mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
completely removed flare support
This commit is contained in:
parent
837073be62
commit
6f3908ceaa
11 changed files with 8 additions and 660 deletions
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@ -5,6 +5,8 @@ chg: SSE2 instruction set support is now required
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chg: removed FreeType 2 and the unused R_REGISTERFONT syscalls that were using it
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chg: removed light flares and all related cvars (r_flare*)
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fix: r_monitor on Linux is now 0-based and the value doesn't change incorrectly on its own anymore
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fix: when a latched cvar's value is set to its default, the cvar is no longer marked as changed
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@ -533,9 +533,6 @@ static void RB_RenderDrawSurfList( const drawSurf_t* drawSurfs, int numDrawSurfs
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if ( depthRange ) {
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qglDepthRange( 0, 1 );
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}
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// add light flares on lights that aren't obscured
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RB_RenderFlares();
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}
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@ -491,21 +491,12 @@ static void ParseTriSurf( const dsurface_t* ds, const drawVert_t* verts, msurfac
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}
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static void ParseFlare( const dsurface_t* ds, const drawVert_t* verts, msurface_t* surf, const int* indexes )
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static void ParseFlare( const dsurface_t* ds, msurface_t* surf )
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{
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static surfaceType_t flare = SF_FLARE;
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surf->fogIndex = LittleLong( ds->fogNum ) + 1;
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surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
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srfFlare_t* flare = RI_New<srfFlare_t>();
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flare->surfaceType = SF_FLARE;
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surf->data = (surfaceType_t*)flare;
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for (int i = 0; i < 3; ++i) {
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flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] );
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flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] );
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flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
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}
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surf->data = &flare;
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}
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@ -1238,7 +1229,7 @@ static void R_LoadSurfaces( const lump_t* surfs, const lump_t* verts, const lump
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numFaces++;
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break;
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case MST_FLARE:
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ParseFlare( in, dv, out, indexes );
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ParseFlare( in, out );
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numFlares++;
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break;
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default:
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@ -1,546 +0,0 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_flares.c
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#include "tr_local.h"
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#if 0
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void R_ClearFlares( void ) {}
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void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {}
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void RB_RenderFlares( void ) {}
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#else
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/*
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=============================================================================
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LIGHT FLARES
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A light flare is an effect that takes place inside the eye when bright light
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sources are visible. The size of the flare reletive to the screen is nearly
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constant, irrespective of distance, but the intensity should be proportional to the
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projected area of the light source.
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A surface that has been flagged as having a light flare will calculate the depth
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buffer value that it's midpoint should have when the surface is added.
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After all opaque surfaces have been rendered, the depth buffer is read back for
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each flare in view. If the point has not been obscured by a closer surface, the
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flare should be drawn.
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Surfaces that have a repeated texture should never be flagged as flaring, because
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there will only be a single flare added at the midpoint of the polygon.
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To prevent abrupt popping, the intensity of the flare is interpolated up and
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down as it changes visibility. This involves scene to scene state, unlike almost
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all other aspects of the renderer, and is complicated by the fact that a single
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frame may have multiple scenes.
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RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially
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up to five or more times in a frame with 3D status bar icons).
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=============================================================================
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*/
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// flare states maintain visibility over multiple frames for fading
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// layers: view, mirror, menu
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typedef struct flare_s {
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struct flare_s *next; // for active chain
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int addedFrame;
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qbool inPortal; // qtrue if in a portal view of the scene
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int frameSceneNum;
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void *surface;
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int fogNum;
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int fadeTime;
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qbool visible; // state of last test
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float drawIntensity; // may be non 0 even if !visible due to fading
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int windowX, windowY;
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float eyeZ;
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vec3_t origin;
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vec3_t color;
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} flare_t;
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#define MAX_FLARES 128
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flare_t r_flareStructs[MAX_FLARES];
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flare_t *r_activeFlares, *r_inactiveFlares;
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float flareCoeff;
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/*
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==================
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R_ClearFlares
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==================
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*/
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void R_ClearFlares( void ) {
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int i;
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Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
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r_activeFlares = NULL;
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r_inactiveFlares = NULL;
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for ( i = 0 ; i < MAX_FLARES ; i++ ) {
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r_flareStructs[i].next = r_inactiveFlares;
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r_inactiveFlares = &r_flareStructs[i];
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}
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}
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/*
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==================
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RB_AddFlare
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This is called at surface tesselation time
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==================
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*/
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void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
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int i;
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flare_t *f;
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vec3_t local;
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float d = 1;
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vec4_t eye, clip, normalized, window;
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backEnd.pc[RB_FLARE_ADDS]++;
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if(normal && (normal[0] || normal[1] || normal[2]))
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{
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VectorSubtract( backEnd.viewParms.orient.origin, point, local );
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VectorNormalizeFast(local);
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d = DotProduct(local, normal);
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// If the viewer is behind the flare don't add it.
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if(d < 0)
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return;
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}
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// if the point is off the screen, don't bother adding it
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// calculate screen coordinates and depth
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R_TransformModelToClip( point, backEnd.orient.modelMatrix,
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backEnd.viewParms.projectionMatrix, eye, clip );
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// check to see if the point is completely off screen
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) {
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return;
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}
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}
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R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window );
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if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth
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|| window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) {
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return; // shouldn't happen, since we check the clip[] above, except for FP rounding
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}
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// see if a flare with a matching surface, scene, and view exists
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for ( f = r_activeFlares ; f ; f = f->next ) {
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if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
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&& f->inPortal == backEnd.viewParms.isPortal ) {
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break;
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}
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}
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// allocate a new one
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if (!f ) {
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if ( !r_inactiveFlares ) {
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// the list is completely full
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return;
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}
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f = r_inactiveFlares;
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r_inactiveFlares = r_inactiveFlares->next;
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f->next = r_activeFlares;
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r_activeFlares = f;
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f->surface = surface;
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f->frameSceneNum = backEnd.viewParms.frameSceneNum;
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f->inPortal = backEnd.viewParms.isPortal;
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f->addedFrame = -1;
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}
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if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) {
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f->visible = qfalse;
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f->fadeTime = backEnd.refdef.time - 2000;
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}
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f->addedFrame = backEnd.viewParms.frameCount;
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f->fogNum = fogNum;
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VectorCopy(point, f->origin);
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VectorCopy( color, f->color );
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// fade the intensity of the flare down as the
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// light surface turns away from the viewer
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VectorScale( f->color, d, f->color );
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// save info needed to test
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f->windowX = backEnd.viewParms.viewportX + window[0];
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f->windowY = backEnd.viewParms.viewportY + window[1];
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f->eyeZ = eye[2];
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}
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/*
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==================
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RB_AddDlightFlares
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==================
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*/
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void RB_AddDlightFlares( void ) {
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dlight_t *l;
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int i, j, k;
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fog_t *fog = NULL;
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if ( !r_flares->integer ) {
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return;
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}
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l = backEnd.refdef.dlights;
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if(tr.world)
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fog = tr.world->fogs;
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for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
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if(fog)
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{
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// find which fog volume the light is in
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for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
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fog = &tr.world->fogs[j];
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for ( k = 0 ; k < 3 ; k++ ) {
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if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
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break;
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}
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}
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if ( k == 3 ) {
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break;
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}
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}
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if ( j == tr.world->numfogs ) {
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j = 0;
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}
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}
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else
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j = 0;
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RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
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}
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}
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/*
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===============================================================================
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FLARE BACK END
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===============================================================================
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*/
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/*
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==================
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RB_TestFlare
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==================
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*/
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void RB_TestFlare( flare_t *f ) {
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float depth;
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qbool visible;
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float fade;
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float screenZ;
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backEnd.pc[RB_FLARE_TESTS]++;
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// doing a readpixels is as good as doing a glFinish(), so
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// don't bother with another sync
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glState.finishCalled = qfalse;
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// read back the z buffer contents
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qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
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screenZ = backEnd.viewParms.projectionMatrix[14] /
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( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
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visible = ( -f->eyeZ - -screenZ ) < 24;
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if ( visible ) {
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if ( !f->visible ) {
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f->visible = qtrue;
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f->fadeTime = backEnd.refdef.time - 1;
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}
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fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
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} else {
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if ( f->visible ) {
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f->visible = qfalse;
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f->fadeTime = backEnd.refdef.time - 1;
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}
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fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
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}
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if ( fade < 0 ) {
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fade = 0;
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}
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if ( fade > 1 ) {
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fade = 1;
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}
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f->drawIntensity = fade;
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}
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/*
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==================
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RB_RenderFlare
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==================
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*/
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void RB_RenderFlare( flare_t *f ) {
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float size;
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vec3_t color;
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int iColor[3];
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float distance, intensity, factor;
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byte fogFactors[3] = {255, 255, 255};
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backEnd.pc[RB_FLARE_RENDERS]++;
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// We don't want too big values anyways when dividing by distance.
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if(f->eyeZ > -1.0f)
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distance = 1.0f;
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else
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distance = -f->eyeZ;
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// calculate the flare size..
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size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance );
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/*
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* This is an alternative to intensity scaling. It changes the size of the flare on screen instead
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* with growing distance. See in the description at the top why this is not the way to go.
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// size will change ~ 1/r.
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size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f));
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*/
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/*
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* As flare sizes stay nearly constant with increasing distance we must decrease the intensity
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* to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be
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* got by considering the ratio of
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* (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare)
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* An important requirement is:
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* intensity <= 1 for all distances.
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*
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* The formula used here to compute the intensity is as follows:
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* intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2
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* As you can see, the intensity will have a max. of 1 when the distance is 0.
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* The coefficient flareCoeff will determine the falloff speed with increasing distance.
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*/
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factor = distance + size * sqrt(flareCoeff);
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intensity = flareCoeff * size * size / (factor * factor);
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VectorScale(f->color, f->drawIntensity * intensity, color);
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// Calculations for fogging
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if(tr.world && f->fogNum < tr.world->numfogs)
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{
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tess.numVertexes = 1;
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VectorCopy(f->origin, tess.xyz[0]);
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tess.fogNum = f->fogNum;
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RB_CalcModulateColorsByFog(fogFactors);
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// We don't need to render the flare if colors are 0 anyways.
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if(!(fogFactors[0] || fogFactors[1] || fogFactors[2]))
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return;
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}
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iColor[0] = color[0] * fogFactors[0];
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iColor[1] = color[1] * fogFactors[1];
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iColor[2] = color[2] * fogFactors[2];
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RB_BeginSurface( tr.flareShader, f->fogNum );
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// FIXME: use quadstamp?
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tess.xyz[tess.numVertexes][0] = f->windowX - size;
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tess.xyz[tess.numVertexes][1] = f->windowY - size;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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tess.numVertexes++;
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tess.xyz[tess.numVertexes][0] = f->windowX - size;
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tess.xyz[tess.numVertexes][1] = f->windowY + size;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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tess.numVertexes++;
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tess.xyz[tess.numVertexes][0] = f->windowX + size;
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tess.xyz[tess.numVertexes][1] = f->windowY + size;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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tess.numVertexes++;
|
||||
|
||||
tess.xyz[tess.numVertexes][0] = f->windowX + size;
|
||||
tess.xyz[tess.numVertexes][1] = f->windowY - size;
|
||||
tess.xyz[tess.numVertexes][2] = 0;
|
||||
tess.xyz[tess.numVertexes][3] = 1;
|
||||
tess.texCoords[tess.numVertexes][0][0] = 1;
|
||||
tess.texCoords[tess.numVertexes][0][1] = 0;
|
||||
tess.vertexColors[tess.numVertexes][0] = iColor[0];
|
||||
tess.vertexColors[tess.numVertexes][1] = iColor[1];
|
||||
tess.vertexColors[tess.numVertexes][2] = iColor[2];
|
||||
tess.vertexColors[tess.numVertexes][3] = 255;
|
||||
tess.numVertexes++;
|
||||
|
||||
tess.indexes[tess.numIndexes++] = 0;
|
||||
tess.indexes[tess.numIndexes++] = 1;
|
||||
tess.indexes[tess.numIndexes++] = 2;
|
||||
tess.indexes[tess.numIndexes++] = 0;
|
||||
tess.indexes[tess.numIndexes++] = 2;
|
||||
tess.indexes[tess.numIndexes++] = 3;
|
||||
|
||||
RB_EndSurface();
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
RB_RenderFlares
|
||||
|
||||
Because flares are simulating an occular effect, they should be drawn after
|
||||
everything (all views) in the entire frame has been drawn.
|
||||
|
||||
Because of the way portals use the depth buffer to mark off areas, the
|
||||
needed information would be lost after each view, so we are forced to draw
|
||||
flares after each view.
|
||||
|
||||
The resulting artifact is that flares in mirrors or portals don't dim properly
|
||||
when occluded by something in the main view, and portal flares that should
|
||||
extend past the portal edge will be overwritten.
|
||||
==================
|
||||
*/
|
||||
void RB_RenderFlares (void) {
|
||||
flare_t *f;
|
||||
flare_t **prev;
|
||||
qbool draw;
|
||||
|
||||
if ( !r_flares->integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(r_flareCoeff->modified)
|
||||
{
|
||||
if(r_flareCoeff->value == 0.0f)
|
||||
flareCoeff = 150;
|
||||
else
|
||||
flareCoeff = r_flareCoeff->value;
|
||||
|
||||
r_flareCoeff->modified = qfalse;
|
||||
}
|
||||
|
||||
// Reset currentEntity to world so that any previously referenced entities
|
||||
// don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
|
||||
backEnd.currentEntity = &tr.worldEntity;
|
||||
backEnd.orient = backEnd.viewParms.world;
|
||||
|
||||
// if we use it - flare is blink
|
||||
//RB_AddDlightFlares();
|
||||
|
||||
// perform z buffer readback on each flare in this view
|
||||
draw = qfalse;
|
||||
prev = &r_activeFlares;
|
||||
while ( ( f = *prev ) != NULL ) {
|
||||
// throw out any flares that weren't added last frame
|
||||
if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
|
||||
*prev = f->next;
|
||||
f->next = r_inactiveFlares;
|
||||
r_inactiveFlares = f;
|
||||
continue;
|
||||
}
|
||||
|
||||
// don't draw any here that aren't from this scene / portal
|
||||
f->drawIntensity = 0;
|
||||
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
|
||||
&& f->inPortal == backEnd.viewParms.isPortal ) {
|
||||
RB_TestFlare( f );
|
||||
if ( f->drawIntensity ) {
|
||||
draw = qtrue;
|
||||
} else {
|
||||
// this flare has completely faded out, so remove it from the chain
|
||||
*prev = f->next;
|
||||
f->next = r_inactiveFlares;
|
||||
r_inactiveFlares = f;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
prev = &f->next;
|
||||
}
|
||||
|
||||
if ( !draw ) {
|
||||
return; // none visible
|
||||
}
|
||||
|
||||
if ( backEnd.viewParms.isPortal ) {
|
||||
qglDisable (GL_CLIP_PLANE0);
|
||||
}
|
||||
|
||||
qglPushMatrix();
|
||||
qglLoadIdentity();
|
||||
qglMatrixMode( GL_PROJECTION );
|
||||
qglPushMatrix();
|
||||
qglLoadIdentity();
|
||||
qglOrtho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
||||
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
|
||||
-99999, 99999 );
|
||||
|
||||
for ( f = r_activeFlares ; f ; f = f->next ) {
|
||||
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
|
||||
&& f->inPortal == backEnd.viewParms.isPortal
|
||||
&& f->drawIntensity ) {
|
||||
RB_RenderFlare( f );
|
||||
}
|
||||
}
|
||||
|
||||
qglPopMatrix();
|
||||
qglMatrixMode( GL_MODELVIEW );
|
||||
qglPopMatrix();
|
||||
}
|
||||
|
||||
#endif // 0
|
|
@ -107,11 +107,6 @@ cvar_t *r_directedScale;
|
|||
cvar_t *r_debugLight;
|
||||
cvar_t *r_debugSort;
|
||||
|
||||
cvar_t *r_flares;
|
||||
cvar_t *r_flareSize;
|
||||
cvar_t *r_flareFade;
|
||||
cvar_t *r_flareCoeff;
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
cvar_t *r_maplightBrightness;
|
||||
cvar_t *r_maplightSaturation;
|
||||
|
@ -561,7 +556,6 @@ static const cvarTableItem_t r_cvars[] =
|
|||
// archived variables that can change at any time
|
||||
//
|
||||
{ &r_lodbias, "r_lodbias", "-2", CVAR_ARCHIVE, CVART_INTEGER, "-16", "16", help_r_lodbias },
|
||||
{ &r_flares, "r_flares", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "enables light flares" },
|
||||
{ &r_ignoreGLErrors, "r_ignoreGLErrors", "1", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "if " S_COLOR_VAL "0" S_COLOR_HELP ", OpenGL errors are fatal" },
|
||||
{ &r_fastsky, "r_fastsky", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, help_r_fastsky },
|
||||
{ &r_noportals, "r_noportals", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, help_r_noportals },
|
||||
|
@ -587,9 +581,6 @@ static const cvarTableItem_t r_cvars[] =
|
|||
{ &r_nocurves, "r_nocurves", "0", CVAR_CHEAT },
|
||||
{ &r_drawworld, "r_drawworld", "1", CVAR_CHEAT },
|
||||
{ &r_portalOnly, "r_portalOnly", "0", CVAR_CHEAT },
|
||||
{ &r_flareSize, "r_flareSize", "40", CVAR_CHEAT },
|
||||
{ &r_flareFade, "r_flareFade", "7", CVAR_CHEAT },
|
||||
{ &r_flareCoeff, "r_flareCoeff", "150", CVAR_CHEAT },
|
||||
{ &r_measureOverdraw, "r_measureOverdraw", "0", CVAR_CHEAT },
|
||||
{ &r_lodscale, "r_lodscale", "5", CVAR_CHEAT },
|
||||
{ &r_norefresh, "r_norefresh", "0", CVAR_CHEAT },
|
||||
|
@ -713,7 +704,6 @@ static void RE_BeginRegistration( glconfig_t* glconfigOut )
|
|||
R_SyncRenderThread();
|
||||
|
||||
tr.viewCluster = -1; // force markleafs to regenerate
|
||||
R_ClearFlares();
|
||||
RE_ClearScene();
|
||||
|
||||
tr.registered = qtrue;
|
||||
|
|
|
@ -505,14 +505,6 @@ struct srfPoly_t {
|
|||
};
|
||||
|
||||
|
||||
typedef struct srfFlare_s {
|
||||
surfaceType_t surfaceType;
|
||||
vec3_t origin;
|
||||
vec3_t normal;
|
||||
vec3_t color;
|
||||
} srfFlare_t;
|
||||
|
||||
|
||||
struct srfGridMesh_t {
|
||||
surfaceType_t surfaceType;
|
||||
|
||||
|
@ -844,8 +836,6 @@ typedef struct {
|
|||
|
||||
shader_t* defaultShader;
|
||||
|
||||
shader_t *flareShader;
|
||||
|
||||
int numLightmaps;
|
||||
image_t *lightmaps[MAX_LIGHTMAPS];
|
||||
|
||||
|
@ -991,11 +981,6 @@ extern cvar_t *r_debugSurface;
|
|||
extern cvar_t *r_showImages;
|
||||
extern cvar_t *r_debugSort;
|
||||
|
||||
extern cvar_t *r_flares;
|
||||
extern cvar_t *r_flareSize;
|
||||
extern cvar_t *r_flareFade;
|
||||
extern cvar_t *r_flareCoeff;
|
||||
|
||||
|
||||
void R_NoiseInit();
|
||||
double R_NoiseGet4f( double x, double y, double z, double t );
|
||||
|
@ -1223,19 +1208,6 @@ void R_AddWorldSurfaces();
|
|||
qbool R_inPVS( const vec3_t p1, const vec3_t p2 );
|
||||
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
FLARES
|
||||
|
||||
============================================================
|
||||
*/
|
||||
|
||||
void R_ClearFlares( void );
|
||||
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
|
||||
void RB_AddDlightFlares( void );
|
||||
void RB_RenderFlares (void);
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
|
|
|
@ -84,10 +84,6 @@ enum {
|
|||
RB_LIT_INDICES_LATECULL_IN,
|
||||
RB_LIT_INDICES_LATECULL_OUT,
|
||||
|
||||
RB_FLARE_ADDS,
|
||||
RB_FLARE_TESTS,
|
||||
RB_FLARE_RENDERS,
|
||||
|
||||
RB_STATS_MAX
|
||||
};
|
||||
|
||||
|
|
|
@ -2532,23 +2532,6 @@ static void CreateInternalShaders()
|
|||
}
|
||||
|
||||
|
||||
static void CreateExternalShaders()
|
||||
{
|
||||
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
|
||||
|
||||
// Hack to make fogging work correctly on flares. Fog colors are calculated
|
||||
// in tr_flare.c already.
|
||||
if (!tr.flareShader->defaultShader)
|
||||
{
|
||||
for (int index = 0; index < tr.flareShader->numStages; index++)
|
||||
{
|
||||
tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
|
||||
tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void R_InitShaders()
|
||||
{
|
||||
ri.Printf( PRINT_ALL, "Initializing Shaders\n" );
|
||||
|
@ -2558,6 +2541,4 @@ void R_InitShaders()
|
|||
CreateInternalShaders();
|
||||
|
||||
ScanAndLoadShaderFiles();
|
||||
|
||||
CreateExternalShaders();
|
||||
}
|
||||
|
|
|
@ -735,29 +735,6 @@ NULL MODEL
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
// draws x/y/z lines from the origin for orientation debugging
|
||||
|
||||
static void RB_SurfaceAxis()
|
||||
{
|
||||
GL_Bind( tr.whiteImage );
|
||||
qglLineWidth( 3 );
|
||||
qglBegin( GL_LINES );
|
||||
qglColor3f( 1,0,0 );
|
||||
qglVertex3f( 0,0,0 );
|
||||
qglVertex3f( 16,0,0 );
|
||||
qglColor3f( 0,1,0 );
|
||||
qglVertex3f( 0,0,0 );
|
||||
qglVertex3f( 0,16,0 );
|
||||
qglColor3f( 0,0,1 );
|
||||
qglVertex3f( 0,0,0 );
|
||||
qglVertex3f( 0,0,16 );
|
||||
qglEnd();
|
||||
qglLineWidth( 1 );
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
static void RB_SurfaceBad( const surfaceType_t* surfType )
|
||||
{
|
||||
|
@ -781,16 +758,9 @@ static void RB_SurfaceEntity( surfaceType_t* surfType )
|
|||
RB_SurfaceLightningBolt();
|
||||
break;
|
||||
default:
|
||||
RB_SurfaceAxis();
|
||||
// invalid or deprecated
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
static void RB_SurfaceFlare(srfFlare_t *surf) {
|
||||
if (r_flares->integer)
|
||||
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
|
||||
}
|
||||
|
||||
|
||||
|
@ -802,6 +772,6 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( const void* ) = {
|
|||
(void(*)( const void* ))RB_SurfaceTriangles, // SF_TRIANGLES
|
||||
(void(*)( const void* ))RB_SurfacePolychain, // SF_POLY
|
||||
(void(*)( const void* ))RB_SurfaceMesh, // SF_MD3
|
||||
(void(*)( const void* ))RB_SurfaceFlare, // SF_FLARE
|
||||
(void(*)( const void* ))RB_SurfaceSkip, // SF_FLARE
|
||||
(void(*)( const void* ))RB_SurfaceEntity, // SF_ENTITY
|
||||
};
|
||||
|
|
|
@ -124,7 +124,6 @@ OBJECTS := \
|
|||
$(OBJDIR)/tr_bsp.o \
|
||||
$(OBJDIR)/tr_cmds.o \
|
||||
$(OBJDIR)/tr_curve.o \
|
||||
$(OBJDIR)/tr_flares.o \
|
||||
$(OBJDIR)/tr_gl2.o \
|
||||
$(OBJDIR)/tr_image.o \
|
||||
$(OBJDIR)/tr_init.o \
|
||||
|
@ -213,9 +212,6 @@ $(OBJDIR)/tr_cmds.o: ../../code/renderer/tr_cmds.cpp
|
|||
$(OBJDIR)/tr_curve.o: ../../code/renderer/tr_curve.cpp
|
||||
@echo $(notdir $<)
|
||||
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
|
||||
$(OBJDIR)/tr_flares.o: ../../code/renderer/tr_flares.cpp
|
||||
@echo $(notdir $<)
|
||||
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
|
||||
$(OBJDIR)/tr_gl2.o: ../../code/renderer/tr_gl2.cpp
|
||||
@echo $(notdir $<)
|
||||
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
|
||||
|
|
|
@ -213,7 +213,6 @@
|
|||
<ClCompile Include="..\..\code\renderer\tr_bsp.cpp" />
|
||||
<ClCompile Include="..\..\code\renderer\tr_cmds.cpp" />
|
||||
<ClCompile Include="..\..\code\renderer\tr_curve.cpp" />
|
||||
<ClCompile Include="..\..\code\renderer\tr_flares.cpp" />
|
||||
<ClCompile Include="..\..\code\renderer\tr_gl2.cpp" />
|
||||
<ClCompile Include="..\..\code\renderer\tr_image.cpp" />
|
||||
<ClCompile Include="..\..\code\renderer\tr_init.cpp" />
|
||||
|
|
Loading…
Reference in a new issue