本文整理汇总了C++中qglLoadIdentity函数的典型用法代码示例。如果您正苦于以下问题:C++ qglLoadIdentity函数的具体用法?C++ qglLoadIdentity怎么用?C++ qglLoadIdentity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qglLoadIdentity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: RB_SetGL2D
/*
================
RB_SetGL2D
================
*/
void RB_SetGL2D (void) {
if ( tess.numIndexes | tess.numVertexes )
Com_Printf(" Going 2d with verts?" );
backEnd.projection2D = qtrue;
backEnd.currentModel = 0;
// 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, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
GL_State( GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_CLIP_PLANE0 );
// set time for 2D shaders
// tess.shaderTime = ri.Milliseconds();
}
示例2: RB_FinishStageTexture
/*
======================
RB_FinishStageTexture
======================
*/
void RB_FinishStageTexture( const textureStage_t *texture, const drawSurf_t *surf ) {
if ( texture->texgen == TG_DIFFUSE_CUBE || texture->texgen == TG_SKYBOX_CUBE
|| texture->texgen == TG_WOBBLESKY_CUBE ) {
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ),
(void *)&(((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->st) );
}
if ( texture->texgen == TG_REFLECT_CUBE ) {
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_R );
qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglDisableClientState( GL_NORMAL_ARRAY );
qglMatrixMode( GL_TEXTURE );
qglLoadIdentity();
qglMatrixMode( GL_MODELVIEW );
}
if ( texture->hasMatrix ) {
qglMatrixMode( GL_TEXTURE );
qglLoadIdentity();
qglMatrixMode( GL_MODELVIEW );
}
}
示例3: RB_SetGL2D
/*
================
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, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity();
GL_State(GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_FOG); //----(SA) added
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;
}
示例4: 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 );
}
示例5: R_BloomScreen
/*
=================
R_BloomScreen
=================
*/
void R_BloomScreen( void )
{
if( !r_bloom->integer )
return;
if(r_bloom_sky_only->integer)
return;
if ( backEnd.doneBloom )
return;
if ( !backEnd.doneSurfaces )
return;
backEnd.doneBloom = qtrue;
if( !bloom.started ) {
R_Bloom_InitTextures();
if( !bloom.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
#if 0
// set up full screen workspace
GL_TexEnv( GL_MODULATE );
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
GL_Cull( CT_TWO_SIDED );
#endif
qglColor4f( 1, 1, 1, 1 );
//Backup the old screen in a texture
R_Bloom_BackupScreen();
// create the bloom texture using one of a few methods
if(r_bloom_cascade->integer)
R_Bloom_Cascaded();
else
R_Bloom_WarsowEffect ();
// R_Bloom_CreateEffect();
// restore the screen-backup to the screen
R_Bloom_RestoreScreen();
// Do the final pass using the bloom texture for the final effect
R_Bloom_DrawEffect ();
// LEILEI - Lens Bloom Hack
// The concept of this is to inverse the coordinates on both X and Y,
// then scale outward using the offset value applied, as well as the modulated color
// applied to give a rainbow streak effect. Most effective with high bloom darkness
// values.
if(r_bloom_reflection->integer)
R_Bloom_LensEffect ();
}
示例6: GetDC
void idGLWidget::OnPaint()
{
if (!initialized)
{
CDC *dc = GetDC();
QEW_SetupPixelFormat(dc->m_hDC);
ReleaseDC(dc);
initialized = true;
}
CPaintDC dc(this); // device context for painting
CRect rect;
GetClientRect(rect);
if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC))
{
}
qglViewport(0, 0, rect.Width(), rect.Height());
qglScissor(0, 0, rect.Width(), rect.Height());
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_BLEND);
qglOrtho(0, rect.Width(), 0, rect.Height(), -256, 256);
if (drawable)
{
drawable->draw(1, 1, rect.Width()-1, rect.Height()-1);
}
else
{
qglViewport(0, 0, rect.Width(), rect.Height());
qglScissor(0, 0, rect.Width(), rect.Height());
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
qwglSwapBuffers(dc);
qglFlush();
qwglMakeCurrent(win32.hDC, win32.hGLRC);
}
示例7: qglMatrixMode
void CMistyFog2::Render(CWorldEffectsSystem *system)
{
if (mFadeAlpha <= 0.0)
{
return;
}
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
MYgluPerspective (80.0, 1.0, 4, 2048.0);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglRotatef (-90, 1, 0, 0); // put Z going up
qglRotatef (90, 0, 0, 1); // put Z going up
qglRotatef (0, 1, 0, 0);
qglRotatef (-90, 0, 1, 0);
qglRotatef (-90, 0, 0, 1);
qglDisable(GL_TEXTURE_2D);
GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_ONE);
qglShadeModel (GL_SMOOTH);
qglColorPointer(4, GL_FLOAT, 0, mColors);
qglEnableClientState(GL_COLOR_ARRAY);
qglVertexPointer( 3, GL_FLOAT, 0, mVerts );
qglEnableClientState(GL_VERTEX_ARRAY);
if (qglLockArraysEXT)
{
qglLockArraysEXT(0, MISTYFOG_HEIGHT*MISTYFOG_WIDTH);
}
qglDrawElements(GL_QUADS, (MISTYFOG_HEIGHT-1)*(MISTYFOG_WIDTH-1)*4, GL_UNSIGNED_INT, mIndexes);
if ( qglUnlockArraysEXT )
{
qglUnlockArraysEXT();
}
qglDisableClientState(GL_COLOR_ARRAY);
// qglDisableClientState(GL_VERTEX_ARRAY); backend doesn't ever re=enable this properly
qglPopMatrix();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW); // bug somewhere in the backend which requires this
}
示例8: GL_LoadIdentity
/*
==================
GL_LoadIdentity
==================
*/
void GL_LoadIdentity (uint mode){
switch (mode){
case GL_PROJECTION:
if (glState.projectionMatrixIdentity)
return;
glState.projectionMatrixIdentity = true;
break;
case GL_MODELVIEW:
if (glState.modelviewMatrixIdentity)
return;
glState.modelviewMatrixIdentity = true;
break;
case GL_TEXTURE:
if (glState.textureMatrixIdentity[glState.texUnit])
return;
glState.textureMatrixIdentity[glState.texUnit] = true;
break;
}
qglMatrixMode(mode);
qglLoadIdentity();
}
示例9: 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 );
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 );
if (planeZeroBack)
{
qglEnable (GL_CLIP_PLANE0);
}
qglPopMatrix();
#endif // VV_LIGHTING && _XBOX
}
示例10: 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 );
}
示例11: GLRB_ResetState3D
void GLRB_ResetState3D( void )
{
// @pjb: todo
qglLoadIdentity();
GL_State( GLS_DEFAULT );
}
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);
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);
}
GLfloat vtx[] =
{
-100, 100, -10,
100, 100, -10,
100, -100, -10,
-100, -100, -10
};
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);
}
qglColor4f(1, 1, 1, 1);
qglDisable(GL_STENCIL_TEST);
}
示例13: GLRB_ResetState2D
void GLRB_ResetState2D( void )
{
qglLoadIdentity();
GL_State( GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_CLIP_PLANE0 );
}
示例14: RB_SetGL2D
/*
=============
RB_SetGL2D
This is not used by the normal game paths, just by some tools
=============
*/
void RB_SetGL2D( void ) {
// set 2D virtual screen size
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
if ( r_useScissor.GetBool() ) {
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity();
qglOrtho( 0, 640, 480, 0, 0, 1 ); // always assume 640x480 virtual coordinates
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
GL_State( GLS_DEPTHFUNC_ALWAYS |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_DEPTH_TEST );
qglDisable( GL_STENCIL_TEST );
}
示例15: qglViewport
void idGLDrawableView::draw(int x, int y, int w, int h)
{
int i;
renderView_t refdef;
const idMaterial *mat = material;
if (mat)
{
qglViewport(x, y, w, h);
qglScissor(x, y, w, h);
qglMatrixMode(GL_PROJECTION);
qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
qglClear(GL_COLOR_BUFFER_BIT);
UpdateLights();
// render it
renderSystem->BeginFrame(w, h);
memset( &refdef, 0, sizeof( refdef ) );
UpdateCamera( &refdef );
// Copy global shaderparms to view
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ )
{
refdef.shaderParms[ i ] = globalParms[ i ];
}
refdef.width = SCREEN_WIDTH;
refdef.height = SCREEN_HEIGHT;
refdef.fov_x = 90;
refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;
refdef.time = eventLoop->Milliseconds();
world->RenderScene( &refdef );
if ( showLights )
{
drawLights( &refdef );
}
renderSystem->EndFrame( NULL, NULL );
world->DebugClearLines( refdef.time );
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
}
}