db8ca37fa3
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
467 lines
13 KiB
C
467 lines
13 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 Foobar; 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 it's 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 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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/*
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==================
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R_ClearFlares
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==================
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*/
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void R_ClearFlares( void ) {
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int i;
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Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
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r_activeFlares = NULL;
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r_inactiveFlares = NULL;
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for ( i = 0 ; i < MAX_FLARES ; i++ ) {
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r_flareStructs[i].next = r_inactiveFlares;
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r_inactiveFlares = &r_flareStructs[i];
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}
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}
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/*
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==================
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RB_AddFlare
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This is called at surface tesselation time
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==================
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*/
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void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
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int i;
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flare_t *f, *oldest;
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vec3_t local;
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float d;
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vec4_t eye, clip, normalized, window;
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backEnd.pc.c_flareAdds++;
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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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oldest = r_flareStructs;
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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( 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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if ( normal ) {
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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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VectorScale( f->color, d, f->color );
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}
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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;
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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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fog = tr.world->fogs;
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for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
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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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RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
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}
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}
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/*
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===============================================================================
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FLARE BACK END
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===============================================================================
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*/
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/*
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==================
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RB_TestFlare
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==================
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*/
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void RB_TestFlare( flare_t *f ) {
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float depth;
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qboolean visible;
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float fade;
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float screenZ;
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backEnd.pc.c_flareTests++;
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// doing a readpixels is as good as doing a glFinish(), so
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// don't bother with another sync
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glState.finishCalled = qfalse;
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// read back the z buffer contents
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qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
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screenZ = backEnd.viewParms.projectionMatrix[14] /
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( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
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visible = ( -f->eyeZ - -screenZ ) < 24;
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if ( visible ) {
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if ( !f->visible ) {
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f->visible = qtrue;
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f->fadeTime = backEnd.refdef.time - 1;
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}
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fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
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} else {
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if ( f->visible ) {
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f->visible = qfalse;
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f->fadeTime = backEnd.refdef.time - 1;
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}
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fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
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}
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if ( fade < 0 ) {
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fade = 0;
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}
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if ( fade > 1 ) {
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fade = 1;
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}
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f->drawIntensity = fade;
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}
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/*
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==================
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RB_RenderFlare
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==================
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*/
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void RB_RenderFlare( flare_t *f ) {
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float size;
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vec3_t color;
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int iColor[3];
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backEnd.pc.c_flareRenders++;
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VectorScale( f->color, f->drawIntensity*tr.identityLight, color );
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iColor[0] = color[0] * 255;
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iColor[1] = color[1] * 255;
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iColor[2] = color[2] * 255;
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/*jpc*/
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if(iColor[0]>128)
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iColor[0]=255;
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else
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iColor[0]=0;
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if(iColor[1]>128)
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iColor[1]=255;
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else
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iColor[1]=0;
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if(iColor[2]>128)
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iColor[2]=255;
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else
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iColor[2]=0;
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size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / -f->eyeZ );
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RB_BeginSurface( tr.flareShader, f->fogNum );
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// FIXME: use quadstamp?
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tess.xyz[tess.numVertexes][0] = f->windowX - size;
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tess.xyz[tess.numVertexes][1] = f->windowY - size;
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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tess.numVertexes++;
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tess.xyz[tess.numVertexes][0] = f->windowX - size;
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tess.xyz[tess.numVertexes][1] = f->windowY + size;
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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tess.numVertexes++;
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tess.xyz[tess.numVertexes][0] = f->windowX + size;
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tess.xyz[tess.numVertexes][1] = f->windowY + size;
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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tess.numVertexes++;
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tess.xyz[tess.numVertexes][0] = f->windowX + size;
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tess.xyz[tess.numVertexes][1] = f->windowY - size;
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = iColor[0];
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tess.vertexColors[tess.numVertexes][1] = iColor[1];
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tess.vertexColors[tess.numVertexes][2] = iColor[2];
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tess.vertexColors[tess.numVertexes][3] = 255;
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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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if ( !r_flares->integer ) {
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return;
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}
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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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if ( backEnd.viewParms.isPortal ) {
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qglDisable (GL_CLIP_PLANE0);
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}
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qglPushMatrix();
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qglLoadIdentity();
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qglMatrixMode( GL_PROJECTION );
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qglPushMatrix();
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qglLoadIdentity();
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qglOrtho( 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 );
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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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qglPopMatrix();
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qglMatrixMode( GL_MODELVIEW );
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qglPopMatrix();
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}
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