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https://github.com/Q3Rally-Team/q3rally.git
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96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
553 lines
15 KiB
C
553 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_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
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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;
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if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
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&& f->inPortal == backEnd.viewParms.isPortal ) {
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RB_TestFlare( f );
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if ( f->drawIntensity ) {
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draw = qtrue;
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} else {
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// this flare has completely faded out, so remove it from the chain
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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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}
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prev = &f->next;
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}
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if ( !draw ) {
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return; // none visible
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}
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Mat4Copy(glState.projection, oldprojection);
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Mat4Copy(glState.modelview, oldmodelview);
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Mat4Identity(matrix);
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GL_SetModelviewMatrix(matrix);
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Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
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backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
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-99999, 99999, matrix );
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GL_SetProjectionMatrix(matrix);
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for ( f = r_activeFlares ; f ; f = f->next ) {
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if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
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&& f->inPortal == backEnd.viewParms.isPortal
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&& f->drawIntensity ) {
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RB_RenderFlare( f );
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}
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}
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GL_SetProjectionMatrix(oldprojection);
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GL_SetModelviewMatrix(oldmodelview);
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}
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