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

/*
================
R_DebugPolygon
================
*/
void GLRB_DebugPolygon( int color, int numPoints, const float *points ) {
	int		i;

	GL_Bind( tr.whiteImage);
	GL_Cull( CT_FRONT_SIDED );
	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );

	// draw solid shade

	qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
	qglBegin( GL_POLYGON );
	for ( i = 0 ; i < numPoints ; i++ ) {
		qglVertex3fv( points + i * 3 );
	}
	qglEnd();

	// draw wireframe outline
	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
	qglDepthRange( 0, 0 );
	qglColor3f( 1, 1, 1 );
	qglBegin( GL_POLYGON );
	for ( i = 0 ; i < numPoints ; i++ ) {
		qglVertex3fv( points + i * 3 );
	}
	qglEnd();
	qglDepthRange( 0, 1 );
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:32,代码来源:gl_driver.c


示例2: RB_SetGL2D

/*
================
RB_SetGL2D

================
*/
void	RB_SetGL2D (void) {
	if ( tess.numIndexes | tess.numVertexes )
		Com_Printf(" Going 2d with verts?" );
	backEnd.projection2D = qtrue;
	backEnd.currentModel = 0;
	
	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity ();
	qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
	qglMatrixMode(GL_MODELVIEW);
    qglLoadIdentity ();

	GL_State( GLS_DEPTHTEST_DISABLE |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );
	qglDisable( GL_CLIP_PLANE0 );

	// set time for 2D shaders
//	tess.shaderTime = ri.Milliseconds();
}
开发者ID:entdark,项目名称:q3mme,代码行数:31,代码来源:tr_backend.c


示例3: R_Set2DMode

/*
===============
R_Set2DMode
===============
*/
void R_Set2DMode( qboolean enable )
{
	if( enable )
	{
		if( glState.in2DMode )
			return;

		// set 2D virtual screen size
		pglScissor( 0, 0, glState.width, glState.height );
		pglViewport( 0, 0, glState.width, glState.height );
		pglMatrixMode( GL_PROJECTION );
		pglLoadIdentity();
		pglOrtho( 0, glState.width, glState.height, 0, -99999, 99999 );
		pglMatrixMode( GL_MODELVIEW );
		pglLoadIdentity();

		GL_Cull( 0 );

		pglDepthMask( GL_FALSE );
		pglDisable( GL_DEPTH_TEST );
		pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );

		glState.in2DMode = true;
		RI.currententity = NULL;
		RI.currentmodel = NULL;
	}
	else
	{
		pglDepthMask( GL_TRUE );
		pglEnable( GL_DEPTH_TEST );
		pglMatrixMode( GL_MODELVIEW );
		glState.in2DMode = false;
	}
}
开发者ID:bmk10,项目名称:sing-engine,代码行数:39,代码来源:gl_draw.c


示例4: RB_ShadowFinish

/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}
	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglDisable (GL_CLIP_PLANE0);
	GL_Cull( CT_TWO_SIDED );

	GL_Bind( tr.whiteImage );

    qglLoadIdentity ();

	qglColor3f( 0.6f, 0.6f, 0.6f );
	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
}
开发者ID:GrangerHub,项目名称:tremulous,代码行数:43,代码来源:tr_shadows.cpp


示例5: RB_SetGL2D

/*
================
RB_SetGL2D

================
*/
void    RB_SetGL2D( void ) {
	backEnd.projection2D = qtrue;

	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode( GL_PROJECTION );
	qglLoadIdentity();
	qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
	qglMatrixMode( GL_MODELVIEW );
	qglLoadIdentity();

	GL_State( GLS_DEPTHTEST_DISABLE |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	qglDisable( GL_FOG ); //----(SA)	added

	GL_Cull( CT_TWO_SIDED );
	qglDisable( GL_CLIP_PLANE0 );

	// set time for 2D shaders
	backEnd.refdef.time = ri.Milliseconds();
	backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:31,代码来源:tr_backend.c


示例6: R_ShadowPassSetupGL

/*
=============
R_ShadowPassSetupGL
=============
*/
static void R_ShadowPassSetupGL( const plight_t *pl )
{
	// matrices already computed
	RI.worldviewMatrix = pl->modelviewMatrix;
	RI.projectionMatrix = pl->projectionMatrix;
	RI.worldviewProjectionMatrix = RI.projectionMatrix.Concat( RI.worldviewMatrix );

	GLfloat dest[16];

	// tell engine about worldviewprojection matrix so TriWorldToScreen and TriScreenToWorld
	// will be working properly
	RI.worldviewProjectionMatrix.CopyToArray( dest );
	SET_ENGINE_WORLDVIEW_MATRIX( dest );

	pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] );
	pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );

	pglMatrixMode( GL_PROJECTION );
	GL_LoadMatrix( RI.projectionMatrix );

	pglMatrixMode( GL_MODELVIEW );
	GL_LoadMatrix( RI.worldviewMatrix );

	GL_Cull( GL_FRONT );

	pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
	pglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
	pglEnable( GL_POLYGON_OFFSET_FILL );
	pglDisable( GL_TEXTURE_2D );
	pglDepthMask( GL_TRUE );
	pglPolygonOffset( 8, 30 );
	pglEnable( GL_DEPTH_TEST );
	pglDisable( GL_ALPHA_TEST );
	pglDisable( GL_BLEND );
}
开发者ID:FWGS,项目名称:XashXT,代码行数:40,代码来源:r_shadows.cpp


示例7: 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8: 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 );

	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();
}
开发者ID:Ichimoto,项目名称:OpenJK,代码行数:66,代码来源:tr_shadows.cpp


示例9: R_BloomScreen

/*
=================
R_BloomScreen
=================
*/
void R_BloomScreen( void )
{
	if( !r_bloom->integer )
		return;
	if(r_bloom_sky_only->integer)
		return;
	if ( backEnd.doneBloom )
		return;
	if ( !backEnd.doneSurfaces )
		return;
	backEnd.doneBloom = qtrue;
	if( !bloom.started ) {
		R_Bloom_InitTextures();
		if( !bloom.started )
			return;
	}

	if ( !backEnd.projection2D )
		RB_SetGL2D();
#if 0
	// set up full screen workspace
	GL_TexEnv( GL_MODULATE );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity ();
	qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity ();

	GL_Cull( CT_TWO_SIDED );
#endif

	qglColor4f( 1, 1, 1, 1 );

	//Backup the old screen in a texture
	R_Bloom_BackupScreen();
	// create the bloom texture using one of a few methods
	if(r_bloom_cascade->integer)
		R_Bloom_Cascaded();
	else
		R_Bloom_WarsowEffect ();
//	R_Bloom_CreateEffect();
	// restore the screen-backup to the screen
	R_Bloom_RestoreScreen();
	// Do the final pass using the bloom texture for the final effect
	R_Bloom_DrawEffect ();

// 	LEILEI - Lens Bloom Hack
//		The concept of this is to inverse the coordinates on both X and Y,
//		then scale outward using the offset value applied, as well as the modulated color
//		applied to give a rainbow streak effect.  Most effective with high bloom darkness
//		values.
	if(r_bloom_reflection->integer)
	R_Bloom_LensEffect ();
}
开发者ID:lrq3000,项目名称:openarena_engine,代码行数:61,代码来源:tr_bloom.c


示例10: GLRB_ResetState2D

void GLRB_ResetState2D( void )
{
    qglLoadIdentity();

	GL_State( GLS_DEPTHTEST_DISABLE |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
    GL_Cull( CT_TWO_SIDED );

	qglDisable( GL_CLIP_PLANE0 );
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:11,代码来源:gl_driver.c


示例11: RB_StageIteratorSky

/*
================
RB_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
    if ( r_fastsky->integer ) {
        return;
    }

    // go through all the polygons and project them onto
    // the sky box to see which blocks on each side need
    // to be drawn
    RB_ClipSkyPolygons( &tess );

    // r_showsky will let all the sky blocks be drawn in
    // front of everything to allow developers to see how
    // much sky is getting sucked in
    if ( r_showsky->integer ) {
        qglDepthRange( 0.0, 0.0 );
    } else {
        qglDepthRange( 1.0, 1.0 );
    }

    // draw the outer skybox
    if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
        qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

        qglPushMatrix ();
        GL_State( 0 );
        GL_Cull( CT_FRONT_SIDED );
        qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);

        DrawSkyBox( tess.shader );

        qglPopMatrix();
    }

    // generate the vertexes for all the clouds, which will be drawn
    // by the generic shader routine
    R_BuildCloudData( &tess );

    RB_StageIteratorGeneric();

    // draw the inner skybox


    // back to normal depth range
    qglDepthRange( 0.0, 1.0 );

    // note that sky was drawn so we will draw a sun later
    backEnd.skyRenderedThisView = qtrue;
}
开发者ID:ioquake,项目名称:ioq3,代码行数:57,代码来源:tr_sky.c


示例12: R_SetupGL

/*
=============
R_SetupGL
=============
*/
static void R_SetupGL( void )
{
	if( RI.refdef.waterlevel >= 3 )
	{
		float	f;
		f = sin( cl.time * 0.4f * ( M_PI * 2.7f ));
		RI.refdef.fov_x += f;
		RI.refdef.fov_y -= f;
	}

	R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix );
	R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix );
//	if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0];

	Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );

	pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] );
	pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );

	pglMatrixMode( GL_PROJECTION );
	GL_LoadMatrix( RI.projectionMatrix );

	pglMatrixMode( GL_MODELVIEW );
	GL_LoadMatrix( RI.worldviewMatrix );

	if( RI.params & RP_CLIPPLANE )
	{
		GLdouble	clip[4];
		mplane_t	*p = &RI.clipPlane;

		clip[0] = p->normal[0];
		clip[1] = p->normal[1];
		clip[2] = p->normal[2];
		clip[3] = -p->dist;

		pglClipPlane( GL_CLIP_PLANE0, clip );
		pglEnable( GL_CLIP_PLANE0 );
	}

	if( RI.params & RP_FLIPFRONTFACE )
		GL_FrontFace( !glState.frontFace );

	GL_Cull( GL_FRONT );

	pglDisable( GL_BLEND );
	pglDisable( GL_ALPHA_TEST );
	pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
}
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:53,代码来源:gl_rmain.c


示例13: if

/*
============================
idAutoRender::RenderFrame
============================
*/
void idAutoRender::RenderFrame()
{
	// values are 0 to 1
	float loadingIconPosX = 0.5f;
	float loadingIconPosY = 0.6f;
	float loadingIconScale = 0.025f;
	float loadingIconSpeed = 0.095f;
	
	if( autoRenderIcon == AUTORENDER_HELLICON )
	{
		loadingIconPosX = 0.85f;
		loadingIconPosY = 0.85f;
		loadingIconScale = 0.1f;
		loadingIconSpeed = 0.095f;
	}
	else if( autoRenderIcon == AUTORENDER_DIALOGICON )
	{
		loadingIconPosY = 0.73f;
	}
	
	
	GL_SetDefaultState();
	
	GL_Cull( CT_TWO_SIDED );
	
	const bool stereoRender = false;
	
	const int width = renderSystem->GetWidth();
	const int height = renderSystem->GetHeight();
	const int guardBand = height / 24;
	
	if( stereoRender )
	{
		for( int viewNum = 0 ; viewNum < 2; viewNum++ )
		{
			GL_ViewportAndScissor( 0, viewNum * ( height + guardBand ), width, height );
			RenderBackground();
			RenderLoadingIcon( loadingIconPosX, loadingIconPosY, loadingIconScale, loadingIconSpeed );
		}
	}
	else
	{
		GL_ViewportAndScissor( 0, 0, width, height );
		RenderBackground();
		RenderLoadingIcon( loadingIconPosX, loadingIconPosY, loadingIconScale, loadingIconSpeed );
	}
	
}
开发者ID:dcahrakos,项目名称:RBDOOM-3-BFG,代码行数:53,代码来源:AutoRender.cpp


示例14: RB_SetGL2D

/*
================
RB_SetGL2D

================
*/
void	RB_SetGL2D (void) {
	mat4_t matrix;
	int width, height;

	if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
		return;

	backEnd.projection2D = qtrue;
	backEnd.last2DFBO = glState.currentFBO;

	if (glState.currentFBO)
	{
		width = glState.currentFBO->width;
		height = glState.currentFBO->height;
	}
	else
	{
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
	}

	// set 2D virtual screen size
	qglViewport( 0, 0, width, height );
	qglScissor( 0, 0, width, height );

	Mat4Ortho(0, width, height, 0, 0, 1, matrix);
	GL_SetProjectionMatrix(matrix);
	Mat4Identity(matrix);
	GL_SetModelviewMatrix(matrix);

	GL_State( GLS_DEPTHTEST_DISABLE |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );
	qglDisable( GL_CLIP_PLANE0 );

	// set time for 2D shaders
	backEnd.refdef.time = ri.Milliseconds();
	backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;

	// reset color scaling
	backEnd.refdef.colorScale = 1.0f;
}
开发者ID:openmoh,项目名称:ioq3,代码行数:50,代码来源:tr_backend.c


示例15: RB_SetGL2D

/*
=============
RB_SetGL2D

This is not used by the normal game paths, just by some tools
=============
*/
void RB_SetGL2D( void ) {
	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	if ( r_useScissor.GetBool() ) {
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity();
	qglOrtho( 0, 640, 480, 0, 0, 1 );		// always assume 640x480 virtual coordinates
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity();

	GL_State( GLS_DEPTHFUNC_ALWAYS |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );

	qglDisable( GL_DEPTH_TEST );
	qglDisable( GL_STENCIL_TEST );
}
开发者ID:albertz,项目名称:iodoom3,代码行数:28,代码来源:tr_backend.cpp


示例16: RB_BeginDrawingView

/*
=================
RB_BeginDrawingView

Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
	// set the modelview matrix for the viewer
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// set the window clipping
	qglViewport( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1, 
		tr.viewportOffset[1] + backEnd.viewDef->viewport.y1, 
		backEnd.viewDef->viewport.x2 + 1 - backEnd.viewDef->viewport.x1,
		backEnd.viewDef->viewport.y2 + 1 - backEnd.viewDef->viewport.y1 );

	// the scissor may be smaller than the viewport for subviews
	qglScissor( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1, 
		tr.viewportOffset[1] + backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1, 
		backEnd.viewDef->scissor.x2 + 1 - backEnd.viewDef->scissor.x1,
		backEnd.viewDef->scissor.y2 + 1 - backEnd.viewDef->scissor.y1 );
	backEnd.currentScissor = backEnd.viewDef->scissor;

	// ensures that depth writes are enabled for the depth clear
	GL_State( GLS_DEFAULT );

	// we don't have to clear the depth / stencil buffer for 2D rendering
	if ( backEnd.viewDef->viewEntitys ) {
		qglStencilMask( 0xff );
		// some cards may have 7 bit stencil buffers, so don't assume this
		// should be 128
		qglClearStencil( 1<<(glConfig.stencilBits-1) );
		qglClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
		qglEnable( GL_DEPTH_TEST );
	} else {
		qglDisable( GL_DEPTH_TEST );
		qglDisable( GL_STENCIL_TEST );
	}

	backEnd.glState.faceCulling = -1;		// force face culling to set next time
	GL_Cull( CT_FRONT_SIDED );

}
开发者ID:0culus,项目名称:Doom3-for-MacOSX-,代码行数:47,代码来源:tr_render.cpp


示例17: R_PostprocessScreen

/*
=================
R_PostprocessScreen
=================
*/
void R_PostprocessScreen( void )
{
	if( !postprocess )
		return;
	if ( backEnd.donepostproc )
		return;
	if ( !backEnd.doneSurfaces )
		return;
	backEnd.donepostproc = qtrue;
	if( !postproc.started ) {
		R_Postprocess_InitTextures();
		if( !postproc.started )
			return;
	}

	if ( !backEnd.projection2D )
		RB_SetGL2D();
#if 0
	// set up full screen workspace
	GL_TexEnv( GL_MODULATE );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity ();
	qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity ();

	GL_Cull( CT_TWO_SIDED );
#endif

	qglColor4f( 1, 1, 1, 1 );

	//Backup the old screen in a texture
	R_Postprocess_BackupScreen();
	//Redraw texture using GLSL program
	R_Bloom_RestoreScreen_Postprocessed();
}
开发者ID:lrq3000,项目名称:openarena_engine,代码行数:43,代码来源:tr_bloom.c


示例18: 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19: Tess_StageIteratorSky

/*
================
Tess_StageIteratorSky

All of the visible sky triangles are in tess

Other things could be stuck in here, like birds in the sky, etc
================
*/
void Tess_StageIteratorSky( void )
{
	// log this call
	if ( r_logFile->integer )
	{
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va
		                  ( "--- Tess_StageIteratorSky( %s, %i vertices, %i triangles ) ---\n", tess.surfaceShader->name,
		                    tess.numVertexes, tess.numIndexes / 3 ) );
	}

	if ( r_fastsky->integer )
	{
		return;
	}

	// trebor: HACK why does this happen with cg_draw2D 0 ?
	if ( tess.stageIteratorFunc2 == NULL )
	{
		//tess.stageIteratorFunc2 = Tess_StageIteratorGeneric;
		ri.Error( ERR_FATAL, "tess.stageIteratorFunc == NULL" );
	}

	GL_Cull(CT_TWO_SIDED);

	if ( tess.stageIteratorFunc2 == &Tess_StageIteratorDepthFill )
	{
		// go through all the polygons and project them onto
		// the sky box to see which blocks on each side need
		// to be drawn
		Tess_ClipSkyPolygons();

		// generate the vertexes for all the clouds, which will be drawn
		// by the generic shader routine
		BuildCloudData();

		if ( tess.numVertexes || tess.multiDrawPrimitives )
		{
			tess.stageIteratorFunc2();
		}
	}
	else
	{
		if ( tess.stageIteratorFunc2 == &Tess_StageIteratorGBuffer )
		{
			R_BindFBO( tr.geometricRenderFBO );
		}

		// go through all the polygons and project them onto
		// the sky box to see which blocks on each side need
		// to be drawn
		Tess_ClipSkyPolygons();

		// r_showSky will let all the sky blocks be drawn in
		// front of everything to allow developers to see how
		// much sky is getting sucked in

		if ( r_showSky->integer )
		{
			glDepthRange( 0.0, 0.0 );
		}
		else
		{
			glDepthRange( 1.0, 1.0 );
		}

		// draw the outer skybox
		if ( tess.surfaceShader->sky.outerbox && tess.surfaceShader->sky.outerbox != tr.blackCubeImage )
		{
#if 1
			R_BindVBO( tess.vbo );
			R_BindIBO( tess.ibo );

			gl_skyboxShader->BindProgram();

			gl_skyboxShader->SetUniform_ViewOrigin( backEnd.viewParms.orientation.origin );  // in world space

			gl_skyboxShader->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix );
			gl_skyboxShader->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[ glState.stackIndex ] );

			gl_skyboxShader->SetRequiredVertexPointers();

			// bind u_ColorMap
			GL_SelectTexture( 0 );
			GL_Bind( tess.surfaceShader->sky.outerbox );

			DrawSkyBox( tess.surfaceShader );
#endif
		}

//.........这里部分代码省略.........
开发者ID:Asvarox,项目名称:Unvanquished,代码行数:101,代码来源:tr_sky.cpp


示例20: RB_StageIteratorLightmappedMultitexture

void RB_StageIteratorLightmappedMultitexture( void ) {
	shaderCommands_t *input;

	input = &tess;

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va( "--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name ) );
	}

	// set GL fog
	SetIteratorFog();

	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	//
	// set color, pointers, and lock
	//
	GL_State( GLS_DEFAULT );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );

#ifdef REPLACE_MODE
	qglDisableClientState( GL_COLOR_ARRAY );
	qglColor3f( 1, 1, 1 );
	qglShadeModel( GL_FLAT );
#else
	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
#endif

	//
	// select base stage
	//
	GL_SelectTexture( 0 );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	qglTexCoordPointer( 2, GL_FLOAT, 8, tess.texCoords0 );

	//
	// configure second stage
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( GL_MODULATE );
	}

//----(SA)	modified for snooper
	if ( tess.xstages[0]->bundle[1].isLightmap && ( backEnd.refdef.rdflags & RDF_SNOOPERVIEW ) ) {
		GL_Bind( tr.whiteImage );
	} else {
		R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
	}

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 8, tess.texCoords1 );

	//
	// lock arrays
	//
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	qglDisable( GL_TEXTURE_2D );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	GL_SelectTexture( 0 );
#ifdef REPLACE_MODE
	GL_TexEnv( GL_MODULATE );
	qglShadeModel( GL_SMOOTH );
#endif

	//
	// now do any dynamic lighting needed
	//
	//%	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE )
	if ( tess.dlightBits && tess.shader->fogPass &&
		 !( tess.shader->surfaceFlags & ( SURF_NODLIGHT | SURF_SKY ) ) ) {
		if ( r_dynamiclight->integer == 2 ) {
			DynamicLightPass();
		} else {
			DynamicLightSinglePass();
		}
//.........这里部分代码省略.........
开发者ID:AdrienJaguenet,项目名称:Enemy-Territory,代码行数:101,代码来源:tr_shade.c



注:本文中的GL_Cull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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