Make sure to bind to the renderer FBO when drawing
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smallmodel 2024-12-22 22:41:54 +01:00
parent a32a9e8ae8
commit 31278fba92
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@ -32,16 +32,16 @@ Draw_SetColor
*/ */
void Draw_SetColor(const vec4_t rgba) { void Draw_SetColor(const vec4_t rgba) {
#if 1 #if 1
if (!rgba) { if (!rgba) {
rgba = r_colorWhite; rgba = r_colorWhite;
} }
backEnd.color2D[0] = (byte)(rgba[0] * tr.identityLightByte); backEnd.color2D[0] = (byte)(rgba[0] * tr.identityLightByte);
backEnd.color2D[1] = (byte)(rgba[1] * tr.identityLightByte); backEnd.color2D[1] = (byte)(rgba[1] * tr.identityLightByte);
backEnd.color2D[2] = (byte)(rgba[2] * tr.identityLightByte); backEnd.color2D[2] = (byte)(rgba[2] * tr.identityLightByte);
backEnd.color2D[3] = (byte)(rgba[3] * 255.0); backEnd.color2D[3] = (byte)(rgba[3] * 255.0);
#else #else
RE_SetColor(rgba); RE_SetColor(rgba);
#endif #endif
} }
@ -52,45 +52,45 @@ Draw_StretchPic
*/ */
void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader) { void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader) {
#if 1 #if 1
shader_t* shader; shader_t* shader;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
if (glRefConfig.framebufferObject) if (glRefConfig.framebufferObject)
FBO_Bind(tr.renderFbo); FBO_Bind(tr.renderFbo);
if (hShader) { if (hShader) {
shader = R_GetShaderByHandle(hShader); shader = R_GetShaderByHandle(hShader);
} }
else { else {
shader = tr.defaultShader; shader = tr.defaultShader;
} }
if (w <= 0) { if (w <= 0) {
w = shader->stages[0]->bundle[0].image[0]->width; w = shader->stages[0]->bundle[0].image[0]->width;
h = shader->stages[0]->bundle[0].image[0]->height; h = shader->stages[0]->bundle[0].image[0]->height;
} }
// draw the pic // draw the pic
RB_BeginSurface(shader, 0, 0); RB_BeginSurface(shader, 0, 0);
RB_Color4bv(backEnd.color2D); RB_Color4bv(backEnd.color2D);
RB_Texcoord2f(s1, t1); RB_Texcoord2f(s1, t1);
RB_Vertex2f(x, y); RB_Vertex2f(x, y);
RB_Texcoord2f(s2, t1); RB_Texcoord2f(s2, t1);
RB_Vertex2f(x + w, y); RB_Vertex2f(x + w, y);
RB_Texcoord2f(s1, t2); RB_Texcoord2f(s1, t2);
RB_Vertex2f(x, y + h); RB_Vertex2f(x, y + h);
RB_Texcoord2f(s2, t2); RB_Texcoord2f(s2, t2);
RB_Vertex2f(x + w, y + h); RB_Vertex2f(x + w, y + h);
RB_StreamEnd(); RB_StreamEnd();
#else #else
RE_StretchPic(x, y, w, h, s1, t1, s2, t2, hShader); RE_StretchPic(x, y, w, h, s1, t1, s2, t2, hShader);
#endif #endif
} }
@ -100,49 +100,52 @@ Draw_StretchPic2
================ ================
*/ */
void Draw_StretchPic2(float x, float y, float w, float h, float s1, float t1, float s2, float t2, float sx, float sy, qhandle_t hShader) { void Draw_StretchPic2(float x, float y, float w, float h, float s1, float t1, float s2, float t2, float sx, float sy, qhandle_t hShader) {
shader_t* shader; shader_t* shader;
float halfWidth, halfHeight; float halfWidth, halfHeight;
float scaledWidth1, scaledHeight1; float scaledWidth1, scaledHeight1;
float scaledWidth2, scaledHeight2; float scaledWidth2, scaledHeight2;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
if (hShader) { if (glRefConfig.framebufferObject)
shader = R_GetShaderByHandle(hShader); FBO_Bind(tr.renderFbo);
}
else {
shader = tr.defaultShader;
}
if (w <= 0) { if (hShader) {
w = shader->stages[0]->bundle[0].image[0]->width; shader = R_GetShaderByHandle(hShader);
h = shader->stages[0]->bundle[0].image[0]->height; }
} else {
shader = tr.defaultShader;
}
halfWidth = w * 0.5f; if (w <= 0) {
halfHeight = h * 0.5f; w = shader->stages[0]->bundle[0].image[0]->width;
scaledWidth1 = halfWidth * sy; h = shader->stages[0]->bundle[0].image[0]->height;
scaledHeight1 = halfHeight * sx; }
scaledWidth2 = halfWidth * sx;
scaledHeight2 = halfHeight * sy; halfWidth = w * 0.5f;
halfHeight = h * 0.5f;
scaledWidth1 = halfWidth * sy;
scaledHeight1 = halfHeight * sx;
scaledWidth2 = halfWidth * sx;
scaledHeight2 = halfHeight * sy;
// draw the pic // draw the pic
RB_Color4bv(backEnd.color2D); RB_Color4bv(backEnd.color2D);
RB_BeginSurface(shader, 0, 0); RB_BeginSurface(shader, 0, 0);
RB_Texcoord2f(s1, t1); RB_Texcoord2f(s1, t1);
RB_Vertex3f(x + halfWidth - (scaledWidth2 + -scaledHeight2), y + halfWidth - scaledHeight1 - scaledWidth1, 0); RB_Vertex3f(x + halfWidth - (scaledWidth2 + -scaledHeight2), y + halfWidth - scaledHeight1 - scaledWidth1, 0);
RB_Texcoord2f(t2, t1); RB_Texcoord2f(t2, t1);
RB_Vertex3f(scaledWidth2 - -scaledHeight2 + x + halfWidth, scaledWidth1 - scaledHeight1 + y + halfWidth, 0); RB_Vertex3f(scaledWidth2 - -scaledHeight2 + x + halfWidth, scaledWidth1 - scaledHeight1 + y + halfWidth, 0);
RB_Texcoord2f(s1, s2); RB_Texcoord2f(s1, s2);
RB_Vertex3f(x+ halfWidth - (scaledWidth2 + scaledHeight2), scaledHeight1 - scaledWidth1 + y + halfWidth, 0); RB_Vertex3f(x+ halfWidth - (scaledWidth2 + scaledHeight2), scaledHeight1 - scaledWidth1 + y + halfWidth, 0);
RB_Texcoord2f(t2, s2); RB_Texcoord2f(t2, s2);
RB_Vertex3f(scaledWidth2 - scaledHeight2 + x + halfWidth, scaledWidth1 + scaledHeight1 + y + halfWidth, 0); RB_Vertex3f(scaledWidth2 - scaledHeight2 + x + halfWidth, scaledWidth1 + scaledHeight1 + y + halfWidth, 0);
RB_StreamEnd(); RB_StreamEnd();
} }
@ -152,44 +155,47 @@ Draw_TilePic
================ ================
*/ */
void Draw_TilePic(float x, float y, float w, float h, qhandle_t hShader) { void Draw_TilePic(float x, float y, float w, float h, qhandle_t hShader) {
shader_t* shader; shader_t* shader;
float picw, pich; float picw, pich;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
if (hShader) { if (glRefConfig.framebufferObject)
shader = R_GetShaderByHandle(hShader); FBO_Bind(tr.renderFbo);
}
else {
shader = tr.defaultShader;
}
if (w <= 0) { if (hShader) {
w = shader->stages[0]->bundle[0].image[0]->width; shader = R_GetShaderByHandle(hShader);
h = shader->stages[0]->bundle[0].image[0]->height; }
} else {
shader = tr.defaultShader;
}
picw = shader->stages[0]->bundle[0].image[0]->uploadWidth; if (w <= 0) {
pich = shader->stages[0]->bundle[0].image[0]->uploadHeight; w = shader->stages[0]->bundle[0].image[0]->width;
h = shader->stages[0]->bundle[0].image[0]->height;
}
picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
// draw the pic // draw the pic
RB_Color4bv(backEnd.color2D); RB_Color4bv(backEnd.color2D);
RB_StreamBegin(shader); RB_StreamBegin(shader);
RB_Texcoord2f(x / picw, y / pich); RB_Texcoord2f(x / picw, y / pich);
RB_Vertex2f(x, y); RB_Vertex2f(x, y);
RB_Texcoord2f((x + w) / picw, y / pich); RB_Texcoord2f((x + w) / picw, y / pich);
RB_Vertex2f(x + w, y); RB_Vertex2f(x + w, y);
RB_Texcoord2f(x / picw, (y + h) / pich); RB_Texcoord2f(x / picw, (y + h) / pich);
RB_Vertex2f(x, y + h); RB_Vertex2f(x, y + h);
RB_Texcoord2f((x + w) / picw, (y + h) / pich); RB_Texcoord2f((x + w) / picw, (y + h) / pich);
RB_Vertex2f(x + w, y + h); RB_Vertex2f(x + w, y + h);
RB_StreamEnd(); RB_StreamEnd();
} }
/* /*
@ -198,44 +204,47 @@ Draw_TilePicOffset
================ ================
*/ */
void Draw_TilePicOffset(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY) { void Draw_TilePicOffset(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY) {
shader_t* shader; shader_t* shader;
float picw, pich; float picw, pich;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
if (hShader) { if (glRefConfig.framebufferObject)
shader = R_GetShaderByHandle(hShader); FBO_Bind(tr.renderFbo);
}
else {
shader = tr.defaultShader;
}
if (w <= 0) { if (hShader) {
w = shader->stages[0]->bundle[0].image[0]->width; shader = R_GetShaderByHandle(hShader);
h = shader->stages[0]->bundle[0].image[0]->height; }
} else {
shader = tr.defaultShader;
}
picw = shader->stages[0]->bundle[0].image[0]->uploadWidth; if (w <= 0) {
pich = shader->stages[0]->bundle[0].image[0]->uploadHeight; w = shader->stages[0]->bundle[0].image[0]->width;
h = shader->stages[0]->bundle[0].image[0]->height;
}
picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
// draw the pic // draw the pic
RB_Color4bv(backEnd.color2D); RB_Color4bv(backEnd.color2D);
RB_StreamBegin(shader); RB_StreamBegin(shader);
RB_Texcoord2f(x / picw, y / pich); RB_Texcoord2f(x / picw, y / pich);
RB_Vertex2f(x + offsetX, y + offsetY); RB_Vertex2f(x + offsetX, y + offsetY);
RB_Texcoord2f((x + w) / picw, y / pich); RB_Texcoord2f((x + w) / picw, y / pich);
RB_Vertex2f(x + offsetX + w, y + offsetY); RB_Vertex2f(x + offsetX + w, y + offsetY);
RB_Texcoord2f(x / picw, (y + h) / pich); RB_Texcoord2f(x / picw, (y + h) / pich);
RB_Vertex2f(x + offsetX, y + offsetY + h); RB_Vertex2f(x + offsetX, y + offsetY + h);
RB_Texcoord2f((x + w) / picw, (y + h) / pich); RB_Texcoord2f((x + w) / picw, (y + h) / pich);
RB_Vertex2f(x + offsetX + w, y + offsetY + h); RB_Vertex2f(x + offsetX + w, y + offsetY + h);
RB_StreamEnd(); RB_StreamEnd();
} }
/* /*
@ -244,29 +253,32 @@ Draw_TrianglePic
================ ================
*/ */
void Draw_TrianglePic(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader) { void Draw_TrianglePic(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader) {
int i; int i;
shader_t* shader; shader_t* shader;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
if (hShader) { if (glRefConfig.framebufferObject)
shader = R_GetShaderByHandle(hShader); FBO_Bind(tr.renderFbo);
}
else { if (hShader) {
shader = tr.defaultShader; shader = R_GetShaderByHandle(hShader);
} }
else {
shader = tr.defaultShader;
}
// draw the pic // draw the pic
RB_Color4bv(backEnd.color2D); RB_Color4bv(backEnd.color2D);
RB_BeginSurface(shader, 0, 0); RB_BeginSurface(shader, 0, 0);
for (i = 0; i < 3; i++) { for (i = 0; i < 3; i++) {
RB_Texcoord2f(vTexCoords[i][0], vTexCoords[i][1]); RB_Texcoord2f(vTexCoords[i][0], vTexCoords[i][1]);
RB_Vertex2f(vPoints[i][0], vPoints[i][1]); RB_Vertex2f(vPoints[i][0], vPoints[i][1]);
} }
RB_StreamEnd(); RB_StreamEnd();
} }
/* /*
@ -275,59 +287,59 @@ RE_DrawBackground_TexSubImage
================ ================
*/ */
void RE_DrawBackground_TexSubImage(int cols, int rows, int bgr, byte* data) { void RE_DrawBackground_TexSubImage(int cols, int rows, int bgr, byte* data) {
// FIXME: unimplemented (GL2) // FIXME: unimplemented (GL2)
#if 0 #if 0
GLenum format; GLenum format;
int w, h; int w, h;
w = glConfig.vidWidth; w = glConfig.vidWidth;
h = glConfig.vidHeight; h = glConfig.vidHeight;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
qglFinish(); qglFinish();
if (bgr) { if (bgr) {
format = GL_BGR_EXT; format = GL_BGR_EXT;
} }
else { else {
format = GL_RGB; format = GL_RGB;
} }
GL_Bind(tr.scratchImage); GL_Bind(tr.scratchImage);
if (cols == tr.scratchImage->width && rows == tr.scratchImage->height && format == tr.scratchImage->internalFormat) if (cols == tr.scratchImage->width && rows == tr.scratchImage->height && format == tr.scratchImage->internalFormat)
{ {
qglTexSubImage2D(3553, 0, 0, 0, cols, rows, format, 5121, data); qglTexSubImage2D(3553, 0, 0, 0, cols, rows, format, 5121, data);
} }
else else
{ {
tr.scratchImage->uploadWidth = cols; tr.scratchImage->uploadWidth = cols;
tr.scratchImage->uploadHeight = rows; tr.scratchImage->uploadHeight = rows;
tr.scratchImage->internalFormat = format; tr.scratchImage->internalFormat = format;
qglTexImage2D(GL_TEXTURE_2D, 0, 3, cols, rows, 0, format, 5121, data); qglTexImage2D(GL_TEXTURE_2D, 0, 3, cols, rows, 0, format, 5121, data);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729.0); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729.0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729.0); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729.0);
} }
qglDisable(GL_CULL_FACE); qglDisable(GL_CULL_FACE);
qglDisable(GL_DEPTH_TEST); qglDisable(GL_DEPTH_TEST);
qglEnable(GL_TEXTURE_2D); qglEnable(GL_TEXTURE_2D);
qglBegin(GL_QUADS); qglBegin(GL_QUADS);
qglTexCoord2f(0.5 / (GLfloat)cols, ((GLfloat)rows - 0.5) / rows); qglTexCoord2f(0.5 / (GLfloat)cols, ((GLfloat)rows - 0.5) / rows);
qglVertex2f(0, 0); qglVertex2f(0, 0);
qglTexCoord2f(((GLfloat)cols - 0.5) / cols, ((GLfloat)rows - 0.5) / rows); qglTexCoord2f(((GLfloat)cols - 0.5) / cols, ((GLfloat)rows - 0.5) / rows);
qglVertex2f(w, 0); qglVertex2f(w, 0);
qglTexCoord2f(((GLfloat)cols - 0.5) / cols, 0.5 / (GLfloat)rows); qglTexCoord2f(((GLfloat)cols - 0.5) / cols, 0.5 / (GLfloat)rows);
qglVertex2f(w, h); qglVertex2f(w, h);
qglTexCoord2f(0.5 / (GLfloat)rows, 0.5 / (GLfloat)rows); qglTexCoord2f(0.5 / (GLfloat)rows, 0.5 / (GLfloat)rows);
qglVertex2f(0, h); qglVertex2f(0, h);
qglEnd(); qglEnd();
#endif #endif
} }
@ -339,22 +351,22 @@ RE_DrawBackground_DrawPixels
void RE_DrawBackground_DrawPixels(int cols, int rows, int bgr, byte* data) { void RE_DrawBackground_DrawPixels(int cols, int rows, int bgr, byte* data) {
// FIXME: unimplemented (GL2) // FIXME: unimplemented (GL2)
#if 0 #if 0
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
GL_State(0); GL_State(0);
qglDisable(GL_TEXTURE_2D); qglDisable(GL_TEXTURE_2D);
qglPixelZoom(glConfig.vidWidth / rows, glConfig.vidHeight / cols); qglPixelZoom(glConfig.vidWidth / rows, glConfig.vidHeight / cols);
if (bgr) { if (bgr) {
qglDrawPixels(cols, rows, GL_BGR, GL_UNSIGNED_BYTE, data); qglDrawPixels(cols, rows, GL_BGR, GL_UNSIGNED_BYTE, data);
} else { } else {
qglDrawPixels(cols, rows, GL_RGB, GL_UNSIGNED_BYTE, data); qglDrawPixels(cols, rows, GL_RGB, GL_UNSIGNED_BYTE, data);
} }
qglPixelZoom(1.0, 1.0); qglPixelZoom(1.0, 1.0);
qglEnable(GL_TEXTURE_2D); qglEnable(GL_TEXTURE_2D);
#endif #endif
} }
@ -366,37 +378,37 @@ AddBox
void AddBox(float x, float y, float w, float h) { void AddBox(float x, float y, float w, float h) {
vec4_t quadVerts[4]; vec4_t quadVerts[4];
vec2_t texCoords[4]; vec2_t texCoords[4];
vec4_t color; vec4_t color;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
GL_BindToTMU(tr.whiteImage, TB_COLORMAP); GL_BindToTMU(tr.whiteImage, TB_COLORMAP);
GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
if (glRefConfig.framebufferObject) if (glRefConfig.framebufferObject)
{ {
FBO_Bind(tr.renderFbo); FBO_Bind(tr.renderFbo);
} }
color[0] = backEnd.color2D[0] / 255.0; color[0] = backEnd.color2D[0] / 255.0;
color[1] = backEnd.color2D[1] / 255.0; color[1] = backEnd.color2D[1] / 255.0;
color[2] = backEnd.color2D[2] / 255.0; color[2] = backEnd.color2D[2] / 255.0;
color[3] = backEnd.color2D[3] / 255.0; color[3] = backEnd.color2D[3] / 255.0;
VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f); VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f);
VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f); VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f);
VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f); VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f); VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f);
VectorSet2(texCoords[0], 0.0f, 0.0f); VectorSet2(texCoords[0], 0.0f, 0.0f);
VectorSet2(texCoords[1], 1.0f, 0.0f); VectorSet2(texCoords[1], 1.0f, 0.0f);
VectorSet2(texCoords[2], 1.0f, 1.0f); VectorSet2(texCoords[2], 1.0f, 1.0f);
VectorSet2(texCoords[3], 0.0f, 1.0f); VectorSet2(texCoords[3], 0.0f, 1.0f);
GLSL_BindProgram(&tr.textureColorShader); GLSL_BindProgram(&tr.textureColorShader);
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color); GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color);
RB_InstantQuad2(quadVerts, texCoords); RB_InstantQuad2(quadVerts, texCoords);
} }
@ -409,37 +421,37 @@ DrawBox
void DrawBox(float x, float y, float w, float h) { void DrawBox(float x, float y, float w, float h) {
vec4_t quadVerts[4]; vec4_t quadVerts[4];
vec2_t texCoords[4]; vec2_t texCoords[4];
vec4_t color; vec4_t color;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
GL_BindToTMU(tr.whiteImage, TB_COLORMAP); GL_BindToTMU(tr.whiteImage, TB_COLORMAP);
GL_State(GLS_DEPTHTEST_DISABLE | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA); GL_State(GLS_DEPTHTEST_DISABLE | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA);
if (glRefConfig.framebufferObject) if (glRefConfig.framebufferObject)
{ {
FBO_Bind(tr.renderFbo); FBO_Bind(tr.renderFbo);
} }
color[0] = backEnd.color2D[0] / 255.0; color[0] = backEnd.color2D[0] / 255.0;
color[1] = backEnd.color2D[1] / 255.0; color[1] = backEnd.color2D[1] / 255.0;
color[2] = backEnd.color2D[2] / 255.0; color[2] = backEnd.color2D[2] / 255.0;
color[3] = backEnd.color2D[3] / 255.0; color[3] = backEnd.color2D[3] / 255.0;
VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f); VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f);
VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f); VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f);
VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f); VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f); VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f);
VectorSet2(texCoords[0], 0.0f, 0.0f); VectorSet2(texCoords[0], 0.0f, 0.0f);
VectorSet2(texCoords[1], 1.0f, 0.0f); VectorSet2(texCoords[1], 1.0f, 0.0f);
VectorSet2(texCoords[2], 1.0f, 1.0f); VectorSet2(texCoords[2], 1.0f, 1.0f);
VectorSet2(texCoords[3], 0.0f, 1.0f); VectorSet2(texCoords[3], 0.0f, 1.0f);
GLSL_BindProgram(&tr.textureColorShader); GLSL_BindProgram(&tr.textureColorShader);
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color); GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color);
RB_InstantQuad2(quadVerts, texCoords); RB_InstantQuad2(quadVerts, texCoords);
} }
@ -452,30 +464,30 @@ DrawLineLoop
void DrawLineLoop(const vec2_t* points, int count, int stipple_factor, int stipple_mask) { void DrawLineLoop(const vec2_t* points, int count, int stipple_factor, int stipple_mask) {
// FIXME: unimplemented (GL2) // FIXME: unimplemented (GL2)
#if 0 #if 0
int i; int i;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
qglDisable(GL_TEXTURE_2D); qglDisable(GL_TEXTURE_2D);
if (stipple_factor) { if (stipple_factor) {
qglEnable(GL_LINE_STIPPLE); qglEnable(GL_LINE_STIPPLE);
qglLineStipple(stipple_factor, stipple_mask); qglLineStipple(stipple_factor, stipple_mask);
} }
qglBegin(GL_LINE_LOOP); qglBegin(GL_LINE_LOOP);
for (i = 0; i < count; i++) { for (i = 0; i < count; i++) {
qglVertex2f(points[i][0], points[i][1]); qglVertex2f(points[i][0], points[i][1]);
} }
qglEnd(); qglEnd();
qglEnable(GL_TEXTURE_2D); qglEnable(GL_TEXTURE_2D);
if (stipple_factor) { if (stipple_factor) {
qglDisable(GL_LINE_STIPPLE); qglDisable(GL_LINE_STIPPLE);
} }
#endif #endif
} }
@ -485,27 +497,31 @@ Set2DWindow
================ ================
*/ */
void Set2DWindow(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f) { void Set2DWindow(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f) {
mat4_t matrix; mat4_t matrix;
R_IssuePendingRenderCommands(); R_IssuePendingRenderCommands();
qglViewport(x, y, w, h);
qglScissor(x, y, w, h); backEnd.projection2D = qtrue;
backEnd.last2DFBO = glState.currentFBO;
qglViewport(x, y, w, h);
qglScissor(x, y, w, h);
Mat4Ortho(left, right, bottom, top, n, f, matrix); Mat4Ortho(left, right, bottom, top, n, f, matrix);
GL_SetProjectionMatrix(matrix); GL_SetProjectionMatrix(matrix);
Mat4Identity(matrix); Mat4Identity(matrix);
GL_SetModelviewMatrix(matrix); GL_SetModelviewMatrix(matrix);
GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
GL_Cull(CT_TWO_SIDED); GL_Cull(CT_TWO_SIDED);
if (!backEnd.projection2D) if (!backEnd.projection2D)
{ {
backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.time = ri.Milliseconds();
backEnd.projection2D = qtrue; backEnd.projection2D = qtrue;
backEnd.refdef.floatTime = backEnd.refdef.time / 1000.0; backEnd.refdef.floatTime = backEnd.refdef.time / 1000.0;
} }
} }
/* /*
@ -514,6 +530,6 @@ RE_Scissor
================ ================
*/ */
void RE_Scissor(int x, int y, int width, int height) { void RE_Scissor(int x, int y, int width, int height) {
qglEnable(GL_SCISSOR_TEST); qglEnable(GL_SCISSOR_TEST);
qglScissor(x, y, width, height); qglScissor(x, y, width, height);
} }