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


//.........这里部分代码省略.........
        {
            qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha );
        }
        else
        {
            qglEnableClientState( GL_COLOR_ARRAY );
            qglColorPointer( 3, GL_FLOAT, 0, colorArray );

            //
            // pre light everything
            //
            for ( i = 0; i < paliashdr->num_xyz; i++ )
            {
                float l = shadedots[verts[i].lightnormalindex];

                colorArray[i*3+0] = l * shadelight[0];
                colorArray[i*3+1] = l * shadelight[1];
                colorArray[i*3+2] = l * shadelight[2];
            }
        }

        if ( qglLockArraysEXT != 0 )
            qglLockArraysEXT( 0, paliashdr->num_xyz );

        while (1)
        {
            // get the vertex count and primitive type
            count = *order++;
            if (!count)
                break;		// done
            if (count < 0)
            {
                count = -count;
                qglBegin (GL_TRIANGLE_FAN);
            }
            else
            {
                qglBegin (GL_TRIANGLE_STRIP);
            }

            // PMM - added double damage shell
            if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
            {
                do
                {
                    index_xyz = order[2];
                    order += 3;

                    qglVertex3fv( s_lerped[index_xyz] );

                } while (--count);
            }
            else
            {
                do
                {
                    // texture coordinates come from the draw list
                    qglTexCoord2f (((float *)order)[0], ((float *)order)[1]);
                    index_xyz = order[2];

                    order += 3;

                    // normals and vertexes come from the frame list
//					l = shadedots[verts[index_xyz].lightnormalindex];

//					qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha);
开发者ID:qbism,项目名称:Quake2-colored-refsoft,代码行数:67,代码来源:gl_mesh.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 ( 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
	static GLfloat vtx[] = {
		-100.0f,  100.0f, -10.0f,
		100.0f,  100.0f, -10.0f,
		100.0f, -100.0f, -10.0f,
		-100.0f, -100.0f, -10.0f
	};
	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( -100.0f, 100.0f, -10.0f);
	qglVertex3f( 100.0f, 100.0f, -10.0f);
	qglVertex3f( 100.0f, -100.0f, -10.0f);
	qglVertex3f( -100.0f, -100.0f, -10.0f);
	qglEnd();
#endif

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
	if (planeZeroBack)
	{
		qglEnable (GL_CLIP_PLANE0);
	}
	qglPopMatrix();
}
开发者ID:entdark,项目名称:jaMME,代码行数:87,代码来源:tr_shadows.cpp


示例3: 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.........
开发者ID:entdark,项目名称:jaMME,代码行数:101,代码来源:tr_shadows.cpp


示例4: yellow

void idSplineList::draw(bool editMode)
{
	int i;
	idVec4 yellow(1, 1, 0, 1);

	if(controlPoints.Num() == 0)
	{
		return;
	}

	if(dirty)
	{
		buildSpline();
	}


	qglColor3fv(controlColor);
	qglPointSize(5);

	qglBegin(GL_POINTS);

	for(i = 0; i < controlPoints.Num(); i++)
	{
		qglVertex3fv(*controlPoints[i]);
	}

	qglEnd();

	if(editMode)
	{
		for(i = 0; i < controlPoints.Num(); i++)
		{
			glBox(activeColor, *controlPoints[i], 4);
		}
	}

	//Draw the curve
	qglColor3fv(pathColor);
	qglBegin(GL_LINE_STRIP);
	int count = splinePoints.Num();

	for(i = 0; i < count; i++)
	{
		qglVertex3fv(*splinePoints[i]);
	}

	qglEnd();

	if(editMode)
	{
		qglColor3fv(segmentColor);
		qglPointSize(3);
		qglBegin(GL_POINTS);

		for(i = 0; i < count; i++)
		{
			qglVertex3fv(*splinePoints[i]);
		}

		qglEnd();
	}

	if(count > 0)
	{
		//assert(activeSegment >=0 && activeSegment < count);
		if(activeSegment >= 0 && activeSegment < count)
		{
			glBox(activeColor, *splinePoints[activeSegment], 6);
			glBox(yellow, *splinePoints[activeSegment], 8);
		}
	}

}
开发者ID:Diskutant,项目名称:RTCW-SP,代码行数:73,代码来源:splines.cpp


示例5: R_DrawAliasShadow

void
R_DrawAliasShadow ( dmdl_t *paliashdr, int posenum )
{
#if defined(VERTEX_ARRAYS)
    uint16_t total;
    GLenum type;
#endif
	int     *order;
	vec3_t point;
	float height, lheight;
	int count;

	lheight = currententity->origin [ 2 ] - lightspot [ 2 ];
	height = 0;
	order = (int *) ( (byte *) paliashdr + paliashdr->ofs_glcmds );
	height = -lheight + 0.1f;

	/* stencilbuffer shadows */
	if ( have_stencil && gl_stencilshadow->value )
	{
		qglEnable( GL_STENCIL_TEST );
		qglStencilFunc( GL_EQUAL, 1, 2 );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
	}

	while ( 1 )
	{
		/* get the vertex count and primitive type */
		count = *order++;

		if ( !count )
		{
			break; /* done */
		}

		if ( count < 0 )
		{
			count = -count;
#if defined(VERTEX_ARRAYS)
            type = GL_TRIANGLE_FAN;
#else
			qglBegin( GL_TRIANGLE_FAN );
#endif
		}
		else
		{
#if defined(VERTEX_ARRAYS)
            type = GL_TRIANGLE_STRIP;
#else
			qglBegin( GL_TRIANGLE_STRIP );
#endif
		}

#if defined(VERTEX_ARRAYS)
        total = count;
        GLfloat vtx[3*total];
        uint32_t index_vtx = 0;
#endif

		do
		{
			/* normals and vertexes come from the frame list */
			memcpy( point, s_lerped [ order [ 2 ] ], sizeof ( point )  );

			point [ 0 ] -= shadevector [ 0 ] * ( point [ 2 ] + lheight );
			point [ 1 ] -= shadevector [ 1 ] * ( point [ 2 ] + lheight );
			point [ 2 ] = height;

#if defined(VERTEX_ARRAYS)
            vtx[index_vtx++] = point [ 0 ];
            vtx[index_vtx++] = point [ 1 ];
            vtx[index_vtx++] = point [ 2 ];
#else
			qglVertex3fv( point );
#endif

			order += 3;
		}
		while ( --count );

#if defined(VERTEX_ARRAYS)
        qglEnableClientState( GL_VERTEX_ARRAY );

        qglVertexPointer( 3, GL_FLOAT, 0, vtx );
        qglDrawArrays( type, 0, total );

        qglDisableClientState( GL_VERTEX_ARRAY );
#else
		qglEnd();
#endif
	}

	/* stencilbuffer shadows */
	if ( have_stencil && gl_stencilshadow->value )
	{
		qglDisable( GL_STENCIL_TEST );
	}
}
开发者ID:Nekrofage,项目名称:Quake2RPi,代码行数:98,代码来源:r_mesh.c


示例6: RE_StretchRaw

/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
	int			i, j;
	int			start, end;
#ifdef VCMODS_OPENGLES
	vec2_t		texcoords[4];
	vec2_t		verts[4];
	glIndex_t	indicies[6] = {0, 1, 2, 0, 3, 2};
#endif

	if ( !tr.registered ) {
		return;
	}
	R_SyncRenderThread();

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = end = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
#ifdef VCMODS_OPENGLES
      //don't do qglTexImage2D as this may end up doing a compressed image
      //on which we are not allowed to do further sub images
		glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#else
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
	} else {
		if (dirty) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	RB_SetGL2D();

#ifdef VCMODS_OPENGLES
	qglColor4f( tr.identityLight, tr.identityLight, tr.identityLight, 1.0f );

	verts[0][0] = x;  verts[0][1] = y;
	verts[1][0] = x+w;  verts[1][1] = y;
	verts[2][0] = x+w;  verts[2][1] = y+h;
	verts[3][0] = x;  verts[3][1] = y+h;

	texcoords[0][0] = 0.5f/cols;      texcoords[0][1] = 0.5f/rows;
	texcoords[1][0] = (cols-0.5f)/cols;   texcoords[1][1] = 0.5f/rows;
	texcoords[2][0] = (cols-0.5f)/cols;   texcoords[2][1] = (rows-0.5f)/rows;
	texcoords[3][0] = 0.5f/cols;      texcoords[3][1] = (rows-0.5f)/rows;

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 0, texcoords );
	qglVertexPointer  ( 2, GL_FLOAT, 0, verts );
	qglDrawElements( GL_TRIANGLE_STRIP, 6, GL_INDEX_TYPE, indicies );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#else
	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

	qglBegin (GL_QUADS);
	qglTexCoord2f ( 0.5f / cols,  0.5f / rows );
	qglVertex2f (x, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols ,  0.5f / rows );
	qglVertex2f (x+w, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x+w, y+h);
//.........这里部分代码省略.........
开发者ID:PropheteMath,项目名称:OpenArenaBB,代码行数:101,代码来源:tr_backend.c


示例7: R_RenderShadowEdges

void R_RenderShadowEdges( void ) {
	int		i;

#if 0
	int		numTris;

	// dumb way -- render every triangle's edges
	numTris = tess.numIndexes / 3;

	for ( i = 0 ; i < numTris ; i++ ) {
		int		i1, i2, i3;

		if ( !facing[i] ) {
			continue;
		}

		i1 = tess.indexes[ i*3 + 0 ];
		i2 = tess.indexes[ i*3 + 1 ];
		i3 = tess.indexes[ i*3 + 2 ];

		qglBegin( GL_TRIANGLE_STRIP );
		qglVertex3fv( tess.xyz[ i1 ] );
		qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
		qglVertex3fv( tess.xyz[ i2 ] );
		qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
		qglVertex3fv( tess.xyz[ i3 ] );
		qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
		qglVertex3fv( tess.xyz[ i1 ] );
		qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
		qglEnd();
	}
#else
	int		c, c2;
	int		j, k;
	int		i2;
	int		c_edges, c_rejected;
	int		hit[2];

	// an edge is NOT a silhouette edge if its face doesn't face the light,
	// or if it has a reverse paired edge that also faces the light.
	// A well behaved polyhedron would have exactly two faces for each edge,
	// but lots of models have dangling edges or overfanned edges
	c_edges = 0;
	c_rejected = 0;

	for ( i = 0 ; i < tess.numVertexes ; i++ ) {
		c = numEdgeDefs[ i ];
		for ( j = 0 ; j < c ; j++ ) {
			if ( !edgeDefs[ i ][ j ].facing ) {
				continue;
			}

			hit[0] = 0;
			hit[1] = 0;

			i2 = edgeDefs[ i ][ j ].i2;
			c2 = numEdgeDefs[ i2 ];
			for ( k = 0 ; k < c2 ; k++ ) {
				if ( edgeDefs[ i2 ][ k ].i2 == i ) {
					hit[ edgeDefs[ i2 ][ k ].facing ]++;
				}
			}

			// if it doesn't share the edge with another front facing
			// triangle, it is a sil edge
			if ( hit[ 1 ] == 0 ) {
				qglBegin( GL_TRIANGLE_STRIP );
				qglVertex3fv( tess.xyz[ i ] );
				qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
				qglVertex3fv( tess.xyz[ i2 ] );
				qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
				qglEnd();
				c_edges++;
			} else {
				c_rejected++;
			}
		}
	}
#endif
}
开发者ID:OnlyTheGhosts,项目名称:Mirai_Ran,代码行数:80,代码来源:tr_shadows.c


示例8: R_DrawSkyBox

void R_DrawSkyBox (void)
{
	int		i;

#if 0
qglEnable (GL_BLEND);
GL_TexEnv( GL_MODULATE );
qglColor4f (1,1,1,0.5);
qglDisable (GL_DEPTH_TEST);
#endif

	// jkrige - skybox
	qglDisable (GL_DEPTH_TEST);
	/*if (skyrotate)
	{	// check for no sky at all
		for (i=0 ; i<6 ; i++)
			if (skymins[0][i] < skymaxs[0][i]
			&& skymins[1][i] < skymaxs[1][i])
				break;
		if (i == 6)
			return;		// nothing visible
	}*/
	// jkrige - skybox

qglPushMatrix ();
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
qglRotatef (r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);

	for (i=0 ; i<6 ; i++)
	{
		// jkrige - skybox
		/*if (skyrotate)
		{	// hack, forces full sky to draw when rotating
			skymins[0][i] = -1;
			skymins[1][i] = -1;
			skymaxs[0][i] = 1;
			skymaxs[1][i] = 1;
		}

		if (skymins[0][i] >= skymaxs[0][i]
		|| skymins[1][i] >= skymaxs[1][i])
			continue;*/
		// jkrige - skybox

		GL_Bind (sky_images[skytexorder[i]]->texnum);

		qglBegin (GL_QUADS);
		// jkrige - skybox
		MakeSkyVec (-1, -1, i);
		MakeSkyVec (-1, 1, i);
		MakeSkyVec (1, 1, i);
		MakeSkyVec (1, -1, i);
		//MakeSkyVec (skymins[0][i], skymins[1][i], i);
		//MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
		//MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
		//MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
		// jkrige - skybox
		qglEnd ();
	}
qglPopMatrix ();
#if 0
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,0.5);
glEnable (GL_DEPTH_TEST);
#endif

	// jkrige - skybox
	qglEnable (GL_DEPTH_TEST);
	// jkrige - skybox
}
开发者ID:jacqueskrige,项目名称:uqe-quake2,代码行数:71,代码来源:gl_warp.c


示例9: RE_StretchRaw

/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
	int			i, j;
	int			start, end;

	if ( !tr.registered ) {
		return;
	}
	R_SyncRenderThread();

#ifdef FRAMEBUFFER_AND_GLSL_SUPPORT
	// Needed here to support cinematics
	R_FrameBuffer_EndFrame();
#endif

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = end = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );	
	} else {
		if (dirty) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	RB_SetGL2D();

	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

	qglBegin (GL_QUADS);
	qglTexCoord2f ( 0.5f / cols,  0.5f / rows );
	qglVertex2f (x, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols ,  0.5f / rows );
	qglVertex2f (x+w, y);
	qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x+w, y+h);
	qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
	qglVertex2f (x, y+h);
	qglEnd ();
}
开发者ID:Mixone-FinallyHere,项目名称:SmokinGuns,代码行数:79,代码来源:tr_backend.c


示例10: DrawRuledSurface

/*
===============
DrawRuledSurface
===============
*/
void DrawRuledSurface (face_t *cf, float ctrl[2][3][5] ) {
	int			j, k, l;
	vec5_t		curve[2][CBLOCK_SUBDIVISIONS+1];
	//float		u;
	float		*v;

	if (curveFile) {
		fprintf (curveFile, "RULED {\n");
		fprintf (curveFile, "textures/%s\n", cf->texdef.name);
		Write3DMatrix (curveFile, 2, 3, 5, (float *)ctrl);
		fprintf (curveFile, "}\n");
		return;
	}

	for (j = 0 ; j < 2 ; j++) {
		for (l = 0 ; l < 5 ; l++) {
			float	a, b, c;
			float	qA, qB, qC;
			float	f;
			int		k;

			a = ctrl[j][0][l];
			b = ctrl[j][1][l];
			c = ctrl[j][2][l];
			qA = a - 2 * b + c;
			qB = 2 * b - 2 * a;
			qC = a;

			for (k = 0 ; k <= CBLOCK_SUBDIVISIONS ; k++) {
				f = (float)k / CBLOCK_SUBDIVISIONS;
				curve[j][k][l] = qA*f*f + qB*f + qC;
			}
		}
	}

	if ( bevelBrush ) {
		face_t	*f;

		for (k = 0 ; k < CBLOCK_SUBDIVISIONS ; k++) {
			f = Face_Clone( bevelBrush->brush_faces );
			f->texdef.flags |= SURF_CURVE_FAKE;
			f->next = bevelBrush->brush_faces;
			bevelBrush->brush_faces = f;

			VectorCopy( curve[0][k], f->planepts[0] );
			VectorCopy( curve[1][k], f->planepts[1] );
			VectorCopy( curve[0][k+1], f->planepts[2] );
			Brush_MakeFacePlane( f );
		}
		return;
	}



	qglBindTexture (GL_TEXTURE_2D, cf->d_texture->texture_number);

  float fColor[3];
  SetColor(cf, fColor);

	qglBegin (GL_QUAD_STRIP);
	for (k = 0 ; k <= CBLOCK_SUBDIVISIONS ; k++) {
		v = curve[0][k];
		qglTexCoord2fv( v + 3 );
		qglVertex3fv( v );

		v = curve[1][k];
		qglTexCoord2fv( v + 3 );
		qglVertex3fv( v );
	}


	qglEnd ();
}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:78,代码来源:cbrush.cpp


示例11: DrawPatch

/*
===================
DrawPatch
===================
*/
void DrawPatch (face_t *cf, float ctrl[3][3][5]) {
	int		i, j;
	float	u, v;
	vec5_t	verts[CBLOCK_SUBDIVISIONS+1][CBLOCK_SUBDIVISIONS+1];

	if (curveFile) {
		fprintf (curveFile, "PATCH {\n");
		fprintf (curveFile, "textures/%s\n", cf->texdef.name);
		Write3DMatrix (curveFile, 3, 3, 5, (float *)ctrl);
		fprintf (curveFile, "}\n");
		return;
	}

	for (i = 0 ; i <= CBLOCK_SUBDIVISIONS ; i++) {
		for (j = 0 ; j <= CBLOCK_SUBDIVISIONS ; j++) {
			u = (float)i / CBLOCK_SUBDIVISIONS;
			v = (float)j / CBLOCK_SUBDIVISIONS;
			SamplePatch (ctrl, u, v, verts[i][j]);
		}
	}

	if ( bevelBrush ) {
		face_t		*f;
		vec3_t		v0, v1, v2;
		vec3_t		d1, d2, cross;

		for (i = 0 ; i < CBLOCK_SUBDIVISIONS ; i++) {
			for (j = 0 ; j < CBLOCK_SUBDIVISIONS ; j++) {
				VectorCopy( verts[i][j], v0 );
				VectorCopy( verts[i][j+1], v1 );
				VectorCopy( verts[i+1][j], v2 );

				VectorSubtract( v0, v1, d1 );
				VectorSubtract( v2, v1, d2 );
				CrossProduct( d1, d2, cross );
				if ( VectorLength( cross ) == 0 ) {
					continue;	// degenerate
				}
				f = Face_Clone( bevelBrush->brush_faces );
				f->texdef.flags |= SURF_CURVE_FAKE;
				VectorCopy( v0, f->planepts[0] );
				VectorCopy( v1, f->planepts[1] );
				VectorCopy( v2, f->planepts[2] );
				Brush_MakeFacePlane( f );
				f->next = bevelBrush->brush_faces;
				bevelBrush->brush_faces = f;
			}
		}
		return;
	}



	qglBindTexture (GL_TEXTURE_2D, cf->d_texture->texture_number);

  float fColor[3];
  SetColor(cf, fColor);


	for (i = 0 ; i < CBLOCK_SUBDIVISIONS ; i++) {
		qglBegin (GL_QUAD_STRIP);
		for (j = 0 ; j <= CBLOCK_SUBDIVISIONS ; j++) {
			qglTexCoord2fv( verts[i+1][j] + 3 );
			qglVertex3fv( verts[i+1][j] );
			qglTexCoord2fv( verts[i][j] + 3 );
			qglVertex3fv( verts[i][j] );
      DecColor(fColor);
		}
		qglEnd ();
	}
}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:76,代码来源:cbrush.cpp


示例12: DrawCurveFan

/*
===============
DrawCurveFan

Draws a curve as part of a flat surface
===============
*/
void DrawCurveFan (face_t *cf, vec5_t opposite, vec5_t prev, vec5_t peak, vec5_t next) {
	int			i, k, l;
	float		coef[5][3];

	// write it out
	if (curveFile) {
		vec5_t	vecs[4];

		for ( i = 0 ; i < 5 ; i++ ) {
			vecs[0][i] = opposite[i];
			vecs[1][i] = prev[i];
			vecs[2][i] = peak[i];
			vecs[3][i] = next[i];
		}
		fprintf (curveFile, "CURVEFAN {\n");
		fprintf (curveFile, "textures/%s\n", cf->texdef.name);
		Write2DMatrix (curveFile, 4, 5, (float *)vecs);
		fprintf (curveFile, "}\n");
		return;
	}

	// calculate the coefficients
	for (l = 0 ; l < 5 ; l++) {
		float	a, b, c;

		a = prev[l];
		b = peak[l];
		c = next[l];
		coef[l][0] = a;
		coef[l][1] = 2 * b - 2 * a;
		coef[l][2] = a - 2 * b + c;
	}


	// draw it
	qglBindTexture (GL_TEXTURE_2D, cf->d_texture->texture_number);


  float fColor[3];
  SetColor(cf, fColor);


	qglBegin (GL_TRIANGLE_FAN);

	qglTexCoord2fv( opposite + 3 );
	qglVertex3fv( opposite );

	for ( k = 0 ; k <= CBLOCK_SUBDIVISIONS ; k++ ) {
		vec5_t		curve;
		float		f;

		f = (float)k / CBLOCK_SUBDIVISIONS;
		for ( l = 0 ; l < 5 ; l++ ) {
			curve[l] = coef[l][2]*f*f + coef[l][1]*f + coef[l][0];
		}

		qglTexCoord2fv( curve + 3 );
		qglVertex3fv( curve );
    DecColor(fColor);
	}

	qglEnd ();
}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:70,代码来源:cbrush.cpp


示例13: RB_ColorCorrect

void RB_ColorCorrect( void ) {
	GLint loc;
	GLenum target;
	int width, height;
	int shift;
	float mul;

	if ( !r_enablePostProcess->integer || !r_enableColorCorrect->integer || !glsl ) {
		return;
	}

	GL_SelectTexture(0);
	qglDisable(GL_TEXTURE_2D);
	qglEnable(GL_TEXTURE_RECTANGLE_ARB);

	target = GL_TEXTURE_RECTANGLE_ARB;

	width = glConfig.vidWidth;
	height = glConfig.vidHeight;

	qglBindTexture(target, tr.backBufferTexture);
	qglCopyTexSubImage2D(target, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);

	qglMatrixMode(GL_PROJECTION);
	qglLoadIdentity();
	qglMatrixMode(GL_MODELVIEW);
	qglLoadIdentity();

	RB_SetGL2D();
	GL_State( GLS_DEPTHTEST_DISABLE );

    qglUseProgramObjectARB(tr.colorCorrectSp);
	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "p_gammaRecip");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_gammaRecip", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)(1.0 / r_gamma->value));

	//mul = r_overBrightBitsValue->value;
	mul = r_overBrightBits->value;
	if (mul < 0.0) {
		mul = 0.0;
	}
	shift = tr.overbrightBits;

	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "p_overbright");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_overbright", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)((float)(1 << shift) * mul));

	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "p_contrast");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_contrast", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)r_contrast->value);

	loc = qglGetUniformLocationARB(tr.colorCorrectSp, "backBufferTex");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get backBufferTex", __FUNCTION__);
	}
	qglUniform1iARB(loc, 0);

	qglBegin(GL_QUADS);

	qglTexCoord2i(0, 0);
	qglVertex2i(0, height);

	qglTexCoord2i(width, 0);
	qglVertex2i(width, height);

	qglTexCoord2i(width, height);
	qglVertex2i(width, 0);

	qglTexCoord2i(0, height);
	qglVertex2i(0, 0);

	qglEnd();

	qglUseProgramObjectARB(0);

	qglDisable(GL_TEXTURE_RECTANGLE_ARB);
	qglEnable(GL_TEXTURE_2D);
}
开发者ID:themuffinator,项目名称:fnq3,代码行数:84,代码来源:tr_glsl.c


示例14: RB_BloomCombine

static void RB_BloomCombine( void ) {
	GLenum target;
	int width, height;
	GLint loc;

	GL_SelectTexture(0);
	qglDisable(GL_TEXTURE_2D);
	qglEnable(GL_TEXTURE_RECTANGLE_ARB);
	target = GL_TEXTURE_RECTANGLE_ARB;

	width = tr.bloomWidth;
	height = tr.bloomHeight;

	qglBindTexture(target, tr.bloomTexture);
	qglCopyTexSubImage2D(target, 0, 0, 0, 0, glConfig.vidHeight - height, width, height);

	qglUseProgramObjectARB(tr.combineSp);

	qglBindTexture(target, tr.backBufferTexture);
	loc = qglGetUniformLocationARB(tr.combineSp, "backBufferTex");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get backBufferTex", __FUNCTION__);
	}
	qglUniform1iARB(loc, 0);

	GL_SelectTexture(1);
	qglDisable(GL_TEXTURE_2D);
	qglEnable(GL_TEXTURE_RECTANGLE_ARB);

	qglBindTexture(target, tr.bloomTexture);
	loc = qglGetUniformLocationARB(tr.combineSp, "bloomTex");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get bloomTex", __FUNCTION__);
	}
	qglUniform1iARB(loc, 1);

	loc = qglGetUniformLocationARB(tr.combineSp, "p_bloomsaturation");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_bloomsaturation", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)r_BloomSaturation->value);

	loc = qglGetUniformLocationARB(tr.combineSp, "p_scenesaturation");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_scenesaturation", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)r_BloomSceneSaturation->value);

	loc = qglGetUniformLocationARB(tr.combineSp, "p_bloomintensity");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_bloomintensity", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)r_BloomIntensity->value);

	loc = qglGetUniformLocationARB(tr.combineSp, "p_sceneintensity");
	if (loc < 0) {
		Com_Error(ERR_DROP, "%s() couldn't get p_sceneintensity", __FUNCTION__);
	}
	qglUniform1fARB(loc, (GLfloat)r_BloomSceneIntensity->value);


	width = glConfig.vidWidth;
	height = glConfig.vidHeight;

    qglBegin(GL_QUADS);

	qglMultiTexCoord2iARB(GL_TEXTURE0_ARB, 0, 0);
	qglMultiTexCoord2iARB(GL_TEXTURE1_ARB, 0, 0);
	qglVertex2i(0, height);

	qglMultiTexCoord2iARB(GL_TEXTURE0_ARB, width, 0);
	qglMultiTexCoord2iARB(GL_TEXTURE1_ARB, tr.bloomWidth, 0);
	qglVertex2i(width, height);

	qglMultiTexCoord2iARB(GL_TEXTURE0_ARB, width, height);
	qglMultiTexCoord2iARB(GL_TEXTURE1_ARB, tr.bloomWidth, tr.bloomHeight);
	qglVertex2i(width, 0);

	qglMultiTexCoord2iARB(GL_TEXTURE0_ARB, 0, height);
	qglMultiTexCoord2iARB(GL_TEXTURE1_ARB, 0, tr.bloomHeight);
	qglVertex2i(0, 0);

	qglEnd();

	qglUseProgramObjectARB(0);

	GL_SelectTexture(1);
	qglDisable(GL_TEXTURE_RECTANGLE_ARB);
	qglDisable(GL_TEXTURE_2D);

	GL_SelectTexture(0);
	qglDisable(GL_TEXTURE_RECTANGLE_ARB);
	qglEnable(GL_TEXTURE_2D);
}
开发者ID:themuffinator,项目名称:fnq3,代码行数:94,代码来源:tr_glsl.c


示例15: CreateOptTri

/*
===============
CreateOptTri
===============
*/
static void CreateOptTri( optVertex_t *first, optEdge_t *e1, optEdge_t *e2, optIsland_t *island ) {
	optEdge_t		*opposite;
	optVertex_t		*second, *third;
	optTri_t		*optTri;
	mapTri_t		*tri;

	if ( e1->v1 == first ) {
		second = e1->v2;
	} else if ( e1->v2 == first ) {
		second = e1->v1;
	} else {
		common->Error( "CreateOptTri: mislinked edge" );
		return;
	}

	if ( e2->v1 == first ) {
		third = e2->v2;
	} else if ( e2->v2 == first ) {
		third = e2->v1;
	} else {
		common->Error( "CreateOptTri: mislinked edge" );
		return;
	}

	if ( !IsTriangleValid( first, second, third ) ) {
		common->Error( "CreateOptTri: invalid" );
		return;
	}

//DrawEdges( island );

		// identify the third edge
	if ( dmapGlobals.drawflag ) {
		qglColor3f(1,1,0);
		qglBegin( GL_LINES );
		qglVertex3fv( e1->v1->pv.ToFloatPtr() );
		qglVertex3fv( e1->v2->pv.ToFloatPtr() );
		qglEnd();
		qglFlush();
		qglColor3f(0,1,1);
		qglBegin( GL_LINES );
		qglVertex3fv( e2->v1->pv.ToFloatPtr() );
		qglVertex3fv( e2->v2->pv.ToFloatPtr() );
		qglEnd();
		qglFlush();
	}

	for ( opposite = second->edges ; opposite ; ) {
		if ( opposite != e1 && ( opposite->v1 == third || opposite->v2 == third ) ) {
			break;
		}
		if ( opposite->v1 == second ) {
			opposite = opposite->v1link;
		} else if ( opposite->v2 == second ) {
			opposite = opposite->v2link;
		} else {
			common->Error( "BuildOptTriangles: mislinked edge" );
			return;
		}
	}

	if ( !opposite ) {
		common->Printf( "Warning: BuildOptTriangles: couldn't locate opposite\n" );
		return;
	}

	if ( dmapGlobals.drawflag ) {
		qglColor3f(1,0,1);
		qglBegin( GL_LINES );
		qglVertex3fv( opposite->v1->pv.ToFloatPtr() );
		qglVertex3fv( opposite->v2->pv.ToFloatPtr() );
		qglEnd();
		qglFlush();
	}

	// create new triangle
	optTri = (optTri_t *)Mem_Alloc( sizeof( *optTri ), TAG_DMAP );
	optTri->v[0] = first;
	optTri->v[1] = second;
	optTri->v[2] = third;
	optTri->midpoint = ( optTri->v[0]->pv + optTri->v[1]->pv + optTri->v[2]->pv ) * ( 1.0f / 3.0f );
	optTri->next = island->tris;
	island->tris = optTri;

	if ( dmapGlobals.drawflag ) {
		qglColor3f( 1, 1, 1 );
		qglPointSize( 4 );
		qglBegin( GL_POINTS );
		qglVertex3fv( optTri->midpoint.ToFloatPtr() );
		qglEnd();
		qglFlush();
	}

	// find the midpoint, and scan through all the original triangles to
	// see if it is inside any of them
//.........这里部分代码省略.........
开发者ID:BielBdeLuna,项目名称:StormEngine2,代码行数:101,代码来源:optimize.cpp


示例16: 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 / 40;
		h = glConfig.vidHeight / 30;

		x = i % 40 * w;
		y = i / 30 * h;

		// show in proportional size in mode 2
		if ( r_showImages->integer == 2 ) {
			w *= image->uploadWidth / 512.0f;
			h *= image->uploadHeight / 512.0f;
		}

#ifdef USE_OPENGLES
		GLfloat tex[] = {
		 0, 0, 
		 1, 0,
		 1, 1, 
		 0, 1 };
		GLfloat vtx[] = {
		 x, y,
		 x + w, y,
		 x + w, y + h,
		 x, y + h };
		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 );
		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
		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();
#endif
	}

	qglFinish();

	end = ri.Milliseconds();
	ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );

}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:87,代码来源:tr_backend.c


示例17: 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;
#ifdef VCMODS_OPENGLES
	vec2_t  texcoords[4] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} };
	vec2_t  verts[4];
	glIndex_t indicies[6] = { 0, 1, 2, 0, 3, 2};
#endif

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

	qglClear( GL_COLOR_BUFFER_BIT );

	qglFinish();

	start = ri.Milliseconds();
#ifdef VCMODS_OPENGLES
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
#endif

	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;
		}

#ifdef VCMODS_OPENGLES
		verts[0][0] = x;  verts[0][1] = y;
		verts[1][0] = x+w;  verts[1][1] = y;
		verts[2][0] = x+w;  verts[2][1] = y+h;
		verts[3][0] = x;  verts[3][1] = y+h;

		qglTexCoordPointer( 2, GL_FLOAT, 0, texcoords );
		qglVertexPointer  ( 2, GL_FLOAT, 0, verts );
		qglDrawElements( GL_TRIANGLE_STRIP, 6, GL_INDEX_TYPE, indicies );
#else
		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();
#endif
	}

#ifdef VCMODS_OPENGLES
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#endif
	qglFinish();

	end = ri.Milliseconds();
	ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );

}
开发者ID:PropheteMath,项目名称:OpenArenaBB,代码行数:81,代码来源:tr_backend.c


示例18: RE_StretchRaw

/*
=============
RE_StretchRaw

FIXME: not exactly backend
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty ) {
	int i, j;
	int start, end;

	if ( !tr.registered ) {
		return;
	}
	R_IssuePendingRenderCommands();

	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	// we definately want to sync every frame for the cinematics
	qglFinish();

	start = 0;
	if ( r_speeds->integer ) {
		start = ri.Milliseconds();
	}

	// make sure rows and cols are powers of 2
	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
	}
	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
	}
	if ( ( 1 << i ) != cols || ( 1 << j ) != rows ) {
		ri.Error( ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows );
	}

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
#ifdef USE_OPENGLES
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#else
		qglTexImage2D( GL_TEXTURE_2D, 0, 3, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
	} else {
		if ( dirty ) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}

	if ( r_speeds->integer ) {
		end = ri.Milliseconds();
		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
	}

	RB_SetGL2D();

	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

#ifdef USE_OPENGLES
	GLfloat tex[] = {
	 0.5f / cols,  0.5f / rows,
	 ( cols - 0.5f ) / cols ,  0.5f / rows,
	 ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows,
	 0.5f / cols, ( rows - 0.5f ) / rows };
	GLfloat vtx[] = {
	 x, y,
	 x+w, y,
	 x+w, y+h,
	 x, y+h };
	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 );
	qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
	qglVertexPointer  ( 2, GL_FLOAT, 0, vtx );
	qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
	if (!text)
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	if (glcol)
		qglEnableClientState(GL_COLOR_ARRAY);
#else
	qglBegin( GL_QUADS );
	qglTexCoord2f( 0.5f / cols,  0.5f / rows );
	qglVertex2f( x, y );
	qglTexCoord2f( ( cols - 0.5f ) / cols,  0.5f / rows );
//.........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_backend.c


示例19: R_CalcBones


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