; k < len; k++ )
	{
		qglBindTexture( GL_TEXTURE_2D, sort[k].texture->texture_number );

		for ( i = 0; i < sort[k].faces->len; i++ )
		{
			face = (face_t*)sort[k].faces->pdata[i];
			w = face->face_winding;

			qglBegin( GL_POLYGON );
			/*
			   if (b->patchBrush)
			   //++timo FIXME: find a use case for this??
			   qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
			   else
			 */
			qglColor4f( face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans() );

			if ( g_PrefsDlg.m_bGLLighting ) {
				qglNormal3fv( face->plane.normal );
			}

			for ( j = 0; j < w->numpoints; j++ )
			{
				if ( nDrawMode == cd_texture || nDrawMode == cd_light ) {
					qglTexCoord2fv( &w->points[j][3] );
				}
				qglVertex3fv( w->points[j] );
			}

			qglEnd();
		}
	}
	qglBindTexture( GL_TEXTURE_2D, 0 );
}
开发者ID:Barbatos,项目名称:GtkRadiant,代码行数:83,代码来源:queuedraw.cpp

示例14: FBO_BlitFromTexture

void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
{
	vec4i_t  dstBox, srcBox;
	vec2_t   srcTexScale;
	vec4_t   color;
	vec4_t   quadVerts[4];
	vec2_t   texCoords[4];
	vec2_t   invTexRes;
	FBO_t    *oldFbo = glState.currentFBO;
	matrix_t projection;
	int      width, height;

	if (!src)
	{
		return;
	}

	if (inSrcBox)
	{
		VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
	}
	else
	{
		VectorSet4(srcBox, 0, 0, src->width, src->height);
	}

	// framebuffers are 0 bottom, Y up.
	if (inDstBox)
	{
		if (dst)
		{
			dstBox[0] = inDstBox[0];
			dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
			dstBox[2] = inDstBox[0] + inDstBox[2];
			dstBox[3] = dst->height - inDstBox[1];
		}
		else
		{
			dstBox[0] = inDstBox[0];
			dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
			dstBox[2] = inDstBox[0] + inDstBox[2];
			dstBox[3] = glConfig.vidHeight - inDstBox[1];
		}
	}
	else if (dst)
	{
		VectorSet4(dstBox, 0, dst->height, dst->width, 0);
	}
	else
	{
		VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
	}

	if (inSrcTexScale)
	{
		VectorCopy2(inSrcTexScale, srcTexScale);
	}
	else
	{
		srcTexScale[0] = srcTexScale[1] = 1.0f;
	}

	if (inColor)
	{
		VectorCopy4(inColor, color);
	}
	else
	{
		color[0] = color[1] = color[2] = color[3] = 1.0f;
	}

	if (!shaderProgram)
	{
		shaderProgram = &tr.textureColorShader;
	}

	FBO_Bind(dst);

	if (glState.currentFBO)
	{
		width  = glState.currentFBO->width;
		height = glState.currentFBO->height;
	}
	else
	{
		width  = glConfig.vidWidth;
		height = glConfig.vidHeight;
	}

	qglViewport(0, 0, width, height);
	qglScissor(0, 0, width, height);

	Matrix16Ortho(0, width, height, 0, 0, 1, projection);

	qglDisable(GL_CULL_FACE);

	GL_BindToTMU(src, TB_COLORMAP);

	VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
	VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
//.........这里部分代码省略.........
开发者ID:sxweet,项目名称:etlegacy,代码行数:101,代码来源:tr_fbo.c

示例15: GL_Setup2D

/*
 ==================
 GL_Setup2D

 TODO: time is messed up
 ==================
*/
void GL_Setup2D (int time){

	mat4_t	projectionMatrix = {2.0f / backEnd.cropWidth, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f / backEnd.cropHeight, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f};

	QGL_LogPrintf("---------- RB_Setup2D ----------\n");

	backEnd.projection2D = true;

	backEnd.time = time;
	backEnd.floatTime = MS2SEC(Sys_Milliseconds());

	backEnd.viewport.x = 0;
	backEnd.viewport.y = 0;
	backEnd.viewport.width = backEnd.cropWidth;
	backEnd.viewport.height = backEnd.cropHeight;

	backEnd.scissor.x = 0;
	backEnd.scissor.y = 0;
	backEnd.scissor.width = backEnd.cropWidth;
	backEnd.scissor.height = backEnd.cropHeight;

	backEnd.coordScale[0] = 1.0f / backEnd.viewport.width;
	backEnd.coordScale[1] = 1.0f / backEnd.viewport.height;

	backEnd.coordBias[0] = -backEnd.viewport.x * backEnd.coordScale[0];
	backEnd.coordBias[1] = -backEnd.viewport.y * backEnd.coordScale[1];

	backEnd.depthFilling = false;
	backEnd.debugRendering = false;

	backEnd.currentColorCaptured = SORT_BAD;
	backEnd.currentDepthCaptured = false;

	// Set up the viewport
	GL_Viewport(backEnd.viewport);

	// Set up the scissor
	GL_Scissor(backEnd.viewport);

	// Set up the depth bounds
	if (glConfig.depthBoundsTestAvailable)
		GL_DepthBounds(0.0f, 1.0f);

	// Set the projection matrix
	GL_LoadMatrix(GL_PROJECTION, projectionMatrix);

	// Set the modelview matrix
	GL_LoadIdentity(GL_MODELVIEW);

	// Set the GL state
	GL_PolygonMode(GL_FILL);

	GL_Disable(GL_CULL_FACE);
	GL_Disable(GL_POLYGON_OFFSET_FILL);
	GL_Disable(GL_BLEND);
	GL_Disable(GL_ALPHA_TEST);
	GL_Disable(GL_DEPTH_TEST);
	GL_Disable(GL_STENCIL_TEST);

	GL_DepthRange(0.0f, 1.0f);

	GL_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	GL_DepthMask(GL_FALSE);
	GL_StencilMask(255);

	// Disable the clip plane
	qglDisable(GL_CLIP_PLANE0);

	// Disable multisampling if available
	if (glConfig.multiSamples > 1)
		qglDisable(GL_MULTISAMPLE);

	// Check for errors
	if (!r_ignoreGLErrors->integerValue)
		GL_CheckForErrors();

	QGL_LogPrintf("--------------------\n");
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:85,代码来源:r_glState.c


注:本文中的qglDisable函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。