mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 12:22:12 +00:00
557 lines
15 KiB
C
557 lines
15 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
// tr_flares.c
|
|
|
|
#include "tr_local.h"
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHT FLARES
|
|
|
|
A light flare is an effect that takes place inside the eye when bright light
|
|
sources are visible. The size of the flare reletive to the screen is nearly
|
|
constant, irrespective of distance, but the intensity should be proportional to the
|
|
projected area of the light source.
|
|
|
|
A surface that has been flagged as having a light flare will calculate the depth
|
|
buffer value that its midpoint should have when the surface is added.
|
|
|
|
After all opaque surfaces have been rendered, the depth buffer is read back for
|
|
each flare in view. If the point has not been obscured by a closer surface, the
|
|
flare should be drawn.
|
|
|
|
Surfaces that have a repeated texture should never be flagged as flaring, because
|
|
there will only be a single flare added at the midpoint of the polygon.
|
|
|
|
To prevent abrupt popping, the intensity of the flare is interpolated up and
|
|
down as it changes visibility. This involves scene to scene state, unlike almost
|
|
all other aspects of the renderer, and is complicated by the fact that a single
|
|
frame may have multiple scenes.
|
|
|
|
RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially
|
|
up to five or more times in a frame with 3D status bar icons).
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
// flare states maintain visibility over multiple frames for fading
|
|
// layers: view, mirror, menu
|
|
typedef struct flare_s {
|
|
struct flare_s *next; // for active chain
|
|
|
|
int addedFrame;
|
|
|
|
qboolean inPortal; // true if in a portal view of the scene
|
|
int frameSceneNum;
|
|
void *surface;
|
|
int fogNum;
|
|
|
|
int fadeTime;
|
|
|
|
qboolean visible; // state of last test
|
|
float drawIntensity; // may be non 0 even if !visible due to fading
|
|
|
|
int windowX, windowY;
|
|
float eyeZ;
|
|
|
|
vec3_t origin;
|
|
vec3_t color;
|
|
} flare_t;
|
|
|
|
#define MAX_FLARES 128
|
|
|
|
flare_t r_flareStructs[MAX_FLARES];
|
|
flare_t *r_activeFlares, *r_inactiveFlares;
|
|
|
|
int flareCoeff;
|
|
|
|
/*
|
|
==================
|
|
R_SetFlareCoeff
|
|
==================
|
|
*/
|
|
static void R_SetFlareCoeff( void ) {
|
|
|
|
if(r_flareCoeff->value == 0.0f)
|
|
flareCoeff = atof(FLARE_STDCOEFF);
|
|
else
|
|
flareCoeff = r_flareCoeff->value;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_ClearFlares
|
|
==================
|
|
*/
|
|
void R_ClearFlares( void ) {
|
|
int i;
|
|
|
|
Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
|
|
r_activeFlares = NULL;
|
|
r_inactiveFlares = NULL;
|
|
|
|
for ( i = 0 ; i < MAX_FLARES ; i++ ) {
|
|
r_flareStructs[i].next = r_inactiveFlares;
|
|
r_inactiveFlares = &r_flareStructs[i];
|
|
}
|
|
|
|
R_SetFlareCoeff();
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_AddFlare
|
|
|
|
This is called at surface tesselation time
|
|
==================
|
|
*/
|
|
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
|
|
int i;
|
|
flare_t *f;
|
|
vec3_t local;
|
|
float d = 1;
|
|
vec4_t eye, clip, normalized, window;
|
|
|
|
backEnd.pc.c_flareAdds++;
|
|
|
|
if(normal && (normal[0] || normal[1] || normal[2]))
|
|
{
|
|
VectorSubtract( backEnd.viewParms.or.origin, point, local );
|
|
VectorNormalizeFast(local);
|
|
d = DotProduct(local, normal);
|
|
|
|
// If the viewer is behind the flare don't add it.
|
|
if(d < 0)
|
|
return;
|
|
}
|
|
|
|
// if the point is off the screen, don't bother adding it
|
|
// calculate screen coordinates and depth
|
|
R_TransformModelToClip( point, backEnd.or.modelMatrix,
|
|
backEnd.viewParms.projectionMatrix, eye, clip );
|
|
|
|
// check to see if the point is completely off screen
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window );
|
|
|
|
if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth
|
|
|| window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) {
|
|
return; // shouldn't happen, since we check the clip[] above, except for FP rounding
|
|
}
|
|
|
|
// see if a flare with a matching surface, scene, and view exists
|
|
for ( f = r_activeFlares ; f ; f = f->next ) {
|
|
if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
|
|
&& f->inPortal == backEnd.viewParms.isPortal ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// allocate a new one
|
|
if (!f ) {
|
|
if ( !r_inactiveFlares ) {
|
|
// the list is completely full
|
|
return;
|
|
}
|
|
f = r_inactiveFlares;
|
|
r_inactiveFlares = r_inactiveFlares->next;
|
|
f->next = r_activeFlares;
|
|
r_activeFlares = f;
|
|
|
|
f->surface = surface;
|
|
f->frameSceneNum = backEnd.viewParms.frameSceneNum;
|
|
f->inPortal = backEnd.viewParms.isPortal;
|
|
f->addedFrame = -1;
|
|
}
|
|
|
|
if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) {
|
|
f->visible = qfalse;
|
|
f->fadeTime = backEnd.refdef.time - 2000;
|
|
}
|
|
|
|
f->addedFrame = backEnd.viewParms.frameCount;
|
|
f->fogNum = fogNum;
|
|
|
|
VectorCopy(point, f->origin);
|
|
VectorCopy( color, f->color );
|
|
|
|
// fade the intensity of the flare down as the
|
|
// light surface turns away from the viewer
|
|
VectorScale( f->color, d, f->color );
|
|
|
|
// save info needed to test
|
|
f->windowX = backEnd.viewParms.viewportX + window[0];
|
|
f->windowY = backEnd.viewParms.viewportY + window[1];
|
|
|
|
f->eyeZ = eye[2];
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_AddDlightFlares
|
|
==================
|
|
*/
|
|
void RB_AddDlightFlares( void ) {
|
|
dlight_t *l;
|
|
int i, j, k;
|
|
fog_t *fog = NULL;
|
|
|
|
if ( !r_flares->integer ) {
|
|
return;
|
|
}
|
|
|
|
l = backEnd.refdef.dlights;
|
|
|
|
if(tr.world)
|
|
fog = tr.world->fogs;
|
|
|
|
for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
|
|
|
|
if(fog)
|
|
{
|
|
// find which fog volume the light is in
|
|
for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
|
|
fog = &tr.world->fogs[j];
|
|
for ( k = 0 ; k < 3 ; k++ ) {
|
|
if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( k == 3 ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == tr.world->numfogs ) {
|
|
j = 0;
|
|
}
|
|
}
|
|
else
|
|
j = 0;
|
|
|
|
RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
FLARE BACK END
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
RB_TestFlare
|
|
==================
|
|
*/
|
|
void RB_TestFlare( flare_t *f ) {
|
|
float depth;
|
|
qboolean visible;
|
|
float fade;
|
|
float screenZ;
|
|
FBO_t *oldFbo;
|
|
|
|
backEnd.pc.c_flareTests++;
|
|
|
|
// doing a readpixels is as good as doing a glFinish(), so
|
|
// don't bother with another sync
|
|
glState.finishCalled = qfalse;
|
|
|
|
// if we're doing multisample rendering, read from the correct FBO
|
|
oldFbo = glState.currentFBO;
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
FBO_Bind(tr.msaaResolveFbo);
|
|
}
|
|
|
|
// read back the z buffer contents
|
|
qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
|
|
|
|
// if we're doing multisample rendering, switch to the old FBO
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
FBO_Bind(oldFbo);
|
|
}
|
|
|
|
screenZ = backEnd.viewParms.projectionMatrix[14] /
|
|
( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
|
|
|
|
visible = ( -f->eyeZ - -screenZ ) < 24;
|
|
|
|
if ( visible ) {
|
|
if ( !f->visible ) {
|
|
f->visible = qtrue;
|
|
f->fadeTime = backEnd.refdef.time - 1;
|
|
}
|
|
fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
|
|
} else {
|
|
if ( f->visible ) {
|
|
f->visible = qfalse;
|
|
f->fadeTime = backEnd.refdef.time - 1;
|
|
}
|
|
fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
|
|
}
|
|
|
|
if ( fade < 0 ) {
|
|
fade = 0;
|
|
}
|
|
if ( fade > 1 ) {
|
|
fade = 1;
|
|
}
|
|
|
|
f->drawIntensity = fade;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_RenderFlare
|
|
==================
|
|
*/
|
|
void RB_RenderFlare( flare_t *f ) {
|
|
float size;
|
|
vec3_t color;
|
|
int iColor[3];
|
|
float distance, intensity, factor;
|
|
byte fogFactors[3] = {255, 255, 255};
|
|
|
|
backEnd.pc.c_flareRenders++;
|
|
|
|
// We don't want too big values anyways when dividing by distance.
|
|
if(f->eyeZ > -1.0f)
|
|
distance = 1.0f;
|
|
else
|
|
distance = -f->eyeZ;
|
|
|
|
// calculate the flare size..
|
|
size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance );
|
|
|
|
/*
|
|
* This is an alternative to intensity scaling. It changes the size of the flare on screen instead
|
|
* with growing distance. See in the description at the top why this is not the way to go.
|
|
// size will change ~ 1/r.
|
|
size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f));
|
|
*/
|
|
|
|
/*
|
|
* As flare sizes stay nearly constant with increasing distance we must decrease the intensity
|
|
* to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be
|
|
* got by considering the ratio of
|
|
* (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare)
|
|
* An important requirement is:
|
|
* intensity <= 1 for all distances.
|
|
*
|
|
* The formula used here to compute the intensity is as follows:
|
|
* intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2
|
|
* As you can see, the intensity will have a max. of 1 when the distance is 0.
|
|
* The coefficient flareCoeff will determine the falloff speed with increasing distance.
|
|
*/
|
|
|
|
factor = distance + size * sqrt(flareCoeff);
|
|
|
|
intensity = flareCoeff * size * size / (factor * factor);
|
|
|
|
VectorScale(f->color, f->drawIntensity * intensity, color);
|
|
|
|
// Calculations for fogging
|
|
if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs)
|
|
{
|
|
tess.numVertexes = 1;
|
|
VectorCopy(f->origin, tess.xyz[0]);
|
|
tess.fogNum = f->fogNum;
|
|
|
|
RB_CalcModulateColorsByFog(fogFactors);
|
|
|
|
// We don't need to render the flare if colors are 0 anyways.
|
|
if(!(fogFactors[0] || fogFactors[1] || fogFactors[2]))
|
|
return;
|
|
}
|
|
|
|
iColor[0] = color[0] * fogFactors[0];
|
|
iColor[1] = color[1] * fogFactors[1];
|
|
iColor[2] = color[2] * fogFactors[2];
|
|
|
|
RB_BeginSurface( tr.flareShader, f->fogNum, 0 );
|
|
|
|
// FIXME: use quadstamp?
|
|
tess.xyz[tess.numVertexes][0] = f->windowX - size;
|
|
tess.xyz[tess.numVertexes][1] = f->windowY - size;
|
|
tess.texCoords[tess.numVertexes][0][0] = 0;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0;
|
|
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][3] = 1.0f;
|
|
tess.numVertexes++;
|
|
|
|
tess.xyz[tess.numVertexes][0] = f->windowX - size;
|
|
tess.xyz[tess.numVertexes][1] = f->windowY + size;
|
|
tess.texCoords[tess.numVertexes][0][0] = 0;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1;
|
|
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][3] = 1.0f;
|
|
tess.numVertexes++;
|
|
|
|
tess.xyz[tess.numVertexes][0] = f->windowX + size;
|
|
tess.xyz[tess.numVertexes][1] = f->windowY + size;
|
|
tess.texCoords[tess.numVertexes][0][0] = 1;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1;
|
|
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][3] = 1.0f;
|
|
tess.numVertexes++;
|
|
|
|
tess.xyz[tess.numVertexes][0] = f->windowX + size;
|
|
tess.xyz[tess.numVertexes][1] = f->windowY - size;
|
|
tess.texCoords[tess.numVertexes][0][0] = 1;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0;
|
|
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][3] = 1.0f;
|
|
tess.numVertexes++;
|
|
|
|
tess.indexes[tess.numIndexes++] = 0;
|
|
tess.indexes[tess.numIndexes++] = 1;
|
|
tess.indexes[tess.numIndexes++] = 2;
|
|
tess.indexes[tess.numIndexes++] = 0;
|
|
tess.indexes[tess.numIndexes++] = 2;
|
|
tess.indexes[tess.numIndexes++] = 3;
|
|
|
|
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;
|
|
mat4_t oldmodelview, oldprojection, matrix;
|
|
|
|
if ( !r_flares->integer ) {
|
|
return;
|
|
}
|
|
|
|
if(r_flareCoeff->modified)
|
|
{
|
|
R_SetFlareCoeff();
|
|
r_flareCoeff->modified = qfalse;
|
|
}
|
|
|
|
// 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 ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
|
|
*prev = f->next;
|
|
f->next = r_inactiveFlares;
|
|
r_inactiveFlares = f;
|
|
continue;
|
|
}
|
|
|
|
// don't draw any here that aren't from this scene / portal
|
|
f->drawIntensity = 0;
|
|
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
|
|
&& f->inPortal == backEnd.viewParms.isPortal ) {
|
|
RB_TestFlare( f );
|
|
if ( f->drawIntensity ) {
|
|
draw = qtrue;
|
|
} else {
|
|
// this flare has completely faded out, so remove it from the chain
|
|
*prev = f->next;
|
|
f->next = r_inactiveFlares;
|
|
r_inactiveFlares = f;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
prev = &f->next;
|
|
}
|
|
|
|
if ( !draw ) {
|
|
return; // none visible
|
|
}
|
|
|
|
if ( backEnd.viewParms.isPortal ) {
|
|
qglDisable (GL_CLIP_PLANE0);
|
|
}
|
|
|
|
Mat4Copy(glState.projection, oldprojection);
|
|
Mat4Copy(glState.modelview, oldmodelview);
|
|
Mat4Identity(matrix);
|
|
GL_SetModelviewMatrix(matrix);
|
|
Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
|
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
|
|
-99999, 99999, matrix );
|
|
GL_SetProjectionMatrix(matrix);
|
|
|
|
for ( f = r_activeFlares ; f ; f = f->next ) {
|
|
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
|
|
&& f->inPortal == backEnd.viewParms.isPortal
|
|
&& f->drawIntensity ) {
|
|
RB_RenderFlare( f );
|
|
}
|
|
}
|
|
|
|
GL_SetProjectionMatrix(oldprojection);
|
|
GL_SetModelviewMatrix(oldmodelview);
|
|
}
|
|
|
|
|
|
|
|
|
|
|