/* Raydium - CQFD Corp. http://raydium.org/ License: GPL - GNU General Public License, see "gpl.txt" file. */ #ifndef DONT_INCLUDE_HEADERS #include "index.h" #else #include "headers/render.h" #endif void raydium_callback_image(void); void raydium_timecall_callback(void); // EARLY devel stage ! void raydium_rendering_prepare_texture_unit(GLenum tu,GLuint tex) { glActiveTextureARB(tu); if(tex) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,tex); // glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2); } else { glDisable(GL_TEXTURE_2D); // glBindTexture(GL_TEXTURE_2D,0); } glActiveTextureARB(GL_TEXTURE0_ARB); } void raydium_rendering_internal_prepare_texture_render(GLuint tex) { //#define ONE 0.8 // default (according GL specs) DIFFUSE value. GLfloat one[]={0.8f, 0.8f, 0.8f, 1.f}; GLfloat zero[]={0.0,0.0,0.0,0.0}; GLfloat *rgb; glColor4f(1.f,1.f,1.f,1.f); // "cache" if(tex==raydium_texture_internal_loaded) return; raydium_texture_internal_loaded=tex; if(raydium_texture_blended[tex]==1) { glEnable(GL_BLEND); glDepthMask(GL_FALSE); glDisable(GL_ALPHA_TEST); // glDisable(GL_FOG); } if(raydium_texture_blended[tex]==2) { glEnable(GL_BLEND); glDepthMask(GL_TRUE); glAlphaFunc(GL_GREATER,0); glEnable (GL_ALPHA_TEST); // glDisable(GL_FOG); } if(raydium_texture_blended[tex]==0) { glDisable(GL_BLEND); glDepthMask(GL_TRUE); glDisable(GL_ALPHA_TEST); // glEnable(GL_FOG); } if(raydium_texture_rgb[tex][0]>=0) { if(raydium_render_rgb_force_tag) rgb=raydium_render_rgb_force; else rgb=raydium_texture_rgb[tex]; glDisable(GL_TEXTURE_2D); glColor4f(rgb[0],rgb[1],rgb[2],1.f); if(raydium_light_enabled_tag) { glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, rgb); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, rgb); } } else { glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, one); glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, zero); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,tex); } } void raydium_rendering_internal_restore_render_state(void) { //#define ONE 0.8 // default DIFFUSE value. GLfloat one[]={0.8f, 0.8f, 0.8f, 1.f}; //return; // make no sens to restore state since next texture will reset it glDisable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_TEXTURE_2D); glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, one); } // 2D quick 'n ugly clipping test char infov(GLfloat x, GLfloat y) { #ifdef RENDER_DEBUG_NO_CLIP return 1; #endif if((x+raydium_camera_cursor_place[0])>(raydium_camera_x-raydium_projection_far) && (x+raydium_camera_cursor_place[0])<(raydium_camera_x+raydium_projection_far) && (y+raydium_camera_cursor_place[1])>(raydium_camera_y-raydium_projection_far) && (y+raydium_camera_cursor_place[1])<(raydium_camera_y+raydium_projection_far) ) return 1; else return 0; } void raydium_rendering_from_to(GLuint from, GLuint to) { GLuint tex,i,j; char toload; for(tex=1;tex last + CLOCKS_PER_SEC) { last=clock(); raydium_render_fps=fps; fps=0; } } void raydium_rendering_wireframe(void) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } void raydium_rendering_normal(void) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void raydium_rendering_rgb_force(GLfloat r, GLfloat g, GLfloat b) { raydium_render_rgb_force_tag=1; raydium_render_rgb_force[0]=r; raydium_render_rgb_force[1]=g; raydium_render_rgb_force[2]=b; raydium_render_rgb_force[3]=1.0; } void raydium_rendering_rgb_normal(void) { raydium_render_rgb_force_tag=0; }