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

/*
==================
V_RenderView

The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
void V_RenderView (void)
{
	if (con_forcedup)
		return;

// don't allow cheats in multiplayer
	if (cl.maxclients > 1)
	{
		Cvar_Set ("scr_ofsx", "0");
		Cvar_Set ("scr_ofsy", "0");
		Cvar_Set ("scr_ofsz", "0");
	}

	if (cl.intermission)
	{	// intermission / finale rendering
		V_CalcIntermissionRefdef ();	
	}
	else
	{
		if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
			V_CalcRefdef ();
	}

	R_PushDlights ();

	if (lcd_x.value)
	{
		//
		// render two interleaved views
		//
		int		i;

		vid.rowbytes <<= 1;
		vid.aspect *= 0.5f;

		r_refdef.viewangles[YAW] -= lcd_yaw.value;
		for (i=0 ; i<3 ; i++)
			r_refdef.vieworg[i] -= right[i]*lcd_x.value;
		R_RenderView ();

		vid.buffer += vid.rowbytes>>1;

		R_PushDlights ();

		r_refdef.viewangles[YAW] += lcd_yaw.value*2;
		for (i=0 ; i<3 ; i++)
			r_refdef.vieworg[i] += 2*right[i]*lcd_x.value;
		R_RenderView ();

		vid.buffer -= vid.rowbytes>>1;

		r_refdef.vrect.height <<= 1;

		vid.rowbytes >>= 1;
		vid.aspect *= 2;
	}
开发者ID:BackupGGCode,项目名称:quake-gamecube,代码行数:64,代码来源:view.c


示例2: R_XrayRender

/*
=================
R_XrayRender
=================
*/
void R_XrayRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect scissor ) {
	viewDef_t		*parms;
	// remote views can be reused in a single frame
	if( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}
	// issue a new view command
	parms = R_XrayViewBySurface( surf );
	if( !parms ) {
		return;
	}
	tr.CropRenderSize( stage->width, stage->height, true );
	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;
	tr.RenderViewToViewport( &parms->renderView, &parms->viewport );
	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;
	// triangle culling order changes with mirroring
	parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
	// generate render commands for it
	R_RenderView( parms );
	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	stage->image = globalImages->scratchImage2;
	tr.CaptureRenderToImage( stage->image->imgName );
	tr.UnCrop();
}
开发者ID:revelator,项目名称:Revelation,代码行数:38,代码来源:tr_subview.cpp


示例3: R_TimeRefresh_f

/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	float		start, stop, time;
	int			startangle;
	vrect_t		vr;

	startangle = r_refdef.viewangles[1];
	
	start = Sys_FloatTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0*360.0;

		VID_LockBuffer ();

		R_RenderView ();

		VID_UnlockBuffer ();

		vr.x = r_refdef.vrect.x;
		vr.y = r_refdef.vrect.y;
		vr.width = r_refdef.vrect.width;
		vr.height = r_refdef.vrect.height;
		vr.pnext = NULL;
		VID_Update (&vr);
	}
	stop = Sys_FloatTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
	
	r_refdef.viewangles[1] = startangle;
}
开发者ID:ACSOP,项目名称:android_external_quake,代码行数:40,代码来源:r_misc.cpp


示例4: from

/*
==================
V_RenderView

The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
void
V_RenderView(void)
{
    if (con_forcedup)
	return;

// don't allow cheats in multiplayer
    if (cl.maxclients > 1) {
	Cvar_Set("scr_ofsx", "0");
	Cvar_Set("scr_ofsy", "0");
	Cvar_Set("scr_ofsz", "0");
    }

    if (cl.intermission) {	// intermission / finale rendering
	V_CalcIntermissionRefdef();
    } else {
	if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
	    V_CalcRefdef();
    }

    R_PushDlights();
    R_RenderView();

#ifndef GLQUAKE
    if (crosshair.value)
	Draw_Crosshair();
#endif

}
开发者ID:CatalystG,项目名称:tyrquake,代码行数:37,代码来源:view.c


示例5: R_RemoteRender

/*
===============
R_RemoteRender
===============
*/
static void R_RemoteRender( drawSurf_t *surf, textureStage_t *stage ) {
	viewDef_t		*parms;

	// remote views can be reused in a single frame
	if ( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}

	// if the entity doesn't have a remoteRenderView, do nothing
	if ( !surf->space->entityDef->parms.remoteRenderView ) {
		return;
	}

	// copy the viewport size from the original
	parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
	*parms = *tr.viewDef;

	parms->isSubview = true;
	parms->isMirror = false;

	parms->renderView = *surf->space->entityDef->parms.remoteRenderView;
	parms->renderView.viewID = 0;	// clear to allow player bodies to show up, and suppress view weapons
	parms->initialViewAreaOrigin = parms->renderView.vieworg;

	tr.CropRenderSize( stage->width, stage->height, true );

	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;

	tr.RenderViewToViewport( &parms->renderView, &parms->viewport );

	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;

	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	// generate render commands for it
	R_RenderView(parms);

	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	if (!stage->image) {
		stage->image = globalImages->scratchImage;
	}

	tr.CaptureRenderToImage( stage->image->imgName );
	tr.UnCrop();
}
开发者ID:Justasic,项目名称:DOOM-3,代码行数:58,代码来源:tr_subview.cpp


示例6: R_Envmap_f

/*	Grab six views for environment mapping tests
*/
void R_Envmap_f(void)
{
	uint8_t buffer[256*256*4];

	glDrawBuffer(GL_FRONT);
	glReadBuffer(GL_FRONT);

	r_refdef.bEnvironmentMap = true;

	r_refdef.vrect.x		=
	r_refdef.vrect.y		= 0;
	r_refdef.vrect.width	=
	r_refdef.vrect.height	= 256;

	Math_VectorClear(r_refdef.viewangles);

	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env0.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[1] = 90;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env1.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[1] = 180;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env2.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[1] = 270;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env3.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[0] = -90.0f;
	r_refdef.viewangles[1] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile("env4.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[0] = 90;
	r_refdef.viewangles[1] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile("env5.rgb",buffer,sizeof(buffer));

	r_refdef.bEnvironmentMap = false;

	glDrawBuffer(GL_BACK);
	glReadBuffer(GL_BACK);

	GL_EndRendering();
}
开发者ID:ExperimentationBox,项目名称:Edenite,代码行数:62,代码来源:EngineVideoLegacy2.c


示例7: R_MirrorViewBySurface

qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
	vec4_t			clipDest[128];
	viewParms_t		newParms;
	viewParms_t		oldParms;
	orientation_t	surface, camera;

	// don't recursively mirror
	if (tr.viewParms.isPortal) 
	{
		ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
		return qfalse;
	}

	if ( r_noportals->integer || r_fastsky->integer ) {
		return qfalse;
	}

	// trivially reject portal/mirror
	if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
		return qfalse;
	}

	// save old viewParms so we can return to it after the mirror view
	oldParms = tr.viewParms;

	newParms = tr.viewParms;
	newParms.isPortal = qtrue;
	if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera, 
		newParms.pvsOrigin, &newParms.isMirror ) ) {
		return qfalse;		// bad portal, no portalentity
	}

	R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );

	VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
	newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
	
	R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
	R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
	R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);

	// OPTIMIZE: restrict the viewport on the mirrored view

	// render the mirror view
	R_RenderView (&newParms);

	tr.viewParms = oldParms;
	
	return qtrue;
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:50,代码来源:tr_main.cpp


示例8: V_RenderView

void V_RenderView (void)
{
	if (con_forcedup)
		return;

	if (cl.intermission)
		V_CalcIntermissionRefdef ();
	else if (!cl.paused /* && (cl.maxclients > 1 || key_dest == key_game) */)
		V_CalcRefdef ();

	//johnfitz -- removed lcd code

	R_RenderView ();

	V_PolyBlend (); //johnfitz -- moved here from R_Renderview ();
}
开发者ID:ericwa,项目名称:Quakespasm,代码行数:16,代码来源:view.c


示例9: V_RenderView

void V_RenderView (void) {
	char *p;

	cl.simangles[ROLL] = 0;	// FIXME @@@ 

	if (cls.state != ca_active) {
		V_CalcBlend ();
		return;
	}

	view_frame = &cl.frames[cl.validsequence & UPDATE_MASK];
	if (!cls.nqdemoplayback)
		view_message = view_frame->playerstate[cl.viewplayernum];

	DropPunchAngle ();
	if (cl.intermission) // intermission / finale rendering		
		V_CalcIntermissionRefdef ();	
	else
		V_CalcRefdef ();

	R_PushDlights ();

	r_refdef2.time = cl.time;

	// restrictions
	r_refdef2.allow_cheats = (Info_ValueForKey(cl.serverinfo, "*cheats")[0] && com_serveractive)
		|| cls.demoplayback;
	if (cls.demoplayback || cl.spectator)
	{
		r_refdef2.allow_lumas = true;
		r_refdef2.max_fbskins = 1;
		r_refdef2.max_watervis = 1;
	}
	else 
	{
		r_refdef2.allow_lumas = !strcmp(Info_ValueForKey(cl.serverinfo, "24bit_fbs"), "0") ? false : true;
		r_refdef2.max_fbskins = *(p = Info_ValueForKey(cl.serverinfo, "fbskins")) ? bound(0, Q_atof(p), 1) :
			cl.teamfortress ? 0 : 1;
		r_refdef2.max_watervis = *(p = Info_ValueForKey(cl.serverinfo, "watervis")) ? bound(0, Q_atof(p), 1) : 0;
	}

//	r_refdef2.viewplayernum = Cam_PlayerNum();
//	r_refdef2.lightstyles = cl_lightstyle;

	R_RenderView ();
}
开发者ID:JosephPecoraro,项目名称:ezquake-source,代码行数:46,代码来源:cl_view.c


示例10: R_XrayRender

/*
=================
R_XrayRender
=================
*/
void R_XrayRender( const drawSurf_t* surf, textureStage_t* stage, idScreenRect scissor )
{
	// remote views can be reused in a single frame
	if( stage->dynamicFrameCount == tr.frameCount )
	{
		return;
	}
	
	// issue a new view command
	viewDef_t* parms = R_XrayViewBySurface( surf );
	if( parms == NULL )
	{
		return;
	}
	
	int stageWidth = stage->width;
	int stageHeight = stage->height;
	
	tr.CropRenderSize( stageWidth, stageHeight );
	
	tr.GetCroppedViewport( &parms->viewport );
	
	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
	
	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;
	
	// triangle culling order changes with mirroring
	parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
	
	// generate render commands for it
	R_RenderView( parms );
	
	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	stage->image = globalImages->scratchImage2;
	
	tr.CaptureRenderToImage( stage->image->GetName(), true );
	tr.UnCrop();
}
开发者ID:BielBdeLuna,项目名称:StormEngine2,代码行数:48,代码来源:tr_frontend_subview.cpp


示例11: R_TimeRefresh_f

/*	For program optimization
*/
void R_TimeRefresh_f (void)
{
	int			i;
	float		start, stop, time;

	glDrawBuffer  (GL_FRONT);
	glFinish ();

	start = System_DoubleTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0f*360.0f;
		R_RenderView ();
	}

	glFinish ();
	stop = System_DoubleTime ();
	time = stop-start;
	Con_Printf("%f seconds (%f fps)\n",time,128/time);

	glDrawBuffer (GL_BACK);
	GL_EndRendering ();
}
开发者ID:ExperimentationBox,项目名称:Edenite,代码行数:25,代码来源:EngineVideoLegacy2.c


示例12: R_TimeRefresh_f

/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	double		start, stop, time;
	int			startangle;
	vrect_t		vr;

#ifdef PSP_SOFTWARE_VIDEO
	startangle = r_refdef.viewangles[1];
	
	start = Sys_FloatTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0*360.0;

		VID_LockBuffer ();

		R_RenderView ();

		VID_UnlockBuffer ();

		vr.x = r_refdef.vrect.x;
		vr.y = r_refdef.vrect.y;
		vr.width = r_refdef.vrect.width;
		vr.height = r_refdef.vrect.height;
		vr.pnext = NULL;
		VID_Update (&vr);
	}
	stop = Sys_FloatTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
	
	r_refdef.viewangles[1] = startangle;
#else
	Con_Printf ("Sorry: 'timerefresh' command disabled\n");
#endif	
}
开发者ID:darkduke606,项目名称:DQuakePlus,代码行数:44,代码来源:r_misc.c


示例13: R_DrawPortalSurface


//.........这里部分代码省略.........
		Matrix3_Multiply( rn.viewAxis, B, rot );
		Matrix3_Multiply( best->axis, rot, B );
		Matrix3_Transpose( C, A );
		Matrix3_Multiply( B, A, axis );

		// set up portal_plane
		VectorCopy( &axis[AXIS_FORWARD], portal_plane->normal );
		portal_plane->dist = DotProduct( best->origin2, portal_plane->normal );
		CategorizePlane( portal_plane );

		// for portals, vis data is taken from portal origin, not
		// view origin, because the view point moves around and
		// might fly into (or behind) a wall
		VectorCopy( best->origin2, rn.pvsOrigin );
		VectorCopy( best->origin2, rn.lodOrigin );

		rn.renderFlags |= RF_PORTALVIEW;

		// ignore entities, if asked politely
		if( best->renderfx & RF_NOPORTALENTS ) {
			rn.renderFlags |= RF_ENVVIEW;
		}
		if( prevFlipped ) {
			rn.renderFlags |= RF_FLIPFRONTFACE;
		}
	}

	rn.refdef.rdflags &= ~( RDF_UNDERWATER | RDF_CROSSINGWATER | RDF_FLIPPED );

	rn.meshlist = &r_portallist;
	rn.portalmasklist = NULL;

	rn.renderFlags |= RF_CLIPPLANE;
	rn.renderFlags &= ~RF_SOFT_PARTICLES;
	rn.clipPlane = *portal_plane;

	rn.nearClip = Z_NEAR;
	rn.farClip = R_DefaultFarClip();

	rn.polygonFactor = POLYOFFSET_FACTOR;
	rn.polygonUnits = POLYOFFSET_UNITS;

	rn.clipFlags |= 16;
	rn.frustum[4] = *portal_plane; // nearclip
	CategorizePlane( &rn.frustum[4] );

	// if we want to render to a texture, initialize texture
	// but do not try to render to it more than once
	if( captureTextureId >= 0 ) {
		int texFlags = shader->flags & SHADER_NO_TEX_FILTERING ? IT_NOFILTERING : 0;

		captureTexture = R_GetPortalTexture( rsc.refdef.width, rsc.refdef.height, texFlags,
											 rsc.frameCount );
		portalTexures[captureTextureId] = captureTexture;

		if( !captureTexture ) {
			// couldn't register a slot for this plane
			goto done;
		}

		x = y = 0;
		w = captureTexture->upload_width;
		h = captureTexture->upload_height;
		rn.refdef.width = w;
		rn.refdef.height = h;
		rn.refdef.x = 0;
		rn.refdef.y = 0;
		rn.renderTarget = captureTexture->fbo;
		rn.renderFlags |= RF_PORTAL_CAPTURE;
		Vector4Set( rn.viewport, rn.refdef.x + x, rn.refdef.y + y, w, h );
		Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h );
	} else {
		rn.renderFlags &= ~RF_PORTAL_CAPTURE;
	}

	VectorCopy( origin, rn.refdef.vieworg );
	Matrix3_Copy( axis, rn.refdef.viewaxis );

	R_SetupViewMatrices( &rn.refdef );

	R_SetupFrustum( &rn.refdef, rn.nearClip, rn.farClip, rn.frustum, rn.frustumCorners );

	R_SetupPVS( &rn.refdef );

	R_RenderView( &rn.refdef );

	if( doRefraction && !refraction && ( shader->flags & SHADER_PORTAL_CAPTURE2 ) ) {
		rn.renderFlags = prevRenderFlags;
		refraction = true;
		captureTexture = NULL;
		captureTextureId = 1;
		goto setup_and_render;
	}

done:
	portalSurface->texures[0] = portalTexures[0];
	portalSurface->texures[1] = portalTexures[1];

	R_PopRefInst();
}
开发者ID:Picmip,项目名称:qfusion,代码行数:101,代码来源:r_portals.c


示例14: R_DrawSkyportal

/*
* R_DrawSkyportal
*/
static void R_DrawSkyportal( const entity_t *e, skyportal_t *skyportal ) {
	if( !R_PushRefInst() ) {
		return;
	}

	rn.renderFlags = ( rn.renderFlags | RF_PORTALVIEW );
	//rn.renderFlags &= ~RF_SOFT_PARTICLES;
	VectorCopy( skyportal->vieworg, rn.pvsOrigin );

	rn.nearClip = Z_NEAR;
	rn.farClip = R_DefaultFarClip();
	rn.polygonFactor = POLYOFFSET_FACTOR;
	rn.polygonUnits = POLYOFFSET_UNITS;

	rn.clipFlags = 15;
	rn.meshlist = &r_skyportallist;
	rn.portalmasklist = NULL;
	rn.rtLight = NULL;
	//Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h );

	if( skyportal->noEnts ) {
		rn.renderFlags |= RF_ENVVIEW;
	}

	if( skyportal->scale ) {
		vec3_t centre, diff;

		VectorAdd( rsh.worldModel->mins, rsh.worldModel->maxs, centre );
		VectorScale( centre, 0.5f, centre );
		VectorSubtract( centre, rn.viewOrigin, diff );
		VectorMA( skyportal->vieworg, -skyportal->scale, diff, rn.refdef.vieworg );
	} else {
		VectorCopy( skyportal->vieworg, rn.refdef.vieworg );
	}

	// FIXME
	if( !VectorCompare( skyportal->viewanglesOffset, vec3_origin ) ) {
		vec3_t angles;
		mat3_t axis;

		Matrix3_Copy( rn.refdef.viewaxis, axis );
		VectorInverse( &axis[AXIS_RIGHT] );
		Matrix3_ToAngles( axis, angles );

		VectorAdd( angles, skyportal->viewanglesOffset, angles );
		AnglesToAxis( angles, axis );
		Matrix3_Copy( axis, rn.refdef.viewaxis );
	}

	rn.refdef.rdflags &= ~( RDF_UNDERWATER | RDF_CROSSINGWATER | RDF_SKYPORTALINVIEW );
	if( skyportal->fov ) {
		rn.refdef.fov_y = WidescreenFov( skyportal->fov );
		rn.refdef.fov_x = CalcHorizontalFov( rn.refdef.fov_y, rn.refdef.width, rn.refdef.height );
	}

	R_SetupViewMatrices( &rn.refdef );

	R_SetupFrustum( &rn.refdef, rn.nearClip, rn.farClip, rn.frustum, rn.frustumCorners );

	R_SetupPVS( &rn.refdef );

	R_RenderView( &rn.refdef );

	// restore modelview and projection matrices, scissoring, etc for the main view
	R_PopRefInst();
}
开发者ID:Picmip,项目名称:qfusion,代码行数:69,代码来源:r_portals.c


示例15: RE_RenderScene


//.........这里部分代码省略.........
	tr.refdef.numInteractions = r_firstSceneInteraction;
	tr.refdef.interactions = backEndData[ tr.smpFrame ]->interactions;

	tr.refdef.numEntities = r_numEntities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData[ tr.smpFrame ]->entities[ r_firstSceneEntity ];

	tr.refdef.numLights = r_numLights - r_firstSceneLight;
	tr.refdef.lights = &backEndData[ tr.smpFrame ]->lights[ r_firstSceneLight ];

	tr.refdef.numPolys = r_numPolys - r_firstScenePoly;
	tr.refdef.polys = &backEndData[ tr.smpFrame ]->polys[ r_firstScenePoly ];

	tr.refdef.numPolybuffers = r_numPolybuffers - r_firstScenePolybuffer;
	tr.refdef.polybuffers = &backEndData[ tr.smpFrame ]->polybuffers[ r_firstScenePolybuffer ];

	tr.refdef.numDecalProjectors = r_numDecalProjectors - r_firstSceneDecalProjector;
	tr.refdef.decalProjectors = &backEndData[ tr.smpFrame ]->decalProjectors[ r_firstSceneDecalProjector ];

	tr.refdef.numDecals = r_numDecals - r_firstSceneDecal;
	tr.refdef.decals = &backEndData[ tr.smpFrame ]->decals[ r_firstSceneDecal ];

	tr.refdef.numVisTests = r_numVisTests - r_firstSceneVisTest;
	tr.refdef.visTests = &backEndData[ tr.smpFrame ]->visTests[ r_firstSceneVisTest ];

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// Tr3B: a scene can have multiple views caused by mirrors or portals
	// the number of views is restricted so we can use hardware occlusion queries
	// and put them into the BSP nodes for each view
	tr.viewCount = -1;

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );

	if ( tr.refdef.pixelTarget == nullptr )
	{
		parms.viewportX = tr.refdef.x;
		parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	}
	else
	{
		//Driver bug, if we try and do pixel target work along the top edge of a window
		//we can end up capturing part of the status bar. (see screenshot corruption..)
		//Soooo.. use the middle.
		parms.viewportX = glConfig.vidWidth / 2;
		parms.viewportY = glConfig.vidHeight / 2;
	}

	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;

	parms.scissorX = parms.viewportX;
	parms.scissorY = parms.viewportY;
	parms.scissorWidth = parms.viewportWidth;
	parms.scissorHeight = parms.viewportHeight;

	Vector4Set( parms.viewportVerts[ 0 ], parms.viewportX, parms.viewportY, 0, 1 );
	Vector4Set( parms.viewportVerts[ 1 ], parms.viewportX + parms.viewportWidth, parms.viewportY, 0, 1 );
	Vector4Set( parms.viewportVerts[ 2 ], parms.viewportX + parms.viewportWidth, parms.viewportY + parms.viewportHeight, 0, 1 );
	Vector4Set( parms.viewportVerts[ 3 ], parms.viewportX, parms.viewportY + parms.viewportHeight, 0, 1 );

	parms.isPortal = false;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;

	VectorCopy( fd->vieworg, parms.orientation.origin );
	VectorCopy( fd->viewaxis[ 0 ], parms.orientation.axis[ 0 ] );
	VectorCopy( fd->viewaxis[ 1 ], parms.orientation.axis[ 1 ] );
	VectorCopy( fd->viewaxis[ 2 ], parms.orientation.axis[ 2 ] );

	VectorCopy( fd->vieworg, parms.pvsOrigin );
	Vector4Copy( fd->gradingWeights, parms.gradingWeights );

	R_RenderView( &parms );

	R_RenderPostProcess();

	// the next scene rendered in this frame will tack on after this one
	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
	r_firstSceneInteraction = tr.refdef.numInteractions;
	r_firstSceneEntity = r_numEntities;
	r_firstSceneLight = r_numLights;
	r_firstScenePoly = r_numPolys;
	r_firstScenePolybuffer = r_numPolybuffers;
	r_firstSceneVisTest = r_numVisTests;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}
开发者ID:HaoDrang,项目名称:Unvanquished,代码行数:101,代码来源:tr_scene.cpp


示例16: R_EnvShot_f

/*
* R_EnvShot_f
*/
void R_EnvShot_f( void )
{
	int i;
	int size, maxSize;
	const char *writedir, *gamedir;
	int checkname_size;
	char *checkname;
	refdef_t fd;
	struct	cubemapSufAndFlip
	{
		char *suf; vec3_t angles; int flags;
	} cubemapShots[6] = {
		{ "px", { 0, 0, 0 }, IT_FLIPX|IT_FLIPY|IT_FLIPDIAGONAL },
		{ "nx", { 0, 180, 0 }, IT_FLIPDIAGONAL },
		{ "py", { 0, 90, 0 }, IT_FLIPY },
		{ "ny", { 0, 270, 0 }, IT_FLIPX },
		{ "pz", { -90, 180, 0 }, IT_FLIPDIAGONAL },
		{ "nz", { 90, 180, 0 }, IT_FLIPDIAGONAL }
	};

	if( !R_ScreenEnabled() || !rsh.worldModel )
		return;

	if( ri.Cmd_Argc() != 3 )
	{
		Com_Printf( "usage: envshot <name> <size>\n" );
		return;
	}

	maxSize = min( min( glConfig.width, glConfig.height ), glConfig.maxTextureSize );
	if( maxSize > atoi( ri.Cmd_Argv( 2 ) ) )
		maxSize = atoi( ri.Cmd_Argv( 2 ) );

	for( size = 1; size < maxSize; size <<= 1 ) ;
	if( size > maxSize )
		size >>= 1;

	writedir = ri.FS_WriteDirectory();
	gamedir = ri.FS_GameDirectory();
	checkname_size = strlen( writedir ) + 1 + strlen( gamedir ) + strlen( "/env/" ) + 
		strlen( ri.Cmd_Argv( 1 ) ) + 1 + strlen( cubemapShots[0].suf ) + 4 + 1;
	checkname = alloca( checkname_size );

	fd = rsc.refdef;
	fd.time = 0;
	//fd.x = fd.y = 0;
	fd.width = fd.height = size;
	fd.fov_x = fd.fov_y = 90;

	rn.farClip = R_DefaultFarClip();

	// do not render non-bmodel entities
	rn.renderFlags |= RF_CUBEMAPVIEW;
	rn.clipFlags = 15;
	rn.shadowGroup = NULL;
	rn.fbColorAttachment = rn.fbDepthAttachment = NULL;

	Vector4Set( rn.viewport, fd.x, glConfig.height - size - fd.y, size, size );
	Vector4Set( rn.scissor, fd.x, glConfig.height - size - fd.y, size, size );

	for( i = 0; i < 6; i++ )
	{
		AnglesToAxis( cubemapShots[i].angles, fd.viewaxis );

		R_RenderView( &fd );

		Q_snprintfz( checkname, checkname_size, "%s/%s/env/%s_%s", writedir, gamedir, ri.Cmd_Argv( 1 ), cubemapShots[i].suf );
		COM_DefaultExtension( checkname, ".tga", checkname_size );

		R_ScreenShot( checkname, 0, 0, size, size, 100, 
			( cubemapShots[i].flags & IT_FLIPX ) ? true : false, 
			( cubemapShots[i].flags & IT_FLIPY ) ? true : false, 
			( cubemapShots[i].flags & IT_FLIPDIAGONAL ) ? true : false,
			false );
	}

	// render non-bmodel entities again
	rn.renderFlags &= ~RF_CUBEMAPVIEW;
}
开发者ID:MGXRace,项目名称:racesow,代码行数:82,代码来源:r_cmds.c


示例17: RE_RenderScene


//.........这里部分代码省略.........
		ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
	}

	RE_BeginScene(fd);

	// SmileTheory: playing with shadow mapping
	if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
	{
		R_RenderDlightCubemaps(fd);
	}

	/* playing with more shadows */
	if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
	{
		R_RenderPshadowMaps(fd);
	}

	// playing with even more shadows
	if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
	{
		if (r_shadowCascadeZFar->integer != 0)
		{
			R_RenderSunShadowMaps(fd, 0);
			R_RenderSunShadowMaps(fd, 1);
			R_RenderSunShadowMaps(fd, 2);
		}
		else
		{
			Mat4Zero(tr.refdef.sunShadowMvp[0]);
			Mat4Zero(tr.refdef.sunShadowMvp[1]);
			Mat4Zero(tr.refdef.sunShadowMvp[2]);
		}

		// only rerender last cascade if sun has changed position
		if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
		{
			VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
			R_RenderSunShadowMaps(fd, 3);
			Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
		}
		else
		{
			Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
		}
	}

	// playing with cube maps
	// this is where dynamic cubemaps would be rendered
	if (0) //(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ))
	{
		int i, j;

		for (i = 0; i < tr.numCubemaps; i++)
		{
			for (j = 0; j < 6; j++)
			{
				R_RenderCubemapSide(i, j, qtrue);
			}
		}
	}

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef.x;
	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;
	
	parms.stereoFrame = tr.refdef.stereoFrame;

	VectorCopy( fd->vieworg, parms.or.origin );
	VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
	VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
	VectorCopy( fd->viewaxis[2], parms.or.axis[2] );

	VectorCopy( fd->vieworg, parms.pvsOrigin );

	if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
	{
		parms.flags = VPF_USESUNLIGHT;
	}

	R_RenderView( &parms );

	if(!( fd->rdflags & RDF_NOWORLDMODEL ))
		R_AddPostProcessCmd();

	RE_EndScene();

	tr.frontEndMsec += ri.RealMilliseconds() - startTime;
}
开发者ID:brugal,项目名称:wolfcamql,代码行数:101,代码来源:tr_scene.c


示例18: RE_RenderScene


//.........这里部分代码省略.........
	tr.refdef.y = fd->y;
	tr.refdef.width = fd->width;
	tr.refdef.height = fd->height;
	tr.refdef.fov_x = fd->fov_x;
	tr.refdef.fov_y = fd->fov_y;

	VectorCopy( fd->vieworg, tr.refdef.vieworg );
	VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
	VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
	VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );

	tr.refdef.time = fd->time;
	tr.refdef.rdflags = fd->rdflags;

	// copy the areamask data over and note if it has changed, which
	// will force a reset of the visible leafs even if the view hasn't moved
	tr.refdef.areamaskModified = qfalse;
	if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
		int		areaDiff;
		int		i;

		// compare the area bits
		areaDiff = 0;
		for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
			areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
			((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
		}

		if ( areaDiff ) {
			// a door just opened or something
			tr.refdef.areamaskModified = qtrue;
		}
	}


	// derived info

	tr.refdef.floatTime = tr.refdef.time * 0.001f;

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;

	tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];

	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
	tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];

	tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];

	// turn off dynamic lighting globally by clearing all the
	// dlights if it needs to be disabled or if vertex lighting is enabled
	if ( r_dynamiclight->integer == 0 ||
		 r_vertexLight->integer == 1 ||
		 glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		tr.refdef.num_dlights = 0;
	}

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef.x;
	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;

	VectorCopy( fd->vieworg, parms.or.origin );
	VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
	VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
	VectorCopy( fd->viewaxis[2], parms.or.axis[2] );

	VectorCopy( fd->vieworg, parms.pvsOrigin );

	R_RenderView( &parms );

	// the next scene rendered in this frame will tack on after this one
	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
	r_firstSceneEntity = r_numentities;
	r_firstSceneDlight = r_numdlights;
	r_firstScenePoly = r_numpolys;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}
开发者ID:mtrencseni,项目名称:quake3,代码行数:101,代码来源:tr_scene.c


示例19: RE_RenderScene


//.........这里部分代码省略.........
	tr.refdef.fogTcScale = R_FogTcScale( tr.refdef.fogType, tr.refdef.fogDepthForOpaque, tr.refdef.fogDensity );

	// copy the areamask data over and note if it has changed, which
	// will force a reset of the visible leafs even if the view hasn't moved
	tr.refdef.areamaskModified = qfalse;
	if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
		int		areaDiff;
		int		i;

		// compare the area bits
		areaDiff = 0;
		for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
			areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd.areamask)[i];
			((int *)tr.refdef.areamask)[i] = ((int *)fd.areamask)[i];
		}

		if ( areaDiff ) {
			// a door just opened or something
			tr.refdef.areamaskModified = qtrue;
		}
	}


	// derived info

	tr.refdef.floatTime = tr.refdef.time * 0.001f;

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData->drawSurfs;

	tr.refdef.numSkins = r_numskins;
	tr.refdef.skins = backEndData->skins;

	tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];

	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
	tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
	tr.refdef.dlightBits = 0;

	tr.refdef.num_coronas = r_numcoronas - r_firstSceneCorona;
	tr.refdef.coronas = &backEndData->coronas[r_firstSceneCorona];

	tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refdef.polys = &backEndData->polys[r_firstScenePoly];

	tr.refdef.numPolyBuffers = r_numpolybuffers - r_firstScenePolybuffer;
	tr.refdef.polybuffers = &backEndData->polybuffers[r_firstScenePolybuffer];

	// turn off dynamic lighting globally by clearing all the
	// dlights if it needs to be disabled or if vertex lighting is enabled
	if ( r_dynamiclight->integer == 0 ||
		 r_vertexLight->integer == 1 ) {
		tr.refdef.num_dlights = 0;
	}

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef.x;
	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;
	
	parms.stereoFrame = tr.refdef.stereoFrame;

	VectorCopy( fd.vieworg, parms.or.origin );
	VectorCopy( fd.viewaxis[0], parms.or.axis[0] );
	VectorCopy( fd.viewaxis[1], parms.or.axis[1] );
	VectorCopy( fd.viewaxis[2], parms.or.axis[2] );

	VectorCopy( fd.vieworg, parms.pvsOrigin );

	R_RenderView( &parms );

	// the next scene rendered in this frame will tack on after this one
	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
	r_firstSceneEntity = r_numentities;
	r_firstSceneDlight = r_numdlights;
	r_firstScenePoly = r_numpolys;
	r_firstScenePolybuffer = r_numpolybuffers;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}
开发者ID:DaneTheory,项目名称:spearmint,代码行数:101,代码来源:tr_scene.c


示例20: RE_RenderScene


//.........这里部分代码省略.........
	}

	// derived info

	tr.refdef.floatTime = tr.refdef.time * 0.001f;

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData->drawSurfs;

	tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];

	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
	tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];

	tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refdef.polys = &backEndData->polys[r_firstScenePoly];

	tr.refdef.num_pshadows = 0;
	tr.refdef.pshadows = &backEndData->pshadows[0];

	// turn off dynamic lighting globally by clearing all the
	// dlights if it needs to be disabled or if vertex lighting is enabled
	if ( r_dynamiclight->integer == 0 ||
		 r_vertexLight->integer == 1 ||
		 glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		tr.refdef.num_dlights = 0;
	}

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// SmileTheory: playing with shadow mapping
	if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
	{
		R_RenderDlightCubemaps(fd);
	}

	/* playing with more shadows */
	if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
	{
		R_RenderPshadowMaps(fd);
	}

	// playing with even more shadows
	if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
	{
		R_RenderSunShadowMaps(fd, 0);
		R_RenderSunShadowMaps(fd, 1);
		R_RenderSunShadowMaps(fd, 2);
	}

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef 

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