Paranoia2_original/cl_dll/render/gl_primitive.cpp

99 lines
3.0 KiB
C++

/*
gl_primitive.cpp - rendering primitives
Copyright (C) 2018 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "hud.h"
#include <stringlib.h>
#include "cl_util.h"
#include "pm_defs.h"
#include "event_api.h"
#include "gl_local.h"
#include "gl_studio.h"
#include "gl_world.h"
#include "gl_grass.h"
void CSolidEntry :: SetRenderPrimitive( const Vector verts[4], const Vector4D &color, int texture, int rendermode )
{
m_bDrawType = DRAWTYPE_QUAD;
m_iStartVertex = RI->frame.primverts.Count();
for( int i = 0; i < 4; i++ )
RI->frame.primverts.AddToTail( verts[i] );
m_iColor = PackRGBA( color.x * 255, color.y * 255, color.z * 255, color.w * 255 );
m_iRenderMode = rendermode;
m_hTexture = texture;
}
void CSolidEntry :: SetRenderSurface( msurface_t *surface, word hProgram )
{
m_bDrawType = DRAWTYPE_SURFACE;
m_pSurf = surface;
m_pParentEntity = RI->currententity;
m_pRenderModel = RI->currentmodel;
m_hProgram = hProgram;
}
void CSolidEntry :: SetRenderMesh( vbomesh_t *mesh, word hProgram )
{
m_bDrawType = DRAWTYPE_MESH;
m_pMesh = mesh;
m_pParentEntity = RI->currententity;
m_pRenderModel = RI->currentmodel;
m_hProgram = hProgram;
}
void CTransEntry :: ComputeViewDistance( const Vector &absmin, const Vector &absmax )
{
#if 1
m_flViewDist = CalcSqrDistanceToAABB( absmin, absmax, GetVieworg( ));
#else
Vector origin = (absmin + absmax) * 0.5f;
m_flViewDist = DotProduct( origin, GetVForward() ) - RI->view.planedist;
// m_flViewDist = VectorDistance2( origin, GetVieworg( ));
#endif
}
void CTransEntry :: ComputeScissor( const Vector &absmin, const Vector &absmax )
{
ComputeViewDistance( absmin, absmax );
if( R_ScissorForAABB( absmin, absmax, &m_vecRect.x, &m_vecRect.y, &m_vecRect.z, &m_vecRect.w ))
m_bScissorReady = true;
else m_bScissorReady = false;
}
void CTransEntry :: RequestScreenColor( void )
{
if( !m_bScissorReady ) return;
float y2 = (float)RI->view.port[3] - m_vecRect.w - m_vecRect.y;
GL_BindTexture( GL_TEXTURE0, tr.screen_color );
pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, m_vecRect.x, y2, m_vecRect.x, y2, m_vecRect.z, m_vecRect.w );
}
void CTransEntry :: RequestScreenDepth( void )
{
if( !m_bScissorReady ) return;
float y2 = (float)RI->view.port[3] - m_vecRect.w - m_vecRect.y;
GL_BindTexture( GL_TEXTURE0, tr.screen_depth );
pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, m_vecRect.x, y2, m_vecRect.x, y2, m_vecRect.z, m_vecRect.w );
}
void CTransEntry :: RenderScissorDebug( void )
{
if( !m_bScissorReady ) return;
R_DrawScissorRectangle( m_vecRect.x, m_vecRect.y, m_vecRect.z, m_vecRect.w );
}