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C++ qglDepthFunc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qglDepthFunc函数的典型用法代码示例。如果您正苦于以下问题:C++ qglDepthFunc函数的具体用法?C++ qglDepthFunc怎么用?C++ qglDepthFunc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qglDepthFunc函数的19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: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
    qglClearDepth( 1.0f );

    qglCullFace(GL_FRONT);

    qglColor4f (1,1,1,1);

    // initialize downstream texture unit if we're running
    // in a multitexture environment
    if ( qglActiveTextureARB ) {
        GL_SelectTexture( 1 );
        GL_TextureMode( r_textureMode->string );
        GL_TexEnv( GL_MODULATE );
        qglDisable( GL_TEXTURE_2D );
        GL_SelectTexture( 0 );
    }

    qglEnable(GL_TEXTURE_2D);
    GL_TextureMode( r_textureMode->string );
    GL_TexEnv( GL_MODULATE );

    //qglShadeModel( GL_SMOOTH );
    qglDepthFunc( GL_LEQUAL );

    //
    // make sure our GL state vector is set correctly
    //
    glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
    glState.storedGlState = 0;
    glState.faceCulling = CT_TWO_SIDED;
    glState.faceCullFront = qtrue;

    glState.currentProgram = 0;
    qglUseProgramObjectARB(0);

    if (glRefConfig.vertexArrayObject)
        qglBindVertexArrayARB(0);

    qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
    qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
    glState.currentVao = NULL;
    glState.vertexAttribsEnabled = 0;

    qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
    qglDepthMask( GL_TRUE );
    qglDisable( GL_DEPTH_TEST );
    qglEnable( GL_SCISSOR_TEST );
    qglDisable( GL_CULL_FACE );
    qglDisable( GL_BLEND );

    if (glRefConfig.seamlessCubeMap)
        qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

    // GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
    qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );

    qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
}
开发者ID:openmoh,项目名称:ioq3,代码行数:62,代码来源:tr_init.c


示例2: RB_SetDefaultGLState

/*
======================
RB_SetDefaultGLState

This should initialize all GL state that any part of the entire program
may touch, including the editor.
======================
*/
void RB_SetDefaultGLState( void ) {
	int		i;

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

	qglClearDepth( 1.0f );
	qglColor4f (1,1,1,1);

	// the vertex array is always enabled
	qglEnableClientState( GL_VERTEX_ARRAY );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglDisableClientState( GL_COLOR_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
	backEnd.glState.forceGlState = true;

	qglColorMask( 1, 1, 1, 1 );

	qglEnable( GL_DEPTH_TEST );
	qglEnable( GL_BLEND );
	qglEnable( GL_SCISSOR_TEST );
	qglEnable( GL_CULL_FACE );
	qglDisable( GL_LIGHTING );
	qglDisable( GL_LINE_STIPPLE );
	qglDisable( GL_STENCIL_TEST );

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDepthFunc( GL_ALWAYS );
 
	qglCullFace( GL_FRONT_AND_BACK );
	qglShadeModel( GL_SMOOTH );

	if ( r_useScissor.GetBool() ) {
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}

	for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
		GL_SelectTexture( i );

		// object linear texgen is our default
		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 );
		qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );

		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		if ( glConfig.texture3DAvailable ) {
			qglDisable( GL_TEXTURE_3D );
		}
		if ( glConfig.cubeMapAvailable ) {
			qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
		}
	}
}
开发者ID:albertz,项目名称:iodoom3,代码行数:67,代码来源:tr_backend.cpp


示例3: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState (GL_VERTEX_ARRAY);

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	qglClearDepth( 1.0 );

	qglDrawBuffer( GL_FRONT );
#ifdef IOS
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
	qglDrawBuffer( GL_BACK );
#ifdef IOS
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
}
开发者ID:kboxsoft,项目名称:ioq3-ios,代码行数:61,代码来源:tr_init.c


示例4: GL_DepthFunc

/*
 ==================
 GL_DepthFunc
 ==================
*/
void GL_DepthFunc (uint func){

	if (glState.depthFunc == func)
		return;

	glState.depthFunc = func;

	qglDepthFunc(func);
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:14,代码来源:r_glState.c


示例5: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	//qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glState.vertexAttribsState = 0;
	glState.vertexAttribPointersSet = 0;
	glState.currentProgram = 0;
	qglUseProgramObjectARB(0);

	qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
	qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
	glState.currentVBO = NULL;
	glState.currentIBO = NULL;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	qglClearDepth( 1.0 );

	qglDrawBuffer( GL_FRONT );
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );

	qglDrawBuffer( GL_BACK );
	qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
}
开发者ID:lrq3000,项目名称:openarena_engine,代码行数:60,代码来源:tr_init.c


示例6: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState (GL_VERTEX_ARRAY);

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

#ifdef _NPATCH
	// If n-patches are supported, make sure they are disabled for now
	// Set the initial tesselation level and the interpolation modes
	if ( qglPNTrianglesiATI )
	{
		qglDisable( GL_PN_TRIANGLES_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI );
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, 3 );
	}
#endif // _NPATCH
}
开发者ID:Ced2911,项目名称:massive-tyrion,代码行数:56,代码来源:tr_init.cpp


示例7: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void
GL_SetDefaultState(void)
{
	qglClearDepth(1.0f);

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	/* initialize downstream texture unit if we're running
	 * in a multitexture environment */
	if(qglActiveTextureARB){
		GL_SelectTexture(1);
		GL_TextureMode(r_textureMode->string);
		GL_TexEnv(GL_MODULATE);
		qglDisable(GL_TEXTURE_2D);
		GL_SelectTexture(0);
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode(r_textureMode->string);
	GL_TexEnv(GL_MODULATE);

	qglShadeModel(GL_SMOOTH);
	qglDepthFunc(GL_LEQUAL);

	/* the vertex array is always enabled, but the color and texture
	 * arrays are enabled and disabled around the compiled vertex array call */
	qglEnableClientState (GL_VERTEX_ARRAY);

	/*
	 * make sure our GL state vector is set correctly
	 *  */
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glState.vertexAttribsState = 0;
	glState.vertexAttribPointersSet = 0;
	glState.currentProgram = 0;
	qglUseProgramObjectARB(0);

	qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
	qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
	glState.currentVBO	= NULL;
	glState.currentIBO	= NULL;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask(GL_TRUE);
	qglDisable(GL_DEPTH_TEST);
	qglEnable(GL_SCISSOR_TEST);
	qglDisable(GL_CULL_FACE);
	qglDisable(GL_BLEND);
}
开发者ID:icanhas,项目名称:yantar,代码行数:55,代码来源:init.c


示例8: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearDepth( 1.0f );

	qglCullFace(GL_FRONT);

	qglColor4f (1,1,1,1);

	GL_BindNullTextures();

	if (glRefConfig.framebufferObject)
		GL_BindNullFramebuffers();

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode( r_textureMode->string );

	//qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
	glState.storedGlState = 0;
	glState.faceCulling = CT_TWO_SIDED;
	glState.faceCullFront = qtrue;

	GL_BindNullProgram();

	if (glRefConfig.vertexArrayObject)
		qglBindVertexArray(0);

	qglBindBuffer(GL_ARRAY_BUFFER, 0);
	qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glState.currentVao = NULL;
	glState.vertexAttribsEnabled = 0;

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

	if (glRefConfig.seamlessCubeMap)
		qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

	// GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
	qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );

	qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
}
开发者ID:lonkamikaze,项目名称:ioq3-freebsd,代码行数:55,代码来源:tr_init.c


示例9: GL_SetDefaultState

/*
==================
GL_SetDefaultState
==================
*/
void GL_SetDefaultState(void)
{
	qglClearDepth(1.0f);

	qglCullFace(GL_FRONT);

	qglColor4f(1, 1, 1, 1);

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if (qglActiveTextureARB)
	{
		GL_SelectTexture(1);
		GL_TextureMode(r_textureMode->string);
		GL_TexEnv(GL_MODULATE);
		qglDisable(GL_TEXTURE_2D);
		GL_SelectTexture(0);
	}

	qglEnable(GL_TEXTURE_2D);
	GL_TextureMode(r_textureMode->string);
	GL_TexEnv(GL_MODULATE);

	qglShadeModel(GL_SMOOTH);
	qglDepthFunc(GL_LEQUAL);

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState(GL_VERTEX_ARRAY);

	// make sure our GL state vector is set correctly
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	//*SEB* ? not the best place !
	glLockArraysEXT   = NULL;
	glUnlockArraysEXT = NULL;

	qglDepthMask(GL_TRUE);
	qglDisable(GL_DEPTH_TEST);
	qglEnable(GL_SCISSOR_TEST);
	qglDisable(GL_CULL_FACE);
	qglDisable(GL_BLEND);
}
开发者ID:fretn,项目名称:etlegacy,代码行数:50,代码来源:tr_init.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: GL_State

/*
** GL_State
**
** This routine is responsible for setting the most commonly changed state
** in Q3.
*/
void GL_State( unsigned long stateBits )
{
	unsigned long diff = stateBits ^ glState.glStateBits;

	if ( !diff )
	{
		return;
	}

	//
	// check depthFunc bits
	//
	if ( diff & GLS_DEPTHFUNC_EQUAL )
	{
		if ( stateBits & GLS_DEPTHFUNC_EQUAL )
		{
			qglDepthFunc( GL_EQUAL );
		}
		else
		{
			qglDepthFunc( GL_LEQUAL );
		}
	}

	//
	// check blend bits
	//
	if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
	{
		GLenum srcFactor, dstFactor;

		if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
		{
			switch ( stateBits & GLS_SRCBLEND_BITS )
			{
			case GLS_SRCBLEND_ZERO:
				srcFactor = GL_ZERO;
				break;
			case GLS_SRCBLEND_ONE:
				srcFactor = GL_ONE;
				break;
			case GLS_SRCBLEND_DST_COLOR:
				srcFactor = GL_DST_COLOR;
				break;
			case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
				srcFactor = GL_ONE_MINUS_DST_COLOR;
				break;
			case GLS_SRCBLEND_SRC_ALPHA:
				srcFactor = GL_SRC_ALPHA;
				break;
			case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
				srcFactor = GL_ONE_MINUS_SRC_ALPHA;
				break;
			case GLS_SRCBLEND_DST_ALPHA:
				srcFactor = GL_DST_ALPHA;
				break;
			case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
				srcFactor = GL_ONE_MINUS_DST_ALPHA;
				break;
			case GLS_SRCBLEND_ALPHA_SATURATE:
				srcFactor = GL_SRC_ALPHA_SATURATE;
				break;
			default:
				srcFactor = GL_ONE;		// to get warning to shut up
				ri.Error( ERR_DROP, "GL_State: invalid src blend state bits\n" );
				break;
			}

			switch ( stateBits & GLS_DSTBLEND_BITS )
			{
			case GLS_DSTBLEND_ZERO:
				dstFactor = GL_ZERO;
				break;
			case GLS_DSTBLEND_ONE:
				dstFactor = GL_ONE;
				break;
			case GLS_DSTBLEND_SRC_COLOR:
				dstFactor = GL_SRC_COLOR;
				break;
			case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
				dstFactor = GL_ONE_MINUS_SRC_COLOR;
				break;
			case GLS_DSTBLEND_SRC_ALPHA:
				dstFactor = GL_SRC_ALPHA;
				break;
			case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
				dstFactor = GL_ONE_MINUS_SRC_ALPHA;
				break;
			case GLS_DSTBLEND_DST_ALPHA:
				dstFactor = GL_DST_ALPHA;
				break;
			case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
				dstFactor = GL_ONE_MINUS_DST_ALPHA;
				break;
//.........这里部分代码省略.........
开发者ID:asvo,项目名称:quake3.gpl.old,代码行数:101,代码来源:tr_backend.c


示例12: GL_SetDefaultState

/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void ) {
	qglClearDepth( 1.0f );

	qglCullFace( GL_FRONT );

	qglColor4f( 1,1,1,1 );

	// initialize downstream texture unit if we're running
	// in a multitexture environment
	if ( qglActiveTextureARB ) {
		GL_SelectTexture( 1 );
		GL_TextureMode( r_textureMode->string );
		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		GL_SelectTexture( 0 );
	}

	qglEnable( GL_TEXTURE_2D );
	GL_TextureMode( r_textureMode->string );
	GL_TexEnv( GL_MODULATE );

	qglShadeModel( GL_SMOOTH );
	qglDepthFunc( GL_LEQUAL );

	// the vertex array is always enabled, but the color and texture
	// arrays are enabled and disabled around the compiled vertex array call
	qglEnableClientState( GL_VERTEX_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;

#ifdef USE_OPENGLES
	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#else
	qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
#endif
	qglDepthMask( GL_TRUE );
	qglDisable( GL_DEPTH_TEST );
	qglEnable( GL_SCISSOR_TEST );
	qglDisable( GL_CULL_FACE );
	qglDisable( GL_BLEND );

#ifndef USE_OPENGLES
//----(SA)	added.
	// ATI pn_triangles
	if ( qglPNTrianglesiATI ) {
		int maxtess;
		// get max supported tesselation
		qglGetIntegerv( GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI, (GLint*)&maxtess );
		glConfig.ATIMaxTruformTess = maxtess;
		// cap if necessary
		if ( r_ati_truform_tess->value > maxtess ) {
			ri.Cvar_Set( "r_ati_truform_tess", va( "%d", maxtess ) );
		}

		// set Wolf defaults
		qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
	}
//----(SA)	end
#endif

	if ( glConfig.anisotropicAvailable ) {
		float maxAnisotropy;

		qglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy );
		glConfig.maxAnisotropy = maxAnisotropy;

		// set when rendering
//	   qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, glConfig.maxAnisotropy);
	}
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:77,代码来源:tr_init.c


示例13: RB_SetState

/*
* RB_SetState
*/
void RB_SetState( int state )
{
    int diff;

    diff = rb.gl.state ^ state;
    if( !diff )
        return;

    if( diff & GLSTATE_BLEND_MASK )
    {
        if( state & GLSTATE_BLEND_MASK )
        {
            int blendsrc, blenddst;

            switch( state & GLSTATE_SRCBLEND_MASK )
            {
            case GLSTATE_SRCBLEND_ZERO:
                blendsrc = GL_ZERO;
                break;
            case GLSTATE_SRCBLEND_DST_COLOR:
                blendsrc = GL_DST_COLOR;
                break;
            case GLSTATE_SRCBLEND_ONE_MINUS_DST_COLOR:
                blendsrc = GL_ONE_MINUS_DST_COLOR;
                break;
            case GLSTATE_SRCBLEND_SRC_ALPHA:
                blendsrc = GL_SRC_ALPHA;
                break;
            case GLSTATE_SRCBLEND_ONE_MINUS_SRC_ALPHA:
                blendsrc = GL_ONE_MINUS_SRC_ALPHA;
                break;
            case GLSTATE_SRCBLEND_DST_ALPHA:
                blendsrc = GL_DST_ALPHA;
                break;
            case GLSTATE_SRCBLEND_ONE_MINUS_DST_ALPHA:
                blendsrc = GL_ONE_MINUS_DST_ALPHA;
                break;
            default:
            case GLSTATE_SRCBLEND_ONE:
                blendsrc = GL_ONE;
                break;
            }

            switch( state & GLSTATE_DSTBLEND_MASK )
            {
            case GLSTATE_DSTBLEND_ONE:
                blenddst = GL_ONE;
                break;
            case GLSTATE_DSTBLEND_SRC_COLOR:
                blenddst = GL_SRC_COLOR;
                break;
            case GLSTATE_DSTBLEND_ONE_MINUS_SRC_COLOR:
                blenddst = GL_ONE_MINUS_SRC_COLOR;
                break;
            case GLSTATE_DSTBLEND_SRC_ALPHA:
                blenddst = GL_SRC_ALPHA;
                break;
            case GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA:
                blenddst = GL_ONE_MINUS_SRC_ALPHA;
                break;
            case GLSTATE_DSTBLEND_DST_ALPHA:
                blenddst = GL_DST_ALPHA;
                break;
            case GLSTATE_DSTBLEND_ONE_MINUS_DST_ALPHA:
                blenddst = GL_ONE_MINUS_DST_ALPHA;
                break;
            default:
            case GLSTATE_DSTBLEND_ZERO:
                blenddst = GL_ZERO;
                break;
            }

            if( !( rb.gl.state & GLSTATE_BLEND_MASK ) )
                qglEnable( GL_BLEND );

            qglBlendFuncSeparateEXT( blendsrc, blenddst, GL_ONE, GL_ONE );
        }
        else
        {
            qglDisable( GL_BLEND );
        }
    }

    if( diff & (GLSTATE_NO_COLORWRITE|GLSTATE_ALPHAWRITE) )
    {
        if( state & GLSTATE_NO_COLORWRITE )
            qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
        else
            qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, ( state & GLSTATE_ALPHAWRITE ) ? GL_TRUE : GL_FALSE );
    }

    if( diff & (GLSTATE_DEPTHFUNC_EQ|GLSTATE_DEPTHFUNC_GT) )
    {
        if( state & GLSTATE_DEPTHFUNC_EQ )
            qglDepthFunc( GL_EQUAL );
        else if( state & GLSTATE_DEPTHFUNC_GT )
            qglDepthFunc( GL_GREATER );
//.........这里部分代码省略.........
开发者ID:DenMSC,项目名称:qfusion,代码行数:101,代码来源:r_backend.c


示例14: 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15: GL_SetDefaultState


//.........这里部分代码省略.........
		qglActiveTexture(GL_TEXTURE0 + i);

		qglMatrixMode(GL_TEXTURE);
		qglLoadIdentity();

		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_TEXTURE_3D);
		qglDisable(GL_TEXTURE_CUBE_MAP);
		qglDisable(GL_TEXTURE_2D_ARRAY);

		qglBindTexture(GL_TEXTURE_2D, 0);
		qglBindTexture(GL_TEXTURE_3D, 0);
		qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);
		qglBindTexture(GL_TEXTURE_2D_ARRAY, 0);

		qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

		qglDisable(GL_TEXTURE_GEN_S);
		qglDisable(GL_TEXTURE_GEN_T);
		qglDisable(GL_TEXTURE_GEN_R);
		qglDisable(GL_TEXTURE_GEN_Q);

		qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
		qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
		qglTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
		qglTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	}

	qglDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

	qglUseProgram(0);

	qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	qglBindBuffer(GL_ARRAY_BUFFER, 0);

	qglViewport(0, 0, glConfig.videoWidth, glConfig.videoHeight);

	qglEnable(GL_SCISSOR_TEST);
	qglScissor(0, 0, glConfig.videoWidth, glConfig.videoHeight);

	qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
	qglDepthBoundsEXT(0.0f, 1.0f);

	qglFrontFace(GL_CCW);

	qglShadeModel(GL_SMOOTH);

	qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	qglDisable(GL_CULL_FACE);
	qglCullFace(GL_FRONT);

	qglDisable(GL_POLYGON_OFFSET_FILL);
	qglDisable(GL_POLYGON_OFFSET_LINE);
	qglPolygonOffset(0.0f, 0.0f);

	qglDisable(GL_BLEND);
	qglBlendFunc(GL_ONE, GL_ZERO);
	qglBlendEquation(GL_FUNC_ADD);

	qglDisable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.0f);

	qglDisable(GL_DEPTH_TEST);
	qglDepthFunc(GL_LEQUAL);

	qglDisable(GL_STENCIL_TEST);
	qglStencilFunc(GL_ALWAYS, 128, 255);
	qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

	qglDepthRange(0.0f, 1.0f);

	qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	qglDepthMask(GL_TRUE);
	qglStencilMask(255);

	qglDisable(GL_DEPTH_CLAMP);

	qglDisable(GL_CLIP_PLANE0);

	if (glConfig.multiSamples > 1){
		qglDisable(GL_MULTISAMPLE);

		qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
	}

	qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	qglClearDepth(1.0f);
	qglClearStencil(128);

	qglEnableClientState(GL_VERTEX_ARRAY);

	qglDisableVertexAttribArray(GL_ATTRIB_NORMAL);
	qglDisableVertexAttribArray(GL_ATTRIB_TANGENT1);
	qglDisableVertexAttribArray(GL_ATTRIB_TANGENT2);
	qglDisableVertexAttribArray(GL_ATTRIB_TEXCOORD);
	qglDisableVertexAttribArray(GL_ATTRIB_COLOR);

	QGL_LogPrintf("--------------------\n");
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:101,代码来源:r_glState.c


示例16: RenderBumpFlat_f

/*
==============
RenderBumpFlat_f

==============
*/
void RenderBumpFlat_f( const idCmdArgs &args ) {
	int		width, height;
	idStr	source;
	int		i;
	idBounds	bounds;
	srfTriangles_t	*mesh;

	// update the screen as we print
	common->SetRefreshOnPrint( true );

	width = height = 256;

	// check options
	for ( i = 1 ; i < args.Argc() - 1; i++ ) {
		const char *s;

		s = args.Argv( i );
		if ( s[0] == '-' ) {
			i++;
			s = args.Argv( i );
		}

		if ( !idStr::Icmp( s, "size" ) ) {
			if ( i + 2 >= args.Argc() ) {
				i = args.Argc();
				break;
			}
			width = atoi( args.Argv( i + 1 ) );
			height = atoi( args.Argv( i + 2 ) );
			i += 2;
		} else {
			common->Printf( "WARNING: Unknown option \"%s\"\n", s );
			break;
		}
	}

	if ( i != ( args.Argc() - 1 ) ) {
		common->Error( "usage: renderBumpFlat [-size width height] asefile" );
		return;
	}

	common->Printf( "Final image size: %i, %i\n", width, height );

	// load the source in "fastload" mode, because we don't
	// need tangent and shadow information
	source = args.Argv( i );

	idRenderModel *highPolyModel = renderModelManager->AllocModel();

	highPolyModel->PartialInitFromFile( source );

	if ( highPolyModel->IsDefaultModel() ) {
		common->Error( "failed to load %s", source.c_str() );
	}

	// combine the high poly model into a single polyset
	if ( highPolyModel->NumSurfaces() != 1 ) {
		highPolyModel = CombineModelSurfaces( highPolyModel );
	}

	// create normals if not present in file
	const modelSurface_t *surf = highPolyModel->Surface( 0 );
	mesh = surf->geometry;

	// bound the entire file
	R_BoundTriSurf( mesh );
	bounds = mesh->bounds;

	SaveWindow();
	ResizeWindow( width, height );

	// for small images, the viewport may be less than the minimum window
	qglViewport( 0, 0, width, height );

	qglEnable( GL_CULL_FACE );
	qglCullFace( GL_FRONT );
	qglDisable( GL_STENCIL_TEST );
	qglDisable( GL_SCISSOR_TEST );
	qglDisable( GL_ALPHA_TEST );
	qglDisable( GL_BLEND );
	qglEnable( GL_DEPTH_TEST );
	qglDisable( GL_TEXTURE_2D );
	qglDepthMask( GL_TRUE );
	qglDepthFunc( GL_LEQUAL );

	qglColor3f( 1, 1, 1 );

	qglMatrixMode( GL_PROJECTION );
	qglLoadIdentity();
	qglOrtho( bounds[0][0], bounds[1][0], bounds[0][2],
		bounds[1][2], -( bounds[0][1] - 1 ), -( bounds[1][1] + 1 ) );

	qglMatrixMode( GL_MODELVIEW );
	qglLoadIdentity();
//.........这里部分代码省略.........
开发者ID:DanielGibson,项目名称:dhewm3,代码行数:101,代码来源:renderbump.cpp


示例17: GL_State

/*
** GL_State
**
** This routine is responsible for setting the most commonly changed state
** in Q3.
*/
void GL_State( unsigned long stateBits )
{
	unsigned long diff = stateBits ^ glState.glStateBits;

	if ( !diff )
	{
		return;
	}

	//
	// check depthFunc bits
	//
	if ( diff & GLS_DEPTHFUNC_BITS )
	{
		if ( stateBits & GLS_DEPTHFUNC_EQUAL )
		{
			qglDepthFunc( GL_EQUAL );
		}
		else if ( stateBits & GLS_DEPTHFUNC_GREATER)
		{
			qglDepthFunc( GL_GREATER );
		}
		else
		{
			qglDepthFunc( GL_LEQUAL );
		}
	}

	//
	// check blend bits
	//
	if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
	{
		uint32_t oldState = glState.glStateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
		uint32_t newState = stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
		uint32_t storedState = glState.storedGlState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );

		if (oldState == 0)
		{
			qglEnable( GL_BLEND );
		}
		else if (newState == 0)
		{
			qglDisable( GL_BLEND );
		}

		if (newState != 0 && storedState != newState)
		{
			GLenum srcFactor = GL_ONE, dstFactor = GL_ONE;

			glState.storedGlState &= ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
			glState.storedGlState |= newState;

			switch ( stateBits & GLS_SRCBLEND_BITS )
			{
			case GLS_SRCBLEND_ZERO:
				srcFactor = GL_ZERO;
				break;
			case GLS_SRCBLEND_ONE:
				srcFactor = GL_ONE;
				break;
			case GLS_SRCBLEND_DST_COLOR:
				srcFactor = GL_DST_COLOR;
				break;
			case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
				srcFactor = GL_ONE_MINUS_DST_COLOR;
				break;
			case GLS_SRCBLEND_SRC_ALPHA:
				srcFactor = GL_SRC_ALPHA;
				break;
			case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
				srcFactor = GL_ONE_MINUS_SRC_ALPHA;
				break;
			case GLS_SRCBLEND_DST_ALPHA:
				srcFactor = GL_DST_ALPHA;
				break;
			case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
				srcFactor = GL_ONE_MINUS_DST_ALPHA;
				break;
			case GLS_SRCBLEND_ALPHA_SATURATE:
				srcFactor = GL_SRC_ALPHA_SATURATE;
				break;
			default:
				ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" );
				break;
			}

			switch ( stateBits & GLS_DSTBLEND_BITS )
			{
			case GLS_DSTBLEND_ZERO:
				dstFactor = GL_ZERO;
				break;
			case GLS_DSTBLEND_ONE:
				dstFactor = GL_ONE;
//.........这里部分代码省略.........
开发者ID:openmoh,项目名称:ioq3,代码行数:101,代码来源:tr_backend.c


示例18: GL_State

/*
====================
GL_State

This routine is responsible for setting the most commonly changed state
====================
*/
void GL_State( int stateBits ) {
	int	diff;
	
	if ( !r_useStateCaching.GetBool() || backEnd.glState.forceGlState ) {
		// make sure everything is set all the time, so we
		// can see if our delta checking is screwing up
		diff = -1;
		backEnd.glState.forceGlState = false;
	} else {
		diff = stateBits ^ backEnd.glState.glStateBits;
		if ( !diff ) {
			return;
		}
	}

	//
	// check depthFunc bits
	//
	if ( diff & ( GLS_DEPTHFUNC_EQUAL | GLS_DEPTHFUNC_LESS | GLS_DEPTHFUNC_ALWAYS ) ) {
		if ( stateBits & GLS_DEPTHFUNC_EQUAL ) {
			qglDepthFunc( GL_EQUAL );
		} else if ( stateBits & GLS_DEPTHFUNC_ALWAYS ) {
			qglDepthFunc( GL_ALWAYS );
		} else {
			qglDepthFunc( GL_LEQUAL );
		}
	}


	//
	// check blend bits
	//
	if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
		GLenum srcFactor, dstFactor;

		switch ( stateBits & GLS_SRCBLEND_BITS ) {
		case GLS_SRCBLEND_ZERO:
			srcFactor = GL_ZERO;
			break;
		case GLS_SRCBLEND_ONE:
			srcFactor = GL_ONE;
			break;
		case GLS_SRCBLEND_DST_COLOR:
			srcFactor = GL_DST_COLOR;
			break;
		case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
			srcFactor = GL_ONE_MINUS_DST_COLOR;
			break;
		case GLS_SRCBLEND_SRC_ALPHA:
			srcFactor = GL_SRC_ALPHA;
			break;
		case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
			srcFactor = GL_ONE_MINUS_SRC_ALPHA;
			break;
		case GLS_SRCBLEND_DST_ALPHA:
			srcFactor = GL_DST_ALPHA;
			break;
		case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
			srcFactor = GL_ONE_MINUS_DST_ALPHA;
			break;
		case GLS_SRCBLEND_ALPHA_SATURATE:
			srcFactor = GL_SRC_ALPHA_SATURATE;
			break;
		default:
			srcFactor = GL_ONE;		// to get warning to shut up
			common->Error( "GL_State: invalid src blend state bits\n" );
			break;
		}

		switch ( stateBits & GLS_DSTBLEND_BITS ) {
		case GLS_DSTBLEND_ZERO:
			dstFactor = GL_ZERO;
			break;
		case GLS_DSTBLEND_ONE:
			dstFactor = GL_ONE;
			break;
		case GLS_DSTBLEND_SRC_COLOR:
			dstFactor = GL_SRC_COLOR;
			break;
		case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
			dstFactor = GL_ONE_MINUS_SRC_COLOR;
			break;
		case GLS_DSTBLEND_SRC_ALPHA:
			dstFactor = GL_SRC_ALPHA;
			break;
		case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
			dstFactor = GL_ONE_MINUS_SRC_ALPHA;
			break;
		case GLS_DSTBLEND_DST_ALPHA:
			dstFactor = GL_DST_ALPHA;
			break;
		case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
			dstFactor = GL_ONE_MINUS_DST_ALPHA;
//.........这里部分代码省略.........
开发者ID:albertz,项目名称:iodoom3,代码行数:101,代码来源:tr_backend.cpp


示例19: fopen


//.........这里部分代码省略.........
//		VectorCopy(m_Camera.origin, lightPos);
//		lightPos[3] = 1;
//		qglLightfv(GL_LIGHT0, GL_POSITION, lightPos);
//	}
	//}
	
	InitCull ();
	
	//
	// draw stuff
	//
	GLfloat lAmbient[] = {1.0, 1.0, 1.0, 1.0};
	
	switch (m_Camera.draw_mode)
	{
	case cd_wire:
		qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_TEXTURE_1D);
		qglDisable(GL_BLEND);
		qglDisable(GL_DEPTH_TEST);
		qglColor3f(1.0, 1.0, 1.0);
		//		qglEnable (GL_LINE_SMOOTH);
		break;
		
	case cd_solid:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglDisable(GL_TEXTURE_2D);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_texture:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglEnable(GL_TEXTURE_2D);
		qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		qglDisable(GL_BLEND);
		qglEnable(GL_DEPTH_TEST);
		qglDepthFunc (GL_LEQUAL);
		break;
		
	case cd_blend:
		qglCullFace(GL_FRONT);
		qglEnable(GL_CULL_FACE);
		qglShadeModel (GL_FLAT);
		qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
		qglEnable(GL_TEXTURE_2D);
		qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		qglDisable(GL_DEPTH_TEST);
		qglEnable (GL_BLEND);
		qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		break;
	}
	
	qglMatrixMode(GL_TEXTURE);
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:67,代码来源:CamWnd.cpp



注:本文中的qglDepthFunc函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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