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C++ qglEnd函数代码示例

本文整理汇总了C++中qglEnd函数的典型用法代码示例。如果您正苦于以下问题:C++ qglEnd函数的具体用法?C++ qglEnd怎么用?C++ qglEnd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qglEnd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: DrawSkySide

static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
	int s, t;

	GL_Bind( image );

#ifdef _XBOX
	int verts = ((maxs[0]+HALF_SKY_SUBDIVISIONS) - (mins[0]+HALF_SKY_SUBDIVISIONS)) * 2 + 2;
#endif

	for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
	{
#ifdef _XBOX
		qglBeginEXT( GL_TRIANGLE_STRIP, verts, 0, 0, verts, 0);
#else
		qglBegin( GL_TRIANGLE_STRIP );
#endif

		for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
		{
			qglTexCoord2fv( s_skyTexCoords[t][s] );
			qglVertex3fv( s_skyPoints[t][s] );

			qglTexCoord2fv( s_skyTexCoords[t+1][s] );
			qglVertex3fv( s_skyPoints[t+1][s] );
		}

		qglEnd();
	}
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:30,代码来源:tr_sky.cpp

示例2: Draw_Char

/*
================
Draw_Char

Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Char (int x, int y, int num)
{
	int				row, col;
	float			frow, fcol, size;

	num &= 255;
	
	if ( (num&127) == 32 )
		return;		// space

	if (y <= -8)
		return;			// totally off screen

	row = num>>4;
	col = num&15;

	frow = row*0.0625;
	fcol = col*0.0625;
	size = 0.0625;

	GL_Bind (draw_chars->texnum);

	qglBegin (GL_QUADS);
	qglTexCoord2f (fcol, frow);
	qglVertex2f (x, y);
	qglTexCoord2f (fcol + size, frow);
	qglVertex2f (x+8, y);
	qglTexCoord2f (fcol + size, frow + size);
	qglVertex2f (x+8, y+8);
	qglTexCoord2f (fcol, frow + size);
	qglVertex2f (x, y+8);
	qglEnd ();
}
开发者ID:Jaegermeiste,项目名称:quake2_322,代码行数:42,代码来源:gl_draw.c

示例3: Terrain_DrawFace

void Terrain_DrawFace( brush_t *brush, terrainFace_t *terraface ) {
	terrainMesh_t	*pm;
	terravert_t		a0;
	terravert_t		a1;
	terravert_t		a2;

	pm = brush->pTerrain;
   
	Terrain_GetTriangle( pm, terraface->index, &a0, &a1, &a2 );

	qglBindTexture( GL_TEXTURE_2D, terraface->texture->texture_number );
	qglBegin( GL_TRIANGLES );

	// first tri
	qglColor4fv( a0.rgba );
	qglTexCoord2fv( a0.tc );
	qglVertex3fv( a0.xyz );

	qglColor4fv( a1.rgba );
	qglTexCoord2fv( a1.tc );
	qglVertex3fv( a1.xyz );

	qglColor4fv( a2.rgba );
	qglTexCoord2fv( a2.tc );
	qglVertex3fv( a2.xyz );

	qglEnd ();
}
开发者ID:AeonGames,项目名称:AeonQuakeEngine,代码行数:28,代码来源:terrain.cpp

示例4: TryAddNewEdge

/*
====================
TryAddNewEdge

====================
*/
static	bool TryAddNewEdge( optVertex_t *v1, optVertex_t *v2, optIsland_t *island ) {
	optEdge_t	*e;

	// if the new edge crosses any other edges, don't add it
	for ( e = island->edges ; e ; e = e->islandLink ) {
		if ( EdgesCross( e->v1, e->v2, v1, v2 ) ) {
			return false;
		}
	}

	if ( dmapGlobals.drawflag ) {
		qglBegin( GL_LINES );
		qglColor3f( 0, ( 128 + orandom.RandomInt( 127 ) )/ 255.0, 0 );
		qglVertex3fv( v1->pv.ToFloatPtr() );
		qglVertex3fv( v2->pv.ToFloatPtr() );
		qglEnd();
		qglFlush();
	}
	// add it
	e = AllocEdge();

	e->islandLink = island->edges;
	island->edges = e;
	e->v1 = v1;
	e->v2 = v2;

	e->created = true;

	// link the edge to its verts
	LinkEdge( e );

	return true;
}
开发者ID:Salamek,项目名称:Shadow-of-Dust,代码行数:39,代码来源:optimize.cpp

示例5: DrawAllEdges

/*
================
DrawAllEdges
================
*/
static	void DrawAllEdges()
{
//	int		i;

	if( !dmapGlobals.drawflag )
	{
		return;
	}
	
#if 0
	Draw_ClearWindow();
	
	qglBegin( GL_LINES );
	for( i = 0 ; i < numOptEdges ; i++ )
	{
		if( optEdges[i].v1 == NULL )
		{
			continue;
		}
		qglColor3f( 1, 0, 0 );
		qglVertex3fv( optEdges[i].v1->pv.ToFloatPtr() );
		qglColor3f( 0, 0, 0 );
		qglVertex3fv( optEdges[i].v2->pv.ToFloatPtr() );
	}
	qglEnd();
	qglFlush();
	
//	GLimp_SwapBuffers();
#endif
}
开发者ID:BielBdeLuna,项目名称:RBDoom3BFG-mirrored,代码行数:35,代码来源:optimize.cpp

示例6: DrawSkySide

static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
	int s, t;

	GL_Bind( image );
	#ifdef HAVE_GLES
	GLfloat vtx[3*1024];	// arbitrary sized
	GLfloat tex[2*1024];
	int idx;
	
	GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
	GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
	if (glcol)
		qglDisableClientState(GL_COLOR_ARRAY);
	if (!text)
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	#endif

	for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
	{
#ifdef HAVE_GLES
		idx=0;
#else
		qglBegin( GL_TRIANGLE_STRIP );
#endif

		for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
		{
			#ifdef HAVE_GLES
			memcpy(tex+idx*2, s_skyTexCoords[t][s], sizeof(GLfloat)*2);
			memcpy(vtx+idx*3, s_skyPoints[t][s], sizeof(GLfloat)*3);
			idx++;
			memcpy(tex+idx*2, s_skyTexCoords[t+1][s], sizeof(GLfloat)*2);
			memcpy(vtx+idx*3, s_skyPoints[t+1][s], sizeof(GLfloat)*3);
			idx++;
			#else
			qglTexCoord2fv( s_skyTexCoords[t][s] );
			qglVertex3fv( s_skyPoints[t][s] );

			qglTexCoord2fv( s_skyTexCoords[t+1][s] );
			qglVertex3fv( s_skyPoints[t+1][s] );
			#endif
		}

		#ifdef HAVE_GLES
		//*TODO* Try to switch from many DrawArrays of GL_TRIANGLE_STRIP to a single DrawArrays of TRIANGLES to see if it perform better
		qglVertexPointer (3, GL_FLOAT, 0, vtx);
		qglTexCoordPointer(2, GL_FLOAT, 0, tex);
		qglDrawArrays(GL_TRIANGLE_STRIP, 0, idx);
		#else
		qglEnd();
		#endif
	}
	#ifdef HAVE_GLES
	if (glcol)
		qglEnableClientState(GL_COLOR_ARRAY);
	if (!text)
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	#endif
}
开发者ID:ptitSeb,项目名称:ioq3,代码行数:60,代码来源:tr_sky.c

示例7: DrawEdges

/*
================
DrawEdges
================
*/
static	void DrawEdges( optIsland_t* island )
{
//	optEdge_t	*edge;

	if( !dmapGlobals.drawflag )
	{
		return;
	}
	
#if 0
	Draw_ClearWindow();
	
	qglBegin( GL_LINES );
	for( edge = island->edges ; edge ; edge = edge->islandLink )
	{
		if( edge->v1 == NULL )
		{
			continue;
		}
		qglColor3f( 1, 0, 0 );
		qglVertex3fv( edge->v1->pv.ToFloatPtr() );
		qglColor3f( 0, 0, 0 );
		qglVertex3fv( edge->v2->pv.ToFloatPtr() );
	}
	qglEnd();
	qglFlush();
	
//	GLimp_SwapBuffers();
#endif
}
开发者ID:BielBdeLuna,项目名称:RBDoom3BFG-mirrored,代码行数:35,代码来源:optimize.cpp

示例8: Draw_Pic

/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, char *pic)
{
	image_t *gl;

	gl = Draw_FindPic (pic);
	if (!gl)
	{
		ri.Con_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
		return;
	}
	if (scrap_dirty)
		Scrap_Upload ();

	if ( ( ( gl_config.renderer == GL_RENDERER_MCD ) || ( gl_config.renderer & GL_RENDERER_RENDITION ) ) && !gl->has_alpha)
		qglDisable (GL_ALPHA_TEST);

	GL_Bind (gl->texnum);
	qglBegin (GL_QUADS);
	qglTexCoord2f (gl->sl, gl->tl);
	qglVertex2f (x, y);
	qglTexCoord2f (gl->sh, gl->tl);
	qglVertex2f (x+gl->width, y);
	qglTexCoord2f (gl->sh, gl->th);
	qglVertex2f (x+gl->width, y+gl->height);
	qglTexCoord2f (gl->sl, gl->th);
	qglVertex2f (x, y+gl->height);
	qglEnd ();

	if ( ( ( gl_config.renderer == GL_RENDERER_MCD ) || ( gl_config.renderer & GL_RENDERER_RENDITION ) )  && !gl->has_alpha)
		qglEnable (GL_ALPHA_TEST);
}
开发者ID:geekmaster,项目名称:stereo-quake,代码行数:36,代码来源:gl_draw.c

示例9: Draw_Fill

/*
 * ============= Draw_Fill
 *
 * Fills a box of pixels with a single color =============
 */
void
Draw_Fill(int x, int y, int w, int h, int c)
{
	union {
		unsigned	c;
		byte		v[4];
	} color;

	if ((unsigned)c > 255)
		ri.Sys_Error(ERR_FATAL, "Draw_Fill: bad color");

	qglDisable(GL_TEXTURE_2D);

	color.c = d_8to24table[c];

	qglColor3f(color.v[0] / 255.0, color.v[1] / 255.0, color.v[2] / 255.0);

	qglBegin(GL_QUADS);

	qglVertex2f(x, y);
	qglVertex2f(x + w, y);
	qglVertex2f(x + w, y + h);
	qglVertex2f(x, y + h);

	qglEnd();
	qglColor3f(1, 1, 1);
	qglEnable(GL_TEXTURE_2D);
}
开发者ID:ZwS,项目名称:qudos,代码行数:33,代码来源:gl_draw.c

示例10: Draw_TileClear

/*
 * ============= Draw_TileClear
 *
 * This repeats a 64*64 tile graphic to fill the screen around a sized down
 * refresh window. =============
 */
void
Draw_TileClear(int x, int y, int w, int h, char *pic)
{
	image_t        *image;

	image = Draw_FindPic(pic);
	if (!image) {
		ri.Con_Printf(PRINT_ALL, "Can't find pic: %s\n", pic);
		return;
	}
	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION)) && !image->has_alpha)
		qglDisable(GL_ALPHA_TEST);

	GL_Bind(image->texnum);
	qglBegin(GL_QUADS);
	qglTexCoord2f(x / 64.0, y / 64.0);
	qglVertex2f(x, y);
	qglTexCoord2f((x + w) / 64.0, y / 64.0);
	qglVertex2f(x + w, y);
	qglTexCoord2f((x + w) / 64.0, (y + h) / 64.0);
	qglVertex2f(x + w, y + h);
	qglTexCoord2f(x / 64.0, (y + h) / 64.0);
	qglVertex2f(x, y + h);
	qglEnd();

	if (((gl_config.renderer == GL_RENDERER_MCD) || (gl_config.renderer & GL_RENDERER_RENDITION)) && !image->has_alpha)
		qglEnable(GL_ALPHA_TEST);
}
开发者ID:ZwS,项目名称:qudos,代码行数:34,代码来源:gl_draw.c

示例11: DrawSkySideInner

static void DrawSkySideInner(struct image_s *image, const int mins[2], const int maxs[2])
{
	int s, t;

	GL_Bind(image);

	//qglDisable (GL_BLEND);
	qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	qglEnable(GL_BLEND);
	GL_TexEnv(GL_MODULATE);

	for (t = mins[1] + HALF_SKY_SUBDIVISIONS; t < maxs[1] + HALF_SKY_SUBDIVISIONS; t++)
	{
		qglBegin(GL_TRIANGLE_STRIP);

		for (s = mins[0] + HALF_SKY_SUBDIVISIONS; s <= maxs[0] + HALF_SKY_SUBDIVISIONS; s++)
		{
			qglTexCoord2fv(s_skyTexCoords[t][s]);
			qglVertex3fv(s_skyPoints[t][s]);

			qglTexCoord2fv(s_skyTexCoords[t + 1][s]);
			qglVertex3fv(s_skyPoints[t + 1][s]);
		}

		qglEnd();
	}

	qglDisable(GL_BLEND);
}
开发者ID:Classixz,项目名称:etlegacy,代码行数:29,代码来源:tr_sky.c

示例12: 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 ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}
	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglDisable (GL_CLIP_PLANE0);
	qglDisable (GL_CULL_FACE);

	GL_Bind( tr.whiteImage );

    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 );

	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
}
开发者ID:AlienHoboken,项目名称:Tremulous-W-Server,代码行数:43,代码来源:tr_shadows.c

示例13: Draw_Char

/*
 * ================ Draw_Char
 *
 * Draws one 8*8 graphics character with 0 being transparent. It can be clipped
 * to the top of the screen to allow the console to be smoothly scrolled off.
 * ================
 */
void
Draw_Char(int x, int y, int num, int alpha)
{
	int		row, col;
	float		frow, fcol, size;

	num &= 255;

	if (alpha >= 254)
		alpha = 254;
	else if (alpha <= 1)
		alpha = 1;

	if ((num & 127) == 32)
		return;		/* space */

	if (y <= -8)
		return;		/* totally off screen */

	row = num >> 4;
	col = num & 15;

	frow = row * 0.0625;
	fcol = col * 0.0625;
	size = 0.0625;

	{
		/* GLSTATE_DISABLE_ALPHATEST */
		qglDisable(GL_ALPHA_TEST);
		GL_TexEnv(GL_MODULATE);
		qglColor4ub(255, 255, 255, alpha);
		/* GLSTATE_ENABLE_BLEND */
		qglEnable(GL_BLEND);
		qglDepthMask(false);
	}

	GL_Bind(draw_chars->texnum);

	qglBegin(GL_QUADS);
	qglTexCoord2f(fcol, frow);
	qglVertex2f(x, y);
	qglTexCoord2f(fcol + size, frow);
	qglVertex2f(x + 8, y);
	qglTexCoord2f(fcol + size, frow + size);
	qglVertex2f(x + 8, y + 8);
	qglTexCoord2f(fcol, frow + size);
	qglVertex2f(x, y + 8);
	qglEnd();

	{
		qglDepthMask(true);
		GL_TexEnv(GL_REPLACE);
		/* GLSTATE_DISABLE_BLEND */
		qglDisable(GL_BLEND);
		qglColor4f(1,1,1,1);
		/* GLSTATE_ENABLE_ALPHATEST */
		qglEnable(GL_ALPHA_TEST);
	}
}
开发者ID:ZwS,项目名称:qudos,代码行数:66,代码来源:gl_draw.c

示例14: RB_STD_LightScale

/*
==================
RB_STD_LightScale

Perform extra blending passes to multiply the entire buffer by
a floating point value
==================
*/
void RB_STD_LightScale( void ) {
	float	v, f;

	if ( backEnd.overBright == 1.0f ) {
		return;
	}

	if ( r_skipLightScale.GetBool() ) {
		return;
	}

	// the scissor may be smaller than the viewport for subviews
	if ( r_useScissor.GetBool() ) {
		qglScissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
			backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
			backEnd.viewDef->scissor.x2 - backEnd.viewDef->scissor.x1 + 1,
			backEnd.viewDef->scissor.y2 - backEnd.viewDef->scissor.y1 + 1 );
		backEnd.currentScissor = backEnd.viewDef->scissor;
	}

	// full screen blends
	qglLoadIdentity();
	qglMatrixMode( GL_PROJECTION );
	qglPushMatrix();
	qglLoadIdentity();
	qglOrtho( 0, 1, 0, 1, -1, 1 );

	GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR );
	GL_Cull( CT_TWO_SIDED );	// so mirror views also get it
	globalImages->BindNull();
	qglDisable( GL_DEPTH_TEST );
	qglDisable( GL_STENCIL_TEST );

	v = 1;
	while ( idMath::Fabs( v - backEnd.overBright ) > 0.01 ) {	// a little extra slop
		f = backEnd.overBright / v;
		f /= 2;
		if ( f > 1 ) {
			f = 1;
		}
		qglColor3f( f, f, f );
		v = v * f * 2;

		qglBegin( GL_QUADS );
		qglVertex2f( 0,0 );
		qglVertex2f( 0,1 );
		qglVertex2f( 1,1 );
		qglVertex2f( 1,0 );
		qglEnd();
	}


	qglPopMatrix();
	qglEnable( GL_DEPTH_TEST );
	qglMatrixMode( GL_MODELVIEW );
	GL_Cull( CT_FRONT_SIDED );
}
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:65,代码来源:draw_common.cpp

示例15: RB_SetGL2D

/*
=============
RB_DrawRotatePic2
=============
*/
const void *RB_RotatePic2 ( const void *data ) 
{
	const rotatePicCommand_t	*cmd;
	image_t *image;
	shader_t *shader;

	cmd = (const rotatePicCommand_t *)data;

	shader = cmd->shader;

	if ( shader->stages[0] )
	{
		image = shader->stages[0]->bundle[0].image[0];

		if ( image ) 
		{
			if ( !backEnd.projection2D ) 
			{
				RB_SetGL2D();
			}

			// Get our current blend mode, etc.
			GL_State( shader->stages[0]->stateBits );

			qglColor4ubv( backEnd.color2D );
			qglPushMatrix();

			// rotation point is going to be around the center of the passed in coordinates
			qglTranslatef( cmd->x, cmd->y, 0 );
			qglRotatef( cmd->a, 0.0, 0.0, 1.0 );
			
			GL_Bind( image );
			qglBegin( GL_QUADS );
				qglTexCoord2f( cmd->s1, cmd->t1);
				qglVertex2f( -cmd->w * 0.5f, -cmd->h * 0.5f );

				qglTexCoord2f( cmd->s2, cmd->t1 );
				qglVertex2f( cmd->w * 0.5f, -cmd->h * 0.5f );

				qglTexCoord2f( cmd->s2, cmd->t2 );
				qglVertex2f( cmd->w * 0.5f, cmd->h * 0.5f );

				qglTexCoord2f( cmd->s1, cmd->t2 );
				qglVertex2f( -cmd->w * 0.5f, cmd->h * 0.5f );
			qglEnd();
			
			qglPopMatrix();

			// Hmmm, this is not too cool
			GL_State( GLS_DEPTHTEST_DISABLE |
				  GLS_SRCBLEND_SRC_ALPHA |
				  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
		}
	}

	return (const void *)(cmd + 1);
}
开发者ID:CairnTrenor,项目名称:OpenJK,代码行数:62,代码来源:tr_backend.cpp


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