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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
532 lines
15 KiB
C
532 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_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.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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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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// 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.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 < 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.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] / 255.0f;
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tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
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tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
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tess.vertexColors[tess.numVertexes][3] = 1.0f;
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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] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
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tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
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tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
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tess.vertexColors[tess.numVertexes][3] = 1.0f;
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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] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
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tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
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tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
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tess.vertexColors[tess.numVertexes][3] = 1.0f;
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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] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
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tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
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tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
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tess.vertexColors[tess.numVertexes][3] = 1.0f;
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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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matrix_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_flareCoeff->modified)
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{
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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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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
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if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
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*prev = f->next;
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f->next = r_inactiveFlares;
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r_inactiveFlares = f;
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continue;
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}
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// don't draw any here that aren't from this scene / portal
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|
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);
|
|
}
|
|
|
|
Matrix16Copy(glState.projection, oldprojection);
|
|
Matrix16Copy(glState.modelview, oldmodelview);
|
|
Matrix16Identity(matrix);
|
|
GL_SetModelviewMatrix(matrix);
|
|
Matrix16Ortho( 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);
|
|
}
|
|
|
|
|
|
|
|
|
|
|