mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
Make sure to bind to the renderer FBO when drawing
This commit is contained in:
parent
a32a9e8ae8
commit
31278fba92
1 changed files with 272 additions and 256 deletions
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@ -32,16 +32,16 @@ Draw_SetColor
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*/
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void Draw_SetColor(const vec4_t rgba) {
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#if 1
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if (!rgba) {
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rgba = r_colorWhite;
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}
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if (!rgba) {
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rgba = r_colorWhite;
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}
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backEnd.color2D[0] = (byte)(rgba[0] * tr.identityLightByte);
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backEnd.color2D[1] = (byte)(rgba[1] * tr.identityLightByte);
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backEnd.color2D[2] = (byte)(rgba[2] * tr.identityLightByte);
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backEnd.color2D[3] = (byte)(rgba[3] * 255.0);
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backEnd.color2D[0] = (byte)(rgba[0] * tr.identityLightByte);
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backEnd.color2D[1] = (byte)(rgba[1] * tr.identityLightByte);
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backEnd.color2D[2] = (byte)(rgba[2] * tr.identityLightByte);
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backEnd.color2D[3] = (byte)(rgba[3] * 255.0);
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#else
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RE_SetColor(rgba);
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RE_SetColor(rgba);
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#endif
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}
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@ -52,45 +52,45 @@ Draw_StretchPic
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*/
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void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader) {
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#if 1
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shader_t* shader;
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shader_t* shader;
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R_IssuePendingRenderCommands();
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if (glRefConfig.framebufferObject)
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FBO_Bind(tr.renderFbo);
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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// draw the pic
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RB_BeginSurface(shader, 0, 0);
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// draw the pic
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RB_BeginSurface(shader, 0, 0);
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RB_Color4bv(backEnd.color2D);
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RB_Texcoord2f(s1, t1);
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RB_Vertex2f(x, y);
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RB_Texcoord2f(s1, t1);
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RB_Vertex2f(x, y);
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RB_Texcoord2f(s2, t1);
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RB_Vertex2f(x + w, y);
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RB_Texcoord2f(s2, t1);
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RB_Vertex2f(x + w, y);
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RB_Texcoord2f(s1, t2);
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RB_Vertex2f(x, y + h);
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RB_Texcoord2f(s1, t2);
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RB_Vertex2f(x, y + h);
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RB_Texcoord2f(s2, t2);
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RB_Vertex2f(x + w, y + h);
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RB_Texcoord2f(s2, t2);
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RB_Vertex2f(x + w, y + h);
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RB_StreamEnd();
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RB_StreamEnd();
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#else
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RE_StretchPic(x, y, w, h, s1, t1, s2, t2, hShader);
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RE_StretchPic(x, y, w, h, s1, t1, s2, t2, hShader);
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#endif
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}
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@ -100,49 +100,52 @@ Draw_StretchPic2
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================
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*/
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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) {
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shader_t* shader;
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float halfWidth, halfHeight;
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float scaledWidth1, scaledHeight1;
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float scaledWidth2, scaledHeight2;
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shader_t* shader;
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float halfWidth, halfHeight;
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float scaledWidth1, scaledHeight1;
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float scaledWidth2, scaledHeight2;
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R_IssuePendingRenderCommands();
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R_IssuePendingRenderCommands();
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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if (glRefConfig.framebufferObject)
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FBO_Bind(tr.renderFbo);
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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halfWidth = w * 0.5f;
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halfHeight = h * 0.5f;
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scaledWidth1 = halfWidth * sy;
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scaledHeight1 = halfHeight * sx;
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scaledWidth2 = halfWidth * sx;
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scaledHeight2 = halfHeight * sy;
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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halfWidth = w * 0.5f;
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halfHeight = h * 0.5f;
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scaledWidth1 = halfWidth * sy;
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scaledHeight1 = halfHeight * sx;
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scaledWidth2 = halfWidth * sx;
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scaledHeight2 = halfHeight * sy;
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_BeginSurface(shader, 0, 0);
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RB_BeginSurface(shader, 0, 0);
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RB_Texcoord2f(s1, t1);
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RB_Vertex3f(x + halfWidth - (scaledWidth2 + -scaledHeight2), y + halfWidth - scaledHeight1 - scaledWidth1, 0);
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RB_Texcoord2f(s1, t1);
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RB_Vertex3f(x + halfWidth - (scaledWidth2 + -scaledHeight2), y + halfWidth - scaledHeight1 - scaledWidth1, 0);
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RB_Texcoord2f(t2, t1);
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RB_Vertex3f(scaledWidth2 - -scaledHeight2 + x + halfWidth, scaledWidth1 - scaledHeight1 + y + halfWidth, 0);
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RB_Texcoord2f(t2, t1);
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RB_Vertex3f(scaledWidth2 - -scaledHeight2 + x + halfWidth, scaledWidth1 - scaledHeight1 + y + halfWidth, 0);
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RB_Texcoord2f(s1, s2);
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RB_Vertex3f(x+ halfWidth - (scaledWidth2 + scaledHeight2), scaledHeight1 - scaledWidth1 + y + halfWidth, 0);
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RB_Texcoord2f(s1, s2);
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RB_Vertex3f(x+ halfWidth - (scaledWidth2 + scaledHeight2), scaledHeight1 - scaledWidth1 + y + halfWidth, 0);
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RB_Texcoord2f(t2, s2);
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RB_Vertex3f(scaledWidth2 - scaledHeight2 + x + halfWidth, scaledWidth1 + scaledHeight1 + y + halfWidth, 0);
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RB_Texcoord2f(t2, s2);
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RB_Vertex3f(scaledWidth2 - scaledHeight2 + x + halfWidth, scaledWidth1 + scaledHeight1 + y + halfWidth, 0);
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RB_StreamEnd();
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RB_StreamEnd();
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}
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@ -152,44 +155,47 @@ Draw_TilePic
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================
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*/
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void Draw_TilePic(float x, float y, float w, float h, qhandle_t hShader) {
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shader_t* shader;
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float picw, pich;
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shader_t* shader;
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float picw, pich;
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R_IssuePendingRenderCommands();
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R_IssuePendingRenderCommands();
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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if (glRefConfig.framebufferObject)
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FBO_Bind(tr.renderFbo);
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
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pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
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pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_StreamBegin(shader);
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RB_StreamBegin(shader);
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RB_Texcoord2f(x / picw, y / pich);
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RB_Vertex2f(x, y);
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RB_Texcoord2f(x / picw, y / pich);
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RB_Vertex2f(x, y);
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RB_Texcoord2f((x + w) / picw, y / pich);
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RB_Vertex2f(x + w, y);
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RB_Texcoord2f((x + w) / picw, y / pich);
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RB_Vertex2f(x + w, y);
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RB_Texcoord2f(x / picw, (y + h) / pich);
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RB_Vertex2f(x, y + h);
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RB_Texcoord2f(x / picw, (y + h) / pich);
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RB_Vertex2f(x, y + h);
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RB_Texcoord2f((x + w) / picw, (y + h) / pich);
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RB_Vertex2f(x + w, y + h);
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RB_Texcoord2f((x + w) / picw, (y + h) / pich);
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RB_Vertex2f(x + w, y + h);
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RB_StreamEnd();
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RB_StreamEnd();
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}
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/*
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@ -198,44 +204,47 @@ Draw_TilePicOffset
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================
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*/
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void Draw_TilePicOffset(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY) {
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shader_t* shader;
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float picw, pich;
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shader_t* shader;
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float picw, pich;
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R_IssuePendingRenderCommands();
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R_IssuePendingRenderCommands();
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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if (glRefConfig.framebufferObject)
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FBO_Bind(tr.renderFbo);
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
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pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
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if (w <= 0) {
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w = shader->stages[0]->bundle[0].image[0]->width;
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h = shader->stages[0]->bundle[0].image[0]->height;
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}
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picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
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pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_StreamBegin(shader);
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RB_StreamBegin(shader);
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RB_Texcoord2f(x / picw, y / pich);
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RB_Vertex2f(x + offsetX, y + offsetY);
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RB_Texcoord2f(x / picw, y / pich);
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RB_Vertex2f(x + offsetX, y + offsetY);
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RB_Texcoord2f((x + w) / picw, y / pich);
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RB_Vertex2f(x + offsetX + w, y + offsetY);
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RB_Texcoord2f((x + w) / picw, y / pich);
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RB_Vertex2f(x + offsetX + w, y + offsetY);
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RB_Texcoord2f(x / picw, (y + h) / pich);
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RB_Vertex2f(x + offsetX, y + offsetY + h);
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RB_Texcoord2f(x / picw, (y + h) / pich);
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RB_Vertex2f(x + offsetX, y + offsetY + h);
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RB_Texcoord2f((x + w) / picw, (y + h) / pich);
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RB_Vertex2f(x + offsetX + w, y + offsetY + h);
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RB_Texcoord2f((x + w) / picw, (y + h) / pich);
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RB_Vertex2f(x + offsetX + w, y + offsetY + h);
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RB_StreamEnd();
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RB_StreamEnd();
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}
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/*
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@ -244,29 +253,32 @@ Draw_TrianglePic
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================
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*/
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void Draw_TrianglePic(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader) {
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int i;
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shader_t* shader;
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int i;
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shader_t* shader;
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R_IssuePendingRenderCommands();
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R_IssuePendingRenderCommands();
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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if (glRefConfig.framebufferObject)
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FBO_Bind(tr.renderFbo);
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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}
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else {
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shader = tr.defaultShader;
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}
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_BeginSurface(shader, 0, 0);
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RB_BeginSurface(shader, 0, 0);
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for (i = 0; i < 3; i++) {
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RB_Texcoord2f(vTexCoords[i][0], vTexCoords[i][1]);
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RB_Vertex2f(vPoints[i][0], vPoints[i][1]);
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}
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for (i = 0; i < 3; i++) {
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RB_Texcoord2f(vTexCoords[i][0], vTexCoords[i][1]);
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RB_Vertex2f(vPoints[i][0], vPoints[i][1]);
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}
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RB_StreamEnd();
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RB_StreamEnd();
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}
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/*
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@ -275,59 +287,59 @@ RE_DrawBackground_TexSubImage
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================
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*/
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void RE_DrawBackground_TexSubImage(int cols, int rows, int bgr, byte* data) {
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// FIXME: unimplemented (GL2)
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// FIXME: unimplemented (GL2)
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#if 0
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GLenum format;
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int w, h;
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GLenum format;
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int w, h;
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w = glConfig.vidWidth;
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h = glConfig.vidHeight;
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w = glConfig.vidWidth;
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h = glConfig.vidHeight;
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R_IssuePendingRenderCommands();
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qglFinish();
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R_IssuePendingRenderCommands();
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qglFinish();
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if (bgr) {
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format = GL_BGR_EXT;
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}
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else {
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format = GL_RGB;
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}
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if (bgr) {
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format = GL_BGR_EXT;
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}
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else {
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format = GL_RGB;
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}
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GL_Bind(tr.scratchImage);
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GL_Bind(tr.scratchImage);
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if (cols == tr.scratchImage->width && rows == tr.scratchImage->height && format == tr.scratchImage->internalFormat)
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{
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qglTexSubImage2D(3553, 0, 0, 0, cols, rows, format, 5121, data);
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}
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else
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{
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tr.scratchImage->uploadWidth = cols;
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tr.scratchImage->uploadHeight = rows;
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tr.scratchImage->internalFormat = format;
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qglTexImage2D(GL_TEXTURE_2D, 0, 3, cols, rows, 0, format, 5121, data);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729.0);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729.0);
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}
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if (cols == tr.scratchImage->width && rows == tr.scratchImage->height && format == tr.scratchImage->internalFormat)
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{
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qglTexSubImage2D(3553, 0, 0, 0, cols, rows, format, 5121, data);
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}
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else
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{
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tr.scratchImage->uploadWidth = cols;
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tr.scratchImage->uploadHeight = rows;
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tr.scratchImage->internalFormat = format;
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qglTexImage2D(GL_TEXTURE_2D, 0, 3, cols, rows, 0, format, 5121, data);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729.0);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729.0);
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}
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qglDisable(GL_CULL_FACE);
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qglDisable(GL_DEPTH_TEST);
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qglEnable(GL_TEXTURE_2D);
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qglDisable(GL_CULL_FACE);
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qglDisable(GL_DEPTH_TEST);
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qglEnable(GL_TEXTURE_2D);
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qglBegin(GL_QUADS);
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qglBegin(GL_QUADS);
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qglTexCoord2f(0.5 / (GLfloat)cols, ((GLfloat)rows - 0.5) / rows);
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qglVertex2f(0, 0);
|
||||
qglTexCoord2f(0.5 / (GLfloat)cols, ((GLfloat)rows - 0.5) / rows);
|
||||
qglVertex2f(0, 0);
|
||||
|
||||
qglTexCoord2f(((GLfloat)cols - 0.5) / cols, ((GLfloat)rows - 0.5) / rows);
|
||||
qglVertex2f(w, 0);
|
||||
qglTexCoord2f(((GLfloat)cols - 0.5) / cols, ((GLfloat)rows - 0.5) / rows);
|
||||
qglVertex2f(w, 0);
|
||||
|
||||
qglTexCoord2f(((GLfloat)cols - 0.5) / cols, 0.5 / (GLfloat)rows);
|
||||
qglVertex2f(w, h);
|
||||
qglTexCoord2f(((GLfloat)cols - 0.5) / cols, 0.5 / (GLfloat)rows);
|
||||
qglVertex2f(w, h);
|
||||
|
||||
qglTexCoord2f(0.5 / (GLfloat)rows, 0.5 / (GLfloat)rows);
|
||||
qglVertex2f(0, h);
|
||||
qglTexCoord2f(0.5 / (GLfloat)rows, 0.5 / (GLfloat)rows);
|
||||
qglVertex2f(0, h);
|
||||
|
||||
qglEnd();
|
||||
qglEnd();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -339,22 +351,22 @@ RE_DrawBackground_DrawPixels
|
|||
void RE_DrawBackground_DrawPixels(int cols, int rows, int bgr, byte* data) {
|
||||
// FIXME: unimplemented (GL2)
|
||||
#if 0
|
||||
R_IssuePendingRenderCommands();
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
GL_State(0);
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
GL_State(0);
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
|
||||
qglPixelZoom(glConfig.vidWidth / rows, glConfig.vidHeight / cols);
|
||||
qglPixelZoom(glConfig.vidWidth / rows, glConfig.vidHeight / cols);
|
||||
|
||||
if (bgr) {
|
||||
qglDrawPixels(cols, rows, GL_BGR, GL_UNSIGNED_BYTE, data);
|
||||
} else {
|
||||
qglDrawPixels(cols, rows, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
if (bgr) {
|
||||
qglDrawPixels(cols, rows, GL_BGR, GL_UNSIGNED_BYTE, data);
|
||||
} else {
|
||||
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
|
||||
}
|
||||
|
||||
|
@ -366,37 +378,37 @@ AddBox
|
|||
void AddBox(float x, float y, float w, float h) {
|
||||
vec4_t quadVerts[4];
|
||||
vec2_t texCoords[4];
|
||||
vec4_t color;
|
||||
vec4_t color;
|
||||
|
||||
R_IssuePendingRenderCommands();
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
GL_BindToTMU(tr.whiteImage, TB_COLORMAP);
|
||||
GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
|
||||
|
||||
if (glRefConfig.framebufferObject)
|
||||
{
|
||||
FBO_Bind(tr.renderFbo);
|
||||
}
|
||||
if (glRefConfig.framebufferObject)
|
||||
{
|
||||
FBO_Bind(tr.renderFbo);
|
||||
}
|
||||
|
||||
color[0] = backEnd.color2D[0] / 255.0;
|
||||
color[1] = backEnd.color2D[1] / 255.0;
|
||||
color[2] = backEnd.color2D[2] / 255.0;
|
||||
color[3] = backEnd.color2D[3] / 255.0;
|
||||
color[0] = backEnd.color2D[0] / 255.0;
|
||||
color[1] = backEnd.color2D[1] / 255.0;
|
||||
color[2] = backEnd.color2D[2] / 255.0;
|
||||
color[3] = backEnd.color2D[3] / 255.0;
|
||||
|
||||
VectorSet4(quadVerts[0], x, 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[3], x, y + h, 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[2], x + w, 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[1], 1.0f, 0.0f);
|
||||
VectorSet2(texCoords[2], 1.0f, 1.0f);
|
||||
VectorSet2(texCoords[3], 0.0f, 1.0f);
|
||||
VectorSet2(texCoords[0], 0.0f, 0.0f);
|
||||
VectorSet2(texCoords[1], 1.0f, 0.0f);
|
||||
VectorSet2(texCoords[2], 1.0f, 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_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color);
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color);
|
||||
|
||||
RB_InstantQuad2(quadVerts, texCoords);
|
||||
}
|
||||
|
@ -409,37 +421,37 @@ DrawBox
|
|||
void DrawBox(float x, float y, float w, float h) {
|
||||
vec4_t quadVerts[4];
|
||||
vec2_t texCoords[4];
|
||||
vec4_t color;
|
||||
vec4_t color;
|
||||
|
||||
R_IssuePendingRenderCommands();
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
GL_BindToTMU(tr.whiteImage, TB_COLORMAP);
|
||||
GL_State(GLS_DEPTHTEST_DISABLE | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA);
|
||||
|
||||
if (glRefConfig.framebufferObject)
|
||||
{
|
||||
FBO_Bind(tr.renderFbo);
|
||||
}
|
||||
if (glRefConfig.framebufferObject)
|
||||
{
|
||||
FBO_Bind(tr.renderFbo);
|
||||
}
|
||||
|
||||
color[0] = backEnd.color2D[0] / 255.0;
|
||||
color[1] = backEnd.color2D[1] / 255.0;
|
||||
color[2] = backEnd.color2D[2] / 255.0;
|
||||
color[3] = backEnd.color2D[3] / 255.0;
|
||||
color[0] = backEnd.color2D[0] / 255.0;
|
||||
color[1] = backEnd.color2D[1] / 255.0;
|
||||
color[2] = backEnd.color2D[2] / 255.0;
|
||||
color[3] = backEnd.color2D[3] / 255.0;
|
||||
|
||||
VectorSet4(quadVerts[0], x, 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[3], x, y + h, 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[2], x + w, 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[1], 1.0f, 0.0f);
|
||||
VectorSet2(texCoords[2], 1.0f, 1.0f);
|
||||
VectorSet2(texCoords[3], 0.0f, 1.0f);
|
||||
VectorSet2(texCoords[0], 0.0f, 0.0f);
|
||||
VectorSet2(texCoords[1], 1.0f, 0.0f);
|
||||
VectorSet2(texCoords[2], 1.0f, 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_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color);
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, color);
|
||||
|
||||
RB_InstantQuad2(quadVerts, texCoords);
|
||||
}
|
||||
|
@ -452,30 +464,30 @@ DrawLineLoop
|
|||
void DrawLineLoop(const vec2_t* points, int count, int stipple_factor, int stipple_mask) {
|
||||
// FIXME: unimplemented (GL2)
|
||||
#if 0
|
||||
int i;
|
||||
int i;
|
||||
|
||||
R_IssuePendingRenderCommands();
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (stipple_factor) {
|
||||
qglEnable(GL_LINE_STIPPLE);
|
||||
qglLineStipple(stipple_factor, stipple_mask);
|
||||
}
|
||||
if (stipple_factor) {
|
||||
qglEnable(GL_LINE_STIPPLE);
|
||||
qglLineStipple(stipple_factor, stipple_mask);
|
||||
}
|
||||
|
||||
qglBegin(GL_LINE_LOOP);
|
||||
qglBegin(GL_LINE_LOOP);
|
||||
|
||||
for (i = 0; i < count; i++) {
|
||||
qglVertex2f(points[i][0], points[i][1]);
|
||||
}
|
||||
for (i = 0; i < count; i++) {
|
||||
qglVertex2f(points[i][0], points[i][1]);
|
||||
}
|
||||
|
||||
qglEnd();
|
||||
qglEnd();
|
||||
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
|
||||
if (stipple_factor) {
|
||||
qglDisable(GL_LINE_STIPPLE);
|
||||
}
|
||||
if (stipple_factor) {
|
||||
qglDisable(GL_LINE_STIPPLE);
|
||||
}
|
||||
#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) {
|
||||
mat4_t matrix;
|
||||
mat4_t matrix;
|
||||
|
||||
R_IssuePendingRenderCommands();
|
||||
qglViewport(x, y, w, h);
|
||||
qglScissor(x, y, w, h);
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
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);
|
||||
GL_SetProjectionMatrix(matrix);
|
||||
Mat4Identity(matrix);
|
||||
GL_SetModelviewMatrix(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_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
GL_Cull(CT_TWO_SIDED);
|
||||
|
||||
if (!backEnd.projection2D)
|
||||
{
|
||||
backEnd.refdef.time = ri.Milliseconds();
|
||||
backEnd.projection2D = qtrue;
|
||||
backEnd.refdef.floatTime = backEnd.refdef.time / 1000.0;
|
||||
}
|
||||
if (!backEnd.projection2D)
|
||||
{
|
||||
backEnd.refdef.time = ri.Milliseconds();
|
||||
backEnd.projection2D = qtrue;
|
||||
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) {
|
||||
qglEnable(GL_SCISSOR_TEST);
|
||||
qglScissor(x, y, width, height);
|
||||
qglEnable(GL_SCISSOR_TEST);
|
||||
qglScissor(x, y, width, height);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue