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C++ qglStencilOp函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中qglStencilOp函数的典型用法代码示例。如果您正苦于以下问题:C++ qglStencilOp函数的具体用法?C++ qglStencilOp怎么用?C++ qglStencilOp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qglStencilOp函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GLRB_ShadowSilhouette

void GLRB_ShadowSilhouette( const float* edges, int edgeCount )
{
	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
	GL_Cull( CT_BACK_SIDED ); // @pjb: resolves to GL_FRONT if to mirror flag is set
	qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );

	RenderShadowEdges( edges, edgeCount );

	GL_Cull( CT_FRONT_SIDED ); // @pjb: resolves to GL_BACK due to mirror flag is set
	qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );

	RenderShadowEdges( edges, edgeCount );

	// reenable writing to the color buffer
	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:27,代码来源:gl_shadows.c


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 );

	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
}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:70,代码来源:tr_shadows.cpp


示例3: RB_StencilSurf

// stencil_surf0: clear stencil; draw, incrementing stencil where stencil == 0
// stencil_surf1: draw, incrementing stencil where stencil == 1
// ...
// stencil_surfN: draw, incrementing stencil where stencil == N
// draw_surfN: disable stencil write, color where stencil == N+1
// ...
// draw_surf1: color where stencil == 2
// draw_surf0: color where stencil == 1, disable stencil test
void const* RB_StencilSurf(void const* data)
{
    stencilSurfCommand_t const* const cmd = (stencilSurfCommand_t const* const)data;

    // Finish any 2D drawing if needed
    if(tess.numIndexes)
        RB_EndSurface();

    backEnd.refdef = cmd->refdef;
    backEnd.viewParms = cmd->viewParms;

    if(r_subviewStencil->integer)
    {
        // First stencil surface for this view
        if(0 == backEnd.stencil_level)
        {
            assert(qfalse == backEnd.stencil_draw);
            qglClear(GL_STENCIL_BUFFER_BIT);
            qglEnable(GL_STENCIL_TEST);
            backEnd.stencil_test = qtrue;
            // sfail/dpfail: KEEP, dppass: INCR
            qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
            backEnd.stencil_draw = qtrue;
        }

        qglStencilFunc(GL_EQUAL, backEnd.stencil_level, ~0U);
        backEnd.stencil_level++;

        RB_RenderDrawSurfList(cmd->drawSurf, 1);
        backEnd.pc.c_stencilSurfaces++;
    }

    return cmd + 1;
}
开发者ID:asvo,项目名称:quake3.gpl.old,代码行数:42,代码来源:tr_backend.c


示例4: RB_StencilShadowPass

/*
=====================
RB_StencilShadowPass

Stencil test should already be enabled, and the stencil buffer should have
been set to 128 on any surfaces that might receive shadows
=====================
*/
void RB_StencilShadowPass(const drawSurf_t *drawSurfs)
{
	if (!r_shadows.GetBool()) {
		return;
	}

	if (!drawSurfs) {
		return;
	}

	RB_LogComment("---------- RB_StencilShadowPass ----------\n");

	globalImages->BindNull();
	qglDisableClientState(GL_TEXTURE_COORD_ARRAY);

	// for visualizing the shadows
	if (r_showShadows.GetInteger()) {
		if (r_showShadows.GetInteger() == 2) {
			// draw filled in
			GL_State(GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS);
		} else {
			// draw as lines, filling the depth buffer
			GL_State(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS);
		}
	} else {
		// don't write to the color buffer, just the stencil buffer
		GL_State(GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS);
	}

	if (r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat()) {
		qglPolygonOffset(r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat());
		qglEnable(GL_POLYGON_OFFSET_FILL);
	}

	qglStencilFunc(GL_ALWAYS, 1, 255);

	if (glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool()) {
		qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
	}

	RB_RenderDrawSurfChainWithFunction(drawSurfs, RB_T_Shadow);

	GL_Cull(CT_FRONT_SIDED);

	if (r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat()) {
		qglDisable(GL_POLYGON_OFFSET_FILL);
	}

	if (glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool()) {
		qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
	}

	qglEnableClientState(GL_TEXTURE_COORD_ARRAY);

	qglStencilFunc(GL_GEQUAL, 128, 255);
	qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:65,代码来源:draw_common.cpp


示例5: RB_STD_FogAllLights

/*
==================
RB_STD_FogAllLights
==================
*/
void RB_STD_FogAllLights( void ) {
	viewLight_t	*vLight;

	if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
		 || backEnd.viewDef->isXraySubview /* dont fog in xray mode*/
		 ) {
		return;
	}

	qglDisable( GL_STENCIL_TEST );

	for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
		backEnd.vLight = vLight;

		if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) {
			continue;
		}

#if 0 // _D3XP disabled that
		if ( r_ignore.GetInteger() ) {
			// we use the stencil buffer to guarantee that no pixels will be
			// double fogged, which happens in some areas that are thousands of
			// units from the origin
			backEnd.currentScissor = vLight->scissorRect;
			if ( r_useScissor.GetBool() ) {
				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 );
			}
			qglClear( GL_STENCIL_BUFFER_BIT );

			qglEnable( GL_STENCIL_TEST );

			// only pass on the cleared stencil values
			qglStencilFunc( GL_EQUAL, 128, 255 );

			// when we pass the stencil test and depth test and are going to draw,
			// increment the stencil buffer so we don't ever draw on that pixel again
			qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
		}
#endif

		if ( vLight->lightShader->IsFogLight() ) {
			RB_FogPass( vLight->globalInteractions, vLight->localInteractions );
		} else if ( vLight->lightShader->IsBlendLight() ) {
			RB_BlendLight( vLight->globalInteractions, vLight->localInteractions );
		}
		qglDisable( GL_STENCIL_TEST );
	}

	qglEnable( GL_STENCIL_TEST );
}
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:58,代码来源:draw_common.cpp


示例6: GL_StencilOp

/*
 ==================
 GL_StencilOp
 ==================
*/
void GL_StencilOp (uint fail, uint zFail, uint zPass){

	if (glState.stencilOpFail[0] == fail && glState.stencilOpFail[1] == fail && glState.stencilOpZFail[0] == zFail && glState.stencilOpZFail[1] == zFail && glState.stencilOpZPass[0] == zPass && glState.stencilOpZPass[1] == zPass)
		return;

	glState.stencilOpFail[0] = fail;
	glState.stencilOpFail[1] = fail;
	glState.stencilOpZFail[0] = zFail;
	glState.stencilOpZFail[1] = zFail;
	glState.stencilOpZPass[0] = zPass;
	glState.stencilOpZPass[1] = zPass;

	qglStencilOp(fail, zFail, zPass);
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:19,代码来源:r_glState.c


示例7: GLRB_SetOverdrawMeasureEnabled

void GLRB_SetOverdrawMeasureEnabled( qboolean enabled )
{
    if ( !enabled )
    {
        qglDisable( GL_STENCIL_TEST );
    }
    else
    {
		qglEnable( GL_STENCIL_TEST );
		qglStencilMask( ~0U );
		qglClearStencil( 0U );
		qglStencilFunc( GL_ALWAYS, 0U, ~0U );
		qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
    }
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:15,代码来源:gl_driver.c


示例8: RB_MaskTessEnd

void RB_MaskTessEnd( void ) {
    shaderCommands_t *input;

    input = &tess;

    //qglClear( GL_COLOR_BUFFER_BIT );

    qglColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
    qglDepthMask(GL_FALSE);

    qglEnable(GL_STENCIL_TEST);
    qglClearStencil(0);
    qglClear(GL_STENCIL_BUFFER_BIT);

    qglStencilFunc(GL_ALWAYS,1,1);
    qglStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);

    tess.currentStageIteratorFunc();

    qglDepthMask(GL_TRUE);
    qglColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
    qglStencilFunc(GL_EQUAL,1,1);
    qglStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
}
开发者ID:redrumrobot,项目名称:quakeconstruct,代码行数:24,代码来源:tr_shade.c


示例9: RB_EndSurface

/*
=============
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;

    if(r_subviewStencil->integer)
    {
        assert(backEnd.stencil_level == cmd->viewParms.subview_level);
        if(qtrue == backEnd.stencil_draw)
        {
            qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
            backEnd.stencil_draw = qfalse;
        }

        if(backEnd.stencil_level)
        {
            // pass if: backEnd.stencil_level <= stencil
            qglStencilFunc(GL_LEQUAL, backEnd.stencil_level, ~0U);
            backEnd.stencil_level--;
        }
    }

	RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );

    if(r_subviewStencil->integer)
    {
        if(backEnd.stencil_test && 0 == backEnd.stencil_level)
        {
            qglDisable(GL_STENCIL_TEST);
            backEnd.stencil_test = qfalse;
        }
    }

	return (const void *)(cmd + 1);
}
开发者ID:asvo,项目名称:quake3.gpl.old,代码行数:49,代码来源:tr_backend.c


示例10: RB_SetGLDefaults

/*
* RB_SetGLDefaults
*/
static void RB_SetGLDefaults( void )
{
	if( glConfig.stencilBits )
	{
		qglStencilMask( ( GLuint ) ~0 );
		qglStencilFunc( GL_EQUAL, 128, 0xFF );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
	}

	qglDisable( GL_CULL_FACE );
	qglFrontFace( GL_CCW );
	qglDisable( GL_BLEND );
	qglDepthFunc( GL_LEQUAL );
	qglDepthMask( GL_FALSE );
	qglDisable( GL_POLYGON_OFFSET_FILL );
	qglPolygonOffset( -1.0f, 0.0f ); // units will be handled by RB_DepthOffset
	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	qglEnable( GL_DEPTH_TEST );
#ifndef GL_ES_VERSION_2_0
	qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
#endif
	qglFrontFace( GL_CCW );
}
开发者ID:cfr,项目名称:qfusion,代码行数:26,代码来源:r_backend.c


示例11: RB_DoShadowTessEnd


//.........这里部分代码省略.........
			d = planeEq[0]*lightPos[0]+
				planeEq[1]*lightPos[1]+
				planeEq[2]*lightPos[2]+
				planeEq[3];
		}

		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 ] );
	}

	GL_Bind( tr.whiteImage );
	//qglEnable( GL_CULL_FACE );
	GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

#ifndef _DEBUG_STENCIL_SHADOWS
	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 );
#else
	qglColor3f( 1.0f, 0.0f, 0.0f );
	qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	//qglDisable(GL_DEPTH_TEST);
#endif

#ifdef _STENCIL_REVERSE
	qglDepthFunc(GL_LESS);

	//now using the Carmack Reverse<tm> -rww
	if ( backEnd.viewParms.isMirror ) {
		//qglCullFace( GL_BACK );
		GL_Cull(CT_BACK_SIDED);
		qglStencilOp( GL_KEEP, GL_INCR, GL_KEEP );

		R_RenderShadowEdges();

		//qglCullFace( GL_FRONT );
		GL_Cull(CT_FRONT_SIDED);
		qglStencilOp( GL_KEEP, GL_DECR, GL_KEEP );

		R_RenderShadowEdges();
	} else {
		//qglCullFace( GL_FRONT );
		GL_Cull(CT_FRONT_SIDED);
		qglStencilOp( GL_KEEP, GL_INCR, GL_KEEP );

		R_RenderShadowEdges();

		//qglCullFace( GL_BACK );
		GL_Cull(CT_BACK_SIDED);
		qglStencilOp( GL_KEEP, GL_DECR, GL_KEEP );

		R_RenderShadowEdges();
	}

	qglDepthFunc(GL_LEQUAL);
#else
	// 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();
	}
#endif

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

#ifdef _DEBUG_STENCIL_SHADOWS
	qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
#endif // _XBOX
}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:101,代码来源:tr_shadows.cpp


示例12: 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;

	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_ext_texture_filter_anisotropic->modified) {
		R_IssuePendingRenderCommands();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
		r_ext_texture_filter_anisotropic->modified = qfalse;
	}

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

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

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

		R_IssuePendingRenderCommands();
        if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
            Com_Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
        }
    }

	//
	// draw buffer stuff
	//
	cmd = (drawBufferCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_DRAW_BUFFER;

	if ( glConfig.stereoEnabled ) {
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
//.........这里部分代码省略.........
开发者ID:Wookiee-,项目名称:jaPRO,代码行数:101,代码来源:tr_cmds.cpp


示例13: edge

/*
=================
RB_ShadowTessEnd

triangleFromEdge[ v1 ][ v2 ]


  set triangle from edge( v1, v2, tri )
  if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
  }
=================
*/
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
	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 );
//.........这里部分代码省略.........
开发者ID:JackalFrost,项目名称:RTCW-WSGF,代码行数:101,代码来源:tr_shadows.c


示例14: 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;
	}

#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();
}
开发者ID:deathsythe47,项目名称:jaMME,代码行数:87,代码来源:tr_shadows.cpp


示例15: edge

/*
=================
RB_ShadowTessEnd

triangleFromEdge[ v1 ][ v2 ]


  set triangle from edge( v1, v2, tri )
  if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
  }
=================
*/
void RB_ShadowTessEnd( void ) {
	int		i;
	int		numTris;
	vec3_t	lightDir;
	GLboolean rgba[4];

	// 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
	qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
	qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );

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

	#ifdef HAVE_GLES
	qglVertexPointer (3, GL_FLOAT, 16, tess.xyz);
	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 );
	#endif
	// 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 );
//.........这里部分代码省略.........
开发者ID:ptitSeb,项目名称:SmokinGuns,代码行数:101,代码来源:tr_shadows.c


示例16: RB_DistortionFill

void RB_DistortionFill(void)
{
	float alpha = tr_distortionAlpha;
	float spost = 0.0f;
	float spost2 = 0.0f;

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

	//ok, cap the stupid thing now I guess
	if (!tr_distortionPrePost)
	{
		RB_CaptureScreenImage();
	}

	qglEnable(GL_STENCIL_TEST);
	qglStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
	qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

	qglDisable (GL_CLIP_PLANE0);
	GL_Cull( CT_TWO_SIDED );

	//reset the view matrices and go into ortho mode
	qglMatrixMode(GL_PROJECTION);
	qglPushMatrix();
	qglLoadIdentity();
	qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 32, -1, 1);
	qglMatrixMode(GL_MODELVIEW);
	qglPushMatrix();
	qglLoadIdentity();

	if (tr_distortionStretch)
	{ //override
		spost = tr_distortionStretch;
		spost2 = tr_distortionStretch;
	}
	else
	{ //do slow stretchy effect
		spost = sin(tr.refdef.time*0.0005f);
		if (spost < 0.0f)
		{
			spost = -spost;
		}
		spost *= 0.2f;

		spost2 = sin(tr.refdef.time*0.0005f);
		if (spost2 < 0.0f)
		{
			spost2 = -spost2;
		}
		spost2 *= 0.08f;
	}

	if (alpha != 1.0f)
	{ //blend
		GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
	}
	else
	{ //be sure to reset the draw state
		GL_State(0);
	}

#ifdef _XBOX
	qglBeginEXT(GL_QUADS, 4, 0, 0, 4, 0);
#else
	qglBegin(GL_QUADS);
#endif // _XBOX
		qglColor4f(1.0f, 1.0f, 1.0f, alpha);
		qglTexCoord2f(0+spost2, 1-spost);
		qglVertex2f(0, 0);

		qglTexCoord2f(0+spost2, 0+spost);
		qglVertex2f(0, glConfig.vidHeight);

		qglTexCoord2f(1-spost2, 0+spost);
		qglVertex2f(glConfig.vidWidth, glConfig.vidHeight);

		qglTexCoord2f(1-spost2, 1-spost);
		qglVertex2f(glConfig.vidWidth, 0);
	qglEnd();

	if (tr_distortionAlpha == 1.0f && tr_distortionStretch == 0.0f)
	{ //no overrides
		if (tr_distortionNegate)
		{ //probably the crazy alternate saber trail
			alpha = 0.8f;
			GL_State(GLS_SRCBLEND_ZERO|GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
		}
		else
		{
			alpha = 0.5f;
			GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
		}

		spost = sin(tr.refdef.time*0.0008f);
		if (spost < 0.0f)
		{
			spost = -spost;
//.........这里部分代码省略.........
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:101,代码来源:tr_shadows.cpp


示例17: RB_T_Shadow

/*
=====================
RB_T_Shadow

the shadow volumes face INSIDE
=====================
*/
static void RB_T_Shadow( const drawSurf_t *surf ) {
	const srfTriangles_t	*tri;

	// set the light position if we are using a vertex program to project the rear surfaces
	if ( tr.backEndRendererHasVertexPrograms && r_useShadowVertexProgram.GetBool()
		&& surf->space != backEnd.currentSpace ) {
		idVec4 localLight;

		R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.vLight->globalLightOrigin, localLight.ToVec3() );
		localLight.w = 0.0f;
		qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, localLight.ToFloatPtr() );
	}

	tri = surf->geo;

	if ( !tri->shadowCache ) {
		return;
	}

	qglVertexPointer( 4, GL_FLOAT, sizeof( shadowCache_t ), vertexCache.Position(tri->shadowCache) );

	// we always draw the sil planes, but we may not need to draw the front or rear caps
	int	numIndexes;
	bool external = false;

	if ( !r_useExternalShadows.GetInteger() ) {
		numIndexes = tri->numIndexes;
	} else if ( r_useExternalShadows.GetInteger() == 2 ) { // force to no caps for testing
		numIndexes = tri->numShadowIndexesNoCaps;
	} else if ( !(surf->dsFlags & DSF_VIEW_INSIDE_SHADOW) ) {
		// if we aren't inside the shadow projection, no caps are ever needed needed
		numIndexes = tri->numShadowIndexesNoCaps;
		external = true;
	} else if ( !backEnd.vLight->viewInsideLight && !(surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE) ) {
		// if we are inside the shadow projection, but outside the light, and drawing
		// a non-infinite shadow, we can skip some caps
		if ( backEnd.vLight->viewSeesShadowPlaneBits & surf->geo->shadowCapPlaneBits ) {
			// we can see through a rear cap, so we need to draw it, but we can skip the
			// caps on the actual surface
			numIndexes = tri->numShadowIndexesNoFrontCaps;
		} else {
			// we don't need to draw any caps
			numIndexes = tri->numShadowIndexesNoCaps;
		}
		external = true;
	} else {
		// must draw everything
		numIndexes = tri->numIndexes;
	}

	// set depth bounds
	if( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
		qglDepthBoundsEXT( surf->scissorRect.zmin, surf->scissorRect.zmax );
	}

	// debug visualization
	if ( r_showShadows.GetInteger() ) {
		if ( r_showShadows.GetInteger() == 3 ) {
			if ( external ) {
				qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
			} else {
				// these are the surfaces that require the reverse
				qglColor3f( 1/backEnd.overBright, 0.1/backEnd.overBright, 0.1/backEnd.overBright );
			}
		} else {
			// draw different color for turboshadows
			if ( surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE ) {
				if ( numIndexes == tri->numIndexes ) {
					qglColor3f( 1/backEnd.overBright, 0.1/backEnd.overBright, 0.1/backEnd.overBright );
				} else {
					qglColor3f( 1/backEnd.overBright, 0.4/backEnd.overBright, 0.1/backEnd.overBright );
				}
			} else {
				if ( numIndexes == tri->numIndexes ) {
					qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
				} else if ( numIndexes == tri->numShadowIndexesNoFrontCaps ) {
					qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.6/backEnd.overBright );
				} else {
					qglColor3f( 0.6/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
				}
			}
		}

		qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
		qglDisable( GL_STENCIL_TEST );
		GL_Cull( CT_TWO_SIDED );
		RB_DrawShadowElementsWithCounters( tri, numIndexes );
		GL_Cull( CT_FRONT_SIDED );
		qglEnable( GL_STENCIL_TEST );

		return;
	}

//.........这里部分代码省略.........
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:101,代码来源:draw_common.cpp


示例18: 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
	//

#ifndef VCMODS_OPENGLES
	// 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" );
		}
	}
#endif

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

		R_IssuePendingRenderCommands();
		R_SetColorMappings();
	}

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

		R_IssuePendingRenderCommands();
		if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err );
//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,代码来源:tr_cmds.c


示例19: 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;
	}

	//
	// ATI stuff
	//

	// TRUFORM
	if ( qglPNTrianglesiATI ) {

		// tess
		if ( r_ati_truform_tess->modified ) {
			r_ati_truform_tess->modified = qfalse;
			// cap if necessary
			if ( r_ati_truform_tess->value > glConfig.ATIMaxTruformTess ) {
				ri.Cvar_Set( "r_ati_truform_tess", va( "%d",glConfig.ATIMaxTruformTess ) );
			}

			qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
		}

		// point mode
		if ( r_ati_truform_pointmode->modified ) {
			r_ati_truform_pointmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_pointmode->string, "LINEAR" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI;
				// GR - fix point mode change
			} else if ( !Q_stricmp( r_ati_truform_pointmode->string, "CUBIC" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
				ri.Cvar_Set( "r_ati_truform_pointmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, glConfig.ATIPointMode );
		}

		// normal mode
		if ( r_ati_truform_normalmode->modified ) {
			r_ati_truform_normalmode->modified = qfalse;
			// GR - shorten the mode name
//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,代码来源:tr_cmds.c


示例20: RB_DistortionFill

void RB_DistortionFill(void)
{
	float alpha = tr_distortionAlpha;
	float spost = 0.0f;
	float spost2 = 0.0f;

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

	//ok, cap the stupid thing now I guess
	if (!tr_distortionPrePost)
	{
		RB_CaptureScreenImage();
	}

	qglEnable(GL_STENCIL_TEST);
	qglStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
	qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

	qglDisable (GL_CLIP_PLANE0);
	GL_Cull( CT_TWO_SIDED );

	//reset the view matrices and go into ortho mode
	qglMatrixMode(GL_PROJECTION);
	qglPushMatrix();
	qglLoadIdentity();
	qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 32, -1, 1);
	qglMatrixMode(GL_MODELVIEW);
	qglPushMatrix();
	qglLoadIdentity();

	if (tr_distortionStretch)
	{ //override
		spost = tr_distortionStretch;
		spost2 = tr_distortionStretch;
	}
	else
	{ //do slow stretchy effect
		spost = sin(tr.refdef.time * 0.0005 + tr.refdef.timeFraction * 0.0005);
		if (spost < 0.0f)
		{
			spost = -spost;
		}
		spost *= 0.2f;

		spost2 = sin(tr.refdef.time * 0.0005 + tr.refdef.timeFraction * 0.0005);
		if (spost2 < 0.0f)
		{
			spost2 = -spost2;
		}
		spost2 *= 0.08f;
	}

	if (alpha != 1.0f)
	{ //blend
		GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
	}
	else
	{ //be sure to reset the draw state
		GL_State(0);
	}


#ifdef HAVE_GLES
	qglColor4f(1.0f, 1.0f, 1.0f, alpha);
	GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
	GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
	if (!text)
		qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
	if (glcol)
		qglDisableClientState(GL_COLOR_ARRAY);
	GLfloat tex[] = {
		0 + spost2, 1 - spost,
		0 + spost2, 0 + spost,
		1 - spost2, 0 + spost,
		1 - spost2, 1 - spost
	};
	GLfloat vtx[] = {
		0, 0,
		0, glConfig.vidHeight,
		glConfig.vidWidth, glConfig.vidHeight,
		glConfig.vidWidth, 0
	};
	qglTexCoordPointer(2, GL_FLOAT, 0, tex);
	qglVertexPointer(2, GL_FLOAT, 0, vtx);
	qglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	/*	if (glcol)
	qglEnableClientState( GL_COLOR_ARRAY );
	if (!text)
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
#else
	qglBegin(GL_QUADS);
		qglColor4f(1.0f, 1.0f, 1.0f, alpha);
		qglTexCoord2f(0+spost2, 1-spost);
		qglVertex2f(0, 0);

		qglTexCoord2f(0+spost2, 0+spost);
		qglVertex2f(0, glConfig.vidHeight);
//.........这里部分代码省略.........

                      

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C++ qglTexCoord2f函数代码示例发布时间:2022-05-30
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C++ qglStencilFunc函数代码示例发布时间:2022-05-30
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