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https://github.com/Q3Rally-Team/rallyunlimited-engine.git
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558 lines
15 KiB
C
558 lines
15 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_flares.c
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#include "tr_local.h"
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/*
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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 relative 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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uint32_t testCount;
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portalView_t portalView;
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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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float drawZ;
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vec3_t origin;
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vec3_t color;
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} flare_t;
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static flare_t r_flareStructs[ MAX_FLARES ];
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static flare_t *r_activeFlares, *r_inactiveFlares;
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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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if ( !vk.fragmentStores )
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return;
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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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static flare_t *R_SearchFlare( void *surface )
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{
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flare_t *f;
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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 && f->portalView == backEnd.viewParms.portalView ) {
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return f;
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}
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}
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return NULL;
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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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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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}
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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, 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 || 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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f = R_SearchFlare( surface );
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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->portalView = backEnd.viewParms.portalView;
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f->visible = qfalse;
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f->fadeTime = backEnd.refdef.time - 2000;
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f->testCount = 0;
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} else {
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++f->testCount;
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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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#ifdef USE_REVERSED_DEPTH
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f->drawZ = (clip[2]+0.20) / clip[3];
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#else
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f->drawZ = (clip[2]-0.20) / clip[3];
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#endif
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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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static float *vk_ortho( float x1, float x2,
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float y2, float y1,
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float z1, float z2 ) {
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static float m[16] = { 0 };
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m[0] = 2.0f / (x2 - x1);
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m[5] = 2.0f / (y2 - y1);
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m[10] = 1.0f / (z1 - z2);
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m[12] = -(x2 + x1) / (x2 - x1);
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m[13] = -(y2 + y1) / (y2 - y1);
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m[14] = z1 / (z1 - z2);
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m[15] = 1.0f;
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return m;
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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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static void RB_TestFlare( flare_t *f ) {
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qboolean visible;
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float fade;
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float *m;
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uint32_t offset;
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backEnd.pc.c_flareTests++;
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/*
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We don't have equivalent of glReadPixels() in vulkan
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and explicit depth buffer reading may be very slow and require surface conversion.
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So we will use storage buffer and exploit early depth tests by
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rendering test dot in orthographic projection at projected flare coordinates
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window-x, window-y and world-z: if test dot is not covered by
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any world geometry - it will invoke fragment shader which will
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fill storage buffer at desired location, then we discard fragment.
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In next frame we read storage buffer: if there is a non-zero value
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then our flare WAS visible (as we're working with 1-frame delay),
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multisampled image will cause multiple fragment shader invocations.
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*/
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// we neeed only single uint32_t but take care of alignment
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offset = (f - r_flareStructs) * vk.storage_alignment;
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if ( f->testCount ) {
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uint32_t *cnt = (uint32_t*)(vk.storage.buffer_ptr + offset);
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if ( *cnt )
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visible = qtrue;
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else
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visible = qfalse;
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f->testCount &= 0xFFFF;
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} else {
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visible = qfalse;
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}
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// reset test result in storage buffer
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Com_Memset( vk.storage.buffer_ptr + offset, 0x0, sizeof( uint32_t ) );
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m = vk_ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
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backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, 0, 1 );
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vk_update_mvp( m );
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tess.xyz[0][0] = f->windowX;
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tess.xyz[0][1] = f->windowY;
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tess.xyz[0][2] = -f->drawZ;
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tess.numVertexes = 1;
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#ifdef USE_VBO
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tess.vboIndex = 0;
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#endif
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// render test dot
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vk_bind_pipeline( vk.dot_pipeline );
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vk_reset_descriptor( 0 );
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vk_update_descriptor( 0, vk.storage.descriptor );
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vk_update_descriptor_offset( 0, offset );
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vk_bind_geometry( TESS_XYZ );
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vk_draw_geometry( DEPTH_RANGE_NORMAL, qfalse );
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//Com_Memcpy( vk_world.modelview_transform, modelMatrix_original, sizeof( modelMatrix_original ) );
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//vk_update_mvp( NULL );
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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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} else 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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static void RB_RenderFlare( flare_t *f ) {
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float size;
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vec3_t color;
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float distance, intensity, factor;
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byte fogFactors[3] = {255, 255, 255};
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color4ub_t c;
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//if ( f->drawIntensity == 0.0 )
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// return;
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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( r_flareCoeff->value );
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intensity = r_flareCoeff->value * 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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||
|
RB_BeginSurface( tr.flareShader, f->fogNum );
|
||
|
|
||
|
c.rgba[0] = color[0] * fogFactors[0];
|
||
|
c.rgba[1] = color[1] * fogFactors[1];
|
||
|
c.rgba[2] = color[2] * fogFactors[2];
|
||
|
c.rgba[3] = 255;
|
||
|
|
||
|
RB_AddQuadStamp2( f->windowX - size, f->windowY - size, size * 2, size * 2, 0, 0, 1, 1, c );
|
||
|
|
||
|
RB_EndSurface();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
RB_RenderFlares
|
||
|
|
||
|
Because flares are simulating an occular effect, they should be drawn after
|
||
|
everything (all views) in the entire frame has been drawn.
|
||
|
|
||
|
Because of the way portals use the depth buffer to mark off areas, the
|
||
|
needed information would be lost after each view, so we are forced to draw
|
||
|
flares after each view.
|
||
|
|
||
|
The resulting artifact is that flares in mirrors or portals don't dim properly
|
||
|
when occluded by something in the main view, and portal flares that should
|
||
|
extend past the portal edge will be overwritten.
|
||
|
==================
|
||
|
*/
|
||
|
void RB_RenderFlares( void ) {
|
||
|
flare_t *f;
|
||
|
flare_t **prev;
|
||
|
qboolean draw;
|
||
|
float *m;
|
||
|
|
||
|
if ( !r_flares->integer ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( vk.renderPassIndex == RENDER_PASS_SCREENMAP ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( backEnd.isHyperspace ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Reset currentEntity to world so that any previously referenced entities
|
||
|
// don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
|
||
|
backEnd.currentEntity = &tr.worldEntity;
|
||
|
backEnd.or = backEnd.viewParms.world;
|
||
|
|
||
|
//RB_AddDlightFlares();
|
||
|
|
||
|
// perform z buffer readback on each flare in this view
|
||
|
draw = qfalse;
|
||
|
prev = &r_activeFlares;
|
||
|
while ( ( f = *prev ) != NULL ) {
|
||
|
// throw out any flares that weren't added last frame
|
||
|
if ( backEnd.viewParms.frameCount - f->addedFrame > 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->portalView == backEnd.viewParms.portalView ) {
|
||
|
RB_TestFlare( f );
|
||
|
if ( f->testCount == 0 ) {
|
||
|
// recently added, wait 1 frame for test result
|
||
|
} else 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
|
||
|
}
|
||
|
|
||
|
#ifdef USE_REVERSED_DEPTH
|
||
|
m = vk_ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
||
|
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, 1.0, 0.0 );
|
||
|
#else
|
||
|
m = vk_ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
||
|
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, 0.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
vk_update_mvp( m );
|
||
|
|
||
|
for ( f = r_activeFlares ; f ; f = f->next ) {
|
||
|
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum && f->portalView == backEnd.viewParms.portalView && f->drawIntensity ) {
|
||
|
RB_RenderFlare( f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Com_Memcpy( vk_world.modelview_transform, modelMatrix_original, sizeof( modelMatrix_original ) );
|
||
|
//vk_update_mvp( NULL );
|
||
|
}
|