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Sun flare changes.
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parent
37bcb2c318
commit
6a8d553efe
2 changed files with 13 additions and 7 deletions
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@ -1178,7 +1178,7 @@ void CG_AddLensFlare(qboolean sun)
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if (timeDelta > FLARE_FADEOUT_TIME)
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{
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cgs.lastSunTime = 0;
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return;
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timeDelta = FLARE_FADEOUT_TIME;
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}
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cgs.flareFadeFactor = 1.0f - (float)timeDelta / FLARE_FADEOUT_TIME;
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}
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@ -1188,7 +1188,9 @@ void CG_AddLensFlare(qboolean sun)
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else
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cgs.flareFovFactor = 1.0f;
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//finally, add the sun
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if (cgs.sunFlareSize > 0 && cgs.sunAlpha > 0 && cgs.flareFadeFactor != 0.0f) {
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if (1) {
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//if (cgs.sunFlareSize > 0 && cgs.sunAlpha > 0 && cgs.flareFadeFactor != 0.0f) {
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refEntity_t ent;
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memset(&ent, 0, sizeof(ent));
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@ -1198,11 +1200,12 @@ void CG_AddLensFlare(qboolean sun)
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//this function wouldn't be complete without some funny math
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//this makes the sprite as big as the mapper wanted it to be
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ent.radius = cgs.sunFlareSize * tr.fraction * 25.6f;
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ent.renderfx = RF_DEPTHHACK;
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//ent.renderfx = RF_DEPTHHACK | RF_SUNFLARE;
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ent.renderfx = RF_SUNFLARE;
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ent.shaderRGBA[0] = cgs.flareFadeFactor * cgs.sunAlpha * 255;
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ent.shaderRGBA[1] = ent.shaderRGBA[0];
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ent.shaderRGBA[2] = ent.shaderRGBA[0];
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ent.shaderRGBA[3] = ent.shaderRGBA[0];
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ent.shaderRGBA[1] = cgs.sunAlpha * 255;
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ent.shaderRGBA[2] = 0.f;
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ent.shaderRGBA[3] = 0.f;
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trap_R_AddRefEntityToScene(&ent);
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}
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//speed hack
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@ -1241,7 +1244,8 @@ void CG_AddLensFlare(qboolean sun)
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color[0] = color[1] = color[2] = 1.0f;
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//color[3] = cgs.sunAlpha * cgs.flareForwardFactor * cgs.flareFadeFactor * FLARE_BLIND_ALPHA;
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color[3] = min_atten * min_atten * cgs.flareFadeFactor * FLARE_BLIND_ALPHA;
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CG_FillRect(cgs.screenXMin, 0, cgs.screenWidth, SCREEN_HEIGHT, color);
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//CG_FillRect(cgs.screenXMin, 0, cgs.screenWidth, SCREEN_HEIGHT, color);
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}
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}
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}
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@ -42,6 +42,8 @@
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#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous
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// animation without needing to know the frame count
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#define RF_SUNFLARE 1024
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// refdef flags
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#define RDF_NOWORLDMODEL 1 // used for player configuration screen
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#define RDF_HYPERSPACE 4 // teleportation effect
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