本文整理汇总了C++中qglTexCoordPointer函数的典型用法代码示例。如果您正苦于以下问题:C++ qglTexCoordPointer函数的具体用法?C++ qglTexCoordPointer怎么用?C++ qglTexCoordPointer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qglTexCoordPointer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: DrawMultitextured
/*
===================
DrawMultitextured
output = t0 * t1 or t0 + t1
t0 = most upstream according to spec
t1 = most downstream according to spec
===================
*/
static void DrawMultitextured( shaderCommands_t *input, int stage ) {
shaderStage_t *pStage;
pStage = tess.xstages[stage];
GL_State( pStage->stateBits );
// this is an ugly hack to work around a GeForce driver
// bug with multitexture and clip planes
if ( backEnd.viewParms.isPortal ) {
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
//
// base
//
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
R_BindAnimatedImage( &pStage->bundle[0] );
//
// lightmap/secondary pass
//
GL_SelectTexture( 1 );
qglEnable( GL_TEXTURE_2D );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
if ( r_lightmap->integer ) {
GL_TexEnv( GL_REPLACE );
} else {
GL_TexEnv( tess.shader->multitextureEnv );
}
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );
R_BindAnimatedImage( &pStage->bundle[1] );
R_DrawElements( input->numIndexes, input->indexes );
//
// disable texturing on TEXTURE1, then select TEXTURE0
//
//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
示例2: RB_ShowImages
/*
===============
RB_ShowImages
Draw all the images to the screen, on top of whatever
was there. This is used to test for texture thrashing.
Also called by RE_EndRegistration
===============
*/
void RB_ShowImages( void ) {
int i;
image_t *image;
float x, y, w, h;
int start, end;
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
qglClear( GL_COLOR_BUFFER_BIT );
qglFinish();
start = ri.Milliseconds();
for ( i=0 ; i<tr.numImages ; i++ ) {
image = tr.images[i];
w = glConfig.vidWidth / 20;
h = glConfig.vidHeight / 15;
x = i % 20 * w;
y = i / 20 * h;
// show in proportional size in mode 2
if ( r_showImages->integer == 2 ) {
w *= image->uploadWidth / 512.0f;
h *= image->uploadHeight / 512.0f;
}
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();
*/
GLfloat texcoords[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.1f, 1.1f, 0.0f, 1.0f };
GLfloat vertices [] = { x, y, x + w, y, x + w, y + h, x, y + h };
qglEnableClientState (GL_VERTEX_ARRAY);
qglEnableClientState (GL_TEXTURE_COORD_ARRAY);
qglVertexPointer ( 2, GL_FLOAT, 0, vertices );
qglTexCoordPointer ( 2, GL_FLOAT, 0, vertices );
qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
}
qglFinish();
end = ri.Milliseconds();
ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
}
示例3: Gui_DrawCrosshair
void Gui_DrawCrosshair()
{
// TBI: actual ingame crosshair
BindWhiteTexture();
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, crosshairBuffer);
qglVertexPointer(2, GL_FLOAT, 8 * sizeof(GLfloat), (void *)0);
qglColorPointer(4, GL_FLOAT, 8 * sizeof(GLfloat), (void *)sizeof(GLfloat[2]));
qglTexCoordPointer(2, GL_FLOAT, 8 * sizeof(GLfloat), (void *)sizeof(GLfloat[6]));
qglDrawArrays(GL_LINES, 0, 4);
}
示例4: RB_IterateStagesGeneric
/*
** RB_IterateStagesGeneric
*/
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
int stage;
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
{
shaderStage_t *pStage = tess.xstages[stage];
if ( !pStage )
{
break;
}
ComputeColors( pStage );
ComputeTexCoords( pStage );
if ( !setArraysOnce )
{
qglEnableClientState( GL_COLOR_ARRAY );
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
}
//
// do multitexture
//
if ( pStage->bundle[1].image[0] != 0 )
{
DrawMultitextured( input, stage );
}
else
{
if ( !setArraysOnce )
{
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
}
//
// set state
//
R_BindAnimatedImage( &pStage->bundle[0] );
GL_State( pStage->stateBits );
//
// draw
//
R_DrawElements( input->numIndexes, input->indexes );
}
// allow skipping out to show just lightmaps during development
if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap ) )
{
break;
}
}
}
示例5: R_DrawSkyBox
/*
==============
R_DrawSkyBox
==============
*/
void R_DrawSkyBox( void ) {
static const int skytexorder[6] = {0,2,1,3,4,5};
vec5_t verts[4];
int i;
if( skyrotate ) {
// hack, forces full sky to draw when rotating
for( i = 0; i < 6; i++ ) {
skymins[0][i] = -1;
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
} else {
// check for no sky at all
for( i = 0; i < 6; i++ ) {
if( SKY_VISIBLE( i ) ) {
break;
}
}
if( i == 6 ) {
return; // nothing visible
}
}
qglPushMatrix ();
qglTranslatef (glr.fd.vieworg[0], glr.fd.vieworg[1], glr.fd.vieworg[2]);
if( skyrotate ) {
qglRotatef (glr.fd.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);
}
GL_TexEnv( GL_REPLACE );
GL_Bits( GLS_DEFAULT );
qglVertexPointer( 3, GL_FLOAT, 5*4, &verts[0][0] );
qglTexCoordPointer( 2, GL_FLOAT, 5*4, &verts[0][3] );
for( i = 0; i < 6; i++ ) {
if( !SKY_VISIBLE( i ) ) {
continue;
}
GL_BindTexture (sky_images[skytexorder[i]]);
MakeSkyVec (skymaxs[0][i], skymins[1][i], i, verts[0]);
MakeSkyVec (skymins[0][i], skymins[1][i], i, verts[1]);
MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, verts[2]);
MakeSkyVec (skymins[0][i], skymaxs[1][i], i, verts[3]);
qglDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
}
qglPopMatrix ();
}
示例6: RB_RenderTriangleSurface
/*
===============
RB_RenderTriangleSurface
Sets texcoord and vertex pointers
===============
*/
void RB_RenderTriangleSurface( const srfTriangles_t *tri ) {
if ( !tri->ambientCache ) {
RB_DrawElementsImmediate( tri );
return;
}
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
RB_DrawElementsWithCounters( tri );
}
示例7: 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
qglVertexPointer(3, GL_FLOAT, 0, vtx);
qglTexCoordPointer(2, GL_FLOAT, 0, tex);
qglDrawArrays(GL_TRIANGLE_STRIP, 0, idx);
#else
qglEnd();
#endif
}
}
示例8: DrawSkySideInner
static void DrawSkySideInner(struct image_s *image, const int mins[2], const int maxs[2])
{
int s, t;
GL_Bind(image);
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);
}
//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++)
{
idx = 0;
for (s = mins[0] + HALF_SKY_SUBDIVISIONS; s <= maxs[0] + HALF_SKY_SUBDIVISIONS; s++)
{
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++;
}
qglVertexPointer(3, GL_FLOAT, 0, vtx);
qglTexCoordPointer(2, GL_FLOAT, 0, tex);
qglDrawArrays(GL_TRIANGLE_STRIP, 0, idx);
}
qglDisable(GL_BLEND);
}
示例9: RB_FogPass
/*
===================
RB_FogPass
Blends a fog texture on top of everything else
===================
*/
static void RB_FogPass(void)
{
fog_t *fog;
int i;
// no fog pass in snooper
if (tr.refdef.rdflags & RDF_SNOOPERVIEW || tess.shader->noFog || !r_wolffog->integer)
{
return;
}
// no world, no fogging
if (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)
{
return;
}
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]);
fog = tr.world->fogs + tess.fogNum;
for (i = 0; i < tess.numVertexes; i++)
{
*( int * )&tess.svars.colors[i] = fog->shader->fogParms.colorInt;
}
RB_CalcFogTexCoords(( float * ) tess.svars.texcoords[0]);
GL_Bind(tr.fogImage);
if (tess.shader->fogPass == FP_EQUAL)
{
GL_State(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL);
}
else
{
GL_State(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
R_DrawElements(tess.numIndexes, tess.indexes);
}
示例10: DrawSkySide
static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
int s, t;
unsigned i;
vec3_t points[(SKY_SUBDIVISIONS+1) * (SKY_SUBDIVISIONS+1)];
float texcoords[(SKY_SUBDIVISIONS+1) * (SKY_SUBDIVISIONS+1) * 2];
GL_Bind( image );
for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
{
#ifndef GL_VERSION_ES_CM_1_0
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();
#else
for ( s = mins[0]+HALF_SKY_SUBDIVISIONS, i = 0; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++, i += 2 )
{
VectorCopy( s_skyPoints[t][s], points[i] );
VectorCopy( s_skyPoints[t+1][s], points[i+1] );
texcoords[i*2] = s_skyTexCoords[t][s][0];
texcoords[i*2+1] = s_skyTexCoords[t][s][1];
texcoords[i*2+2] = s_skyTexCoords[t+1][s][0];
texcoords[i*2+3] = s_skyTexCoords[t+1][s][1];
}
qglEnableClientState ( GL_VERTEX_ARRAY );
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer ( 2, GL_FLOAT, 0, texcoords );
qglVertexPointer ( 3, GL_FLOAT, 0, points );
qglDrawArrays( GL_TRIANGLE_STRIP, 0, i );
#endif
}
}
示例11: RB_HazePass
/*
===================
RB_HazePass
Blends a fog texture on top of everything but the skybox
===================
*/
static void RB_HazePass( void ) {
int i;
unsigned int color[3], colorInt;
// TODO; Get color from worlspawn. Use black for now.
color[0] = 0;
color[1] = 0;
color[2] = 0;
colorInt = ColorBytes4( color[0] * tr.identityLight, color[1] * tr.identityLight, color[2] * tr.identityLight, 1.0 );
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] );
//fog = tr.world->fogs + tess.fogNum;
for ( i = 0; i < tess.numVertexes; i++ ) {
* ( int * )&tess.svars.colors[i] = colorInt;
}
RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );
GL_Bind( tr.fogImage );
if ( tess.shader->fogPass == FP_EQUAL ) {
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
} else {
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
}
R_DrawElements( tess.numIndexes, tess.indexes );
}
示例12: RB_PrepareStageTexturing
/*
================
RB_PrepareStageTexturing
================
*/
void RB_PrepareStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) {
// set privatePolygonOffset if necessary
if ( pStage->privatePolygonOffset ) {
qglEnable( GL_POLYGON_OFFSET_FILL );
qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
}
// set the texture matrix if needed
if ( pStage->texture.hasMatrix ) {
RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
}
// texgens
if ( pStage->texture.texgen == TG_DIFFUSE_CUBE ) {
qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
}
if ( pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
}
if ( pStage->texture.texgen == TG_SCREEN ) {
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
float mat[16], plane[4];
myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
plane[0] = mat[0];
plane[1] = mat[4];
plane[2] = mat[8];
plane[3] = mat[12];
qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
plane[0] = mat[1];
plane[1] = mat[5];
plane[2] = mat[9];
plane[3] = mat[13];
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
plane[0] = mat[3];
plane[1] = mat[7];
plane[2] = mat[11];
plane[3] = mat[15];
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
}
if ( pStage->texture.texgen == TG_SCREEN2 ) {
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
float mat[16], plane[4];
myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
plane[0] = mat[0];
plane[1] = mat[4];
plane[2] = mat[8];
plane[3] = mat[12];
qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
plane[0] = mat[1];
plane[1] = mat[5];
plane[2] = mat[9];
plane[3] = mat[13];
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
plane[0] = mat[3];
plane[1] = mat[7];
plane[2] = mat[11];
plane[3] = mat[15];
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
}
if ( pStage->texture.texgen == TG_GLASSWARP ) {
if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP );
qglEnable( GL_FRAGMENT_PROGRAM_ARB );
GL_SelectTexture( 2 );
globalImages->scratchImage->Bind();
GL_SelectTexture( 1 );
globalImages->scratchImage2->Bind();
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
float mat[16], plane[4];
myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
plane[0] = mat[0];
plane[1] = mat[4];
plane[2] = mat[8];
plane[3] = mat[12];
//.........这里部分代码省略.........
示例13: RB_STD_T_RenderShaderPasses
/*
==================
RB_STD_T_RenderShaderPasses
This is also called for the generated 2D rendering
==================
*/
void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
int stage;
const idMaterial *shader;
const shaderStage_t *pStage;
const float *regs;
float color[4];
const srfTriangles_t *tri;
tri = surf->geo;
shader = surf->material;
if ( !shader->HasAmbient() ) {
return;
}
if ( shader->IsPortalSky() ) {
return;
}
// change the matrix if needed
if ( surf->space != backEnd.currentSpace ) {
qglLoadMatrixf( surf->space->modelViewMatrix );
backEnd.currentSpace = surf->space;
RB_SetProgramEnvironmentSpace();
}
// change the scissor if needed
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
backEnd.currentScissor = surf->scissorRect;
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
}
// some deforms may disable themselves by setting numIndexes = 0
if ( !tri->numIndexes ) {
return;
}
if ( !tri->ambientCache ) {
common->Printf( "RB_T_RenderShaderPasses: !tri->ambientCache\n" );
return;
}
// get the expressions for conditionals / color / texcoords
regs = surf->shaderRegisters;
// set face culling appropriately
GL_Cull( shader->GetCullType() );
// set polygon offset if necessary
if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
qglEnable( GL_POLYGON_OFFSET_FILL );
qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
if ( surf->space->weaponDepthHack ) {
RB_EnterWeaponDepthHack();
}
if ( surf->space->modelDepthHack != 0.0f ) {
RB_EnterModelDepthHack( surf->space->modelDepthHack );
}
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
pStage = shader->GetStage(stage);
// check the enable condition
if ( regs[ pStage->conditionRegister ] == 0 ) {
continue;
}
// skip the stages involved in lighting
if ( pStage->lighting != SL_AMBIENT ) {
continue;
}
// skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks
if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) ) {
continue;
}
// see if we are a new-style stage
newShaderStage_t *newStage = pStage->newStage;
if ( newStage ) {
//--------------------------
//
// new style stages
//.........这里部分代码省略.........
示例14: RB_T_FillDepthBuffer
/*
==================
RB_T_FillDepthBuffer
==================
*/
void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
int stage;
const idMaterial *shader;
const shaderStage_t *pStage;
const float *regs;
float color[4];
const srfTriangles_t *tri;
tri = surf->geo;
shader = surf->material;
// update the clip plane if needed
if ( backEnd.viewDef->numClipPlanes && surf->space != backEnd.currentSpace ) {
GL_SelectTexture( 1 );
idPlane plane;
R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.viewDef->clipPlanes[0], plane );
plane[3] += 0.5; // the notch is in the middle
qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane.ToFloatPtr() );
GL_SelectTexture( 0 );
}
if ( !shader->IsDrawn() ) {
return;
}
// some deforms may disable themselves by setting numIndexes = 0
if ( !tri->numIndexes ) {
return;
}
// translucent surfaces don't put anything in the depth buffer and don't
// test against it, which makes them fail the mirror clip plane operation
if ( shader->Coverage() == MC_TRANSLUCENT ) {
return;
}
if ( !tri->ambientCache ) {
common->Printf( "RB_T_FillDepthBuffer: !tri->ambientCache\n" );
return;
}
// get the expressions for conditionals / color / texcoords
regs = surf->shaderRegisters;
// if all stages of a material have been conditioned off, don't do anything
for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
pStage = shader->GetStage(stage);
// check the stage enable condition
if ( regs[ pStage->conditionRegister ] != 0 ) {
break;
}
}
if ( stage == shader->GetNumStages() ) {
return;
}
// set polygon offset if necessary
if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
qglEnable( GL_POLYGON_OFFSET_FILL );
qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
// subviews will just down-modulate the color buffer by overbright
if ( shader->GetSort() == SS_SUBVIEW ) {
GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS );
color[0] =
color[1] =
color[2] = ( 1.0 / backEnd.overBright );
color[3] = 1;
} else {
// others just draw black
color[0] = 0;
color[1] = 0;
color[2] = 0;
color[3] = 1;
}
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
bool drawSolid = false;
if ( shader->Coverage() == MC_OPAQUE ) {
drawSolid = true;
}
// we may have multiple alpha tested stages
if ( shader->Coverage() == MC_PERFORATED ) {
// if the only alpha tested stages are condition register omitted,
// draw a normal opaque surface
bool didDraw = false;
//.........这里部分代码省略.........
示例15: RB_FinishStageTexturing
/*
================
RB_FinishStageTexturing
================
*/
void RB_FinishStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) {
// unset privatePolygonOffset if necessary
if ( pStage->privatePolygonOffset && !surf->material->TestMaterialFlag(MF_POLYGONOFFSET) ) {
qglDisable( GL_POLYGON_OFFSET_FILL );
}
if ( pStage->texture.texgen == TG_DIFFUSE_CUBE || pStage->texture.texgen == TG_SKYBOX_CUBE
|| pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
}
if ( pStage->texture.texgen == TG_SCREEN ) {
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
}
if ( pStage->texture.texgen == TG_SCREEN2 ) {
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
}
if ( pStage->texture.texgen == TG_GLASSWARP ) {
if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
GL_SelectTexture( 2 );
globalImages->BindNull();
GL_SelectTexture( 1 );
if ( pStage->texture.hasMatrix ) {
RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
}
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
globalImages->BindNull();
GL_SelectTexture( 0 );
}
}
if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
if ( tr.backEndRenderer == BE_ARB2 ) {
// see if there is also a bump map specified
const shaderStage_t *bumpStage = surf->material->GetBumpStage();
if ( bumpStage ) {
// per-pixel reflection mapping with bump mapping
GL_SelectTexture( 1 );
globalImages->BindNull();
GL_SelectTexture( 0 );
qglDisableVertexAttribArrayARB( 9 );
qglDisableVertexAttribArrayARB( 10 );
} else {
// per-pixel reflection mapping without bump mapping
}
qglDisableClientState( GL_NORMAL_ARRAY );
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
qglDisable( GL_VERTEX_PROGRAM_ARB );
// Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed.
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 );
} else {
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 ( pStage->texture.hasMatrix ) {
qglMatrixMode( GL_TEXTURE );
qglLoadIdentity();
qglMatrixMode( GL_MODELVIEW );
}
}