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3b984d2b51
This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as ESSL 3.00. It's missing support for framebuffer objects which should be possible on ES 2. (Though using renderbuffers instead of textures.) opengl1 cvars that are not supported will display a message and disable the cvar. This has not been reviewed for new opengl2 cvars. Enabling cvars may cause rendering issues. Some of the broken cvars may be possible to support using OpenGL ES 3 features. The game displays okay with the default cvars.
561 lines
15 KiB
C
561 lines
15 KiB
C
/*
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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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/*
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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 its 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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qboolean inPortal; // true 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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qboolean 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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int flareCoeff;
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/*
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==================
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R_SetFlareCoeff
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==================
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*/
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static void R_SetFlareCoeff( void ) {
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if(r_flareCoeff->value == 0.0f)
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flareCoeff = atof(FLARE_STDCOEFF);
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else
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flareCoeff = r_flareCoeff->value;
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}
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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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R_SetFlareCoeff();
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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.c_flareAdds++;
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if(normal && (normal[0] || normal[1] || normal[2]))
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{
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VectorSubtract( backEnd.viewParms.or.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.or.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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qboolean visible;
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float fade;
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float screenZ;
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FBO_t *oldFbo;
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backEnd.pc.c_flareTests++;
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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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// if we're doing multisample rendering, read from the correct FBO
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oldFbo = glState.currentFBO;
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if (tr.msaaResolveFbo)
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{
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FBO_Bind(tr.msaaResolveFbo);
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}
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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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// if we're doing multisample rendering, switch to the old FBO
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if (tr.msaaResolveFbo)
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{
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FBO_Bind(oldFbo);
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}
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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.c_flareRenders++;
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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 > 0 && 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] * 257;
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iColor[1] = color[1] * fogFactors[1] * 257;
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iColor[2] = color[2] * fogFactors[2] * 257;
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RB_BeginSurface( tr.flareShader, f->fogNum, 0 );
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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.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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tess.color[tess.numVertexes][3] = 65535;
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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.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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tess.color[tess.numVertexes][3] = 65535;
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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.texCoords[tess.numVertexes][0] = 1;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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tess.color[tess.numVertexes][3] = 65535;
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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.texCoords[tess.numVertexes][0] = 1;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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tess.color[tess.numVertexes][3] = 65535;
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 1;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
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RB_EndSurface();
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}
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/*
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==================
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RB_RenderFlares
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Because flares are simulating an occular effect, they should be drawn after
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everything (all views) in the entire frame has been drawn.
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Because of the way portals use the depth buffer to mark off areas, the
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needed information would be lost after each view, so we are forced to draw
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flares after each view.
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The resulting artifact is that flares in mirrors or portals don't dim properly
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when occluded by something in the main view, and portal flares that should
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extend past the portal edge will be overwritten.
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==================
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*/
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void RB_RenderFlares (void) {
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flare_t *f;
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flare_t **prev;
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qboolean draw;
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mat4_t oldmodelview, oldprojection, matrix;
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if ( !r_flares->integer ) {
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return;
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}
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if ( r_flares->modified ) {
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if ( qglesMajorVersion >= 1 && !glRefConfig.readDepth ) {
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ri.Printf( PRINT_WARNING, "OpenGL ES needs GL_NV_read_depth to read depth to determine if flares are visible\n" );
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ri.Cvar_Set( "r_flares", "0" );
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}
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r_flares->modified = qfalse;
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}
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if(r_flareCoeff->modified)
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{
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R_SetFlareCoeff();
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r_flareCoeff->modified = qfalse;
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}
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// Reset currentEntity to world so that any previously referenced entities
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// don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
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backEnd.currentEntity = &tr.worldEntity;
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backEnd.or = backEnd.viewParms.world;
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// RB_AddDlightFlares();
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// perform z buffer readback on each flare in this view
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draw = qfalse;
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prev = &r_activeFlares;
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while ( ( f = *prev ) != NULL ) {
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// 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
|
|
}
|
|
|
|
Mat4Copy(glState.projection, oldprojection);
|
|
Mat4Copy(glState.modelview, oldmodelview);
|
|
Mat4Identity(matrix);
|
|
GL_SetModelviewMatrix(matrix);
|
|
Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
|
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
|
|
-99999, 99999, matrix );
|
|
GL_SetProjectionMatrix(matrix);
|
|
|
|
for ( f = r_activeFlares ; f ; f = f->next ) {
|
|
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
|
|
&& f->inPortal == backEnd.viewParms.isPortal
|
|
&& f->drawIntensity ) {
|
|
RB_RenderFlare( f );
|
|
}
|
|
}
|
|
|
|
GL_SetProjectionMatrix(oldprojection);
|
|
GL_SetModelviewMatrix(oldmodelview);
|
|
}
|
|
|
|
|
|
|
|
|
|
|