mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 20:42:30 +00:00
Merge branch 'master' of https://github.com/ioquake/ioq3
This commit is contained in:
commit
2b7bf5b37e
11 changed files with 122 additions and 225 deletions
|
@ -149,12 +149,6 @@ void GL_BindToTMU( image_t *image, int tmu )
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** GL_Cull
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*/
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void GL_Cull( int cullType ) {
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#ifdef REACTION
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// Makro - flip culling if needed
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qboolean flip = (backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType != CT_TWO_SIDED);
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cullType ^= flip; // this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1
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#endif
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if ( glState.faceCulling == cullType ) {
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return;
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}
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@ -176,6 +170,11 @@ void GL_Cull( int cullType ) {
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cullFront = !cullFront;
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}
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if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
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{
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cullFront = !cullFront;
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}
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qglCullFace( cullFront ? GL_FRONT : GL_BACK );
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}
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}
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@ -548,10 +547,6 @@ void RB_BeginDrawingView (void) {
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// we will only draw a sun if there was sky rendered in this view
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backEnd.skyRenderedThisView = qfalse;
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#ifdef REACTION
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backEnd.viewHasSunFlare = qfalse;
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#endif
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// clip to the plane of the portal
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if ( backEnd.viewParms.isPortal ) {
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#if 0
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@ -594,9 +589,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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FBO_t* fbo = NULL;
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qboolean inQuery = qfalse;
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#if 1 //def REACTION
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float depth[2];
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#endif
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// save original time for entity shader offsets
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@ -616,10 +609,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldSort = -1;
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depthRange = qfalse;
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#if 1 //def REACTION
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depth[0] = 0.f;
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depth[1] = 1.f;
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#endif
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backEnd.pc.c_surfaces += numDrawSurfs;
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@ -662,22 +653,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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qboolean sunflare = qfalse;
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depthRange = isCrosshair = qfalse;
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#ifdef REACTION
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// if we were rendering to a FBO and the previous entity was a sunflare
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// and the current one isn't, switch back to the main fbo
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if (oldEntityNum != -1 && fbo && !backEnd.depthFill &&
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RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
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0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
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{
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if (inQuery) {
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inQuery = qfalse;
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qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
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}
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FBO_Bind(fbo);
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qglDepthRange(depth[0], depth[1]);
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}
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#endif
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if ( entityNum != REFENTITYNUM_WORLD ) {
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backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
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backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
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@ -693,31 +668,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
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}
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#ifdef REACTION
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// if the current entity is a sunflare
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if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) {
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// if we're rendering to a fbo
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if (fbo) {
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VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
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// switch FBO
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FBO_Bind(tr.godRaysFbo);
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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qglClear( GL_COLOR_BUFFER_BIT );
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qglDepthRange(1.f, 1.f);
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if (glRefConfig.occlusionQuery && !inQuery && !backEnd.viewHasSunFlare) {
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inQuery = qtrue;
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tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
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qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
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}
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sunflare = qtrue;
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} else {
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depthRange = qtrue;
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}
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}
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#endif
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if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
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{
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// hack the depth range to prevent view model from poking into walls
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@ -766,14 +716,12 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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}
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}
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#if 1 //def REACTION
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if(!oldDepthRange)
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{
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depth[0] = 0;
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depth[1] = 0.3f;
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qglDepthRange (depth[0], depth[1]);
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}
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#endif
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}
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else
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{
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@ -784,10 +732,9 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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if (!sunflare)
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qglDepthRange (0, 1);
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#if 1 //def REACTION
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depth[0] = 0;
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depth[1] = 1;
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#endif
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}
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oldDepthRange = depthRange;
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@ -812,16 +759,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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inQuery = qfalse;
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qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
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}
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#ifdef REACTION
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// HACK: flip Z and render black to god rays buffer
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if (backEnd.frameHasSunFlare && !backEnd.depthFill)
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{
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vec4_t black;
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VectorSet4(black, 0, 0, 0, 1);
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qglDepthRange (1, 1);
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FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.godRaysFbo, NULL, NULL, black, GLS_DEPTHFUNC_GREATER);
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}
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#endif
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if (glRefConfig.framebufferObject)
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FBO_Bind(fbo);
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@ -829,9 +766,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// go back to the world modelview matrix
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GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
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//if ( depthRange ) {
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qglDepthRange (0, 1);
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//}
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}
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@ -1420,9 +1356,35 @@ const void *RB_DrawSurfs( const void *data ) {
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{
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RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
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#if 0
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RB_DrawSun();
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#endif
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if (r_drawSun->integer)
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{
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RB_DrawSun(0.1, tr.sunShader);
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}
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if (r_drawSunRays->integer)
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{
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FBO_t *oldFbo = glState.currentFBO;
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FBO_Bind(tr.sunRaysFbo);
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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qglClear( GL_COLOR_BUFFER_BIT );
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if (glRefConfig.occlusionQuery)
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{
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tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
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qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
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}
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RB_DrawSun(0.3, tr.sunFlareShader);
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if (glRefConfig.occlusionQuery)
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{
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qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
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}
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FBO_Bind(oldFbo);
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}
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// darken down any stencil shadows
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RB_ShadowFinish();
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@ -1672,9 +1634,6 @@ const void *RB_SwapBuffers( const void *data ) {
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backEnd.framePostProcessed = qfalse;
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backEnd.projection2D = qfalse;
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#ifdef REACTION
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backEnd.frameHasSunFlare = qfalse;
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#endif
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return (const void *)(cmd + 1);
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}
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@ -1764,17 +1723,13 @@ const void *RB_PostProcess(const void *data)
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}
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}
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#ifdef REACTION
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if (1)
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{
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RB_GodRays();
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if (r_drawSunRays->integer)
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RB_SunRays();
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if (1)
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RB_BokehBlur(backEnd.refdef.blurFactor);
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else
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RB_GaussianBlur(backEnd.refdef.blurFactor);
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}
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#endif
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if (0)
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{
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@ -1800,7 +1755,7 @@ const void *RB_PostProcess(const void *data)
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{
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vec4i_t dstBox;
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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}
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backEnd.framePostProcessed = qtrue;
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@ -452,20 +452,17 @@ void FBO_Init(void)
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FBO_Bind(NULL);
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}
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#ifdef REACTION
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if (r_drawSunRays->integer)
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{
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tr.godRaysFbo = FBO_Create("_godRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.godRaysFbo);
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tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.sunRaysFbo);
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//FBO_CreateBuffer(tr.godRaysFbo, GL_RGBA8, 0, multisample);
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FBO_AttachTextureImage(tr.godRaysImage, 0);
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FBO_AttachTextureImage(tr.sunRaysImage, 0);
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//FBO_CreateBuffer(tr.godRaysFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.godRaysFbo);
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R_CheckFBO(tr.sunRaysFbo);
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}
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#endif
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// FIXME: Don't use separate color/depth buffers for a shadow buffer
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for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
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|
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@ -2959,9 +2959,9 @@ void R_CreateBuiltinImages( void ) {
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hdrFormat = GL_RGB16F_ARB;
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tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
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#ifdef REACTION
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tr.godRaysImage = R_CreateImage("*godRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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#endif
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if (r_drawSunRays->integer)
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tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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if (r_softOverbright->integer)
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{
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|
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@ -144,6 +144,7 @@ cvar_t *r_forceSun;
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cvar_t *r_forceSunMapLightScale;
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cvar_t *r_forceSunLightScale;
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cvar_t *r_forceSunAmbientScale;
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cvar_t *r_drawSunRays;
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cvar_t *r_sunShadows;
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cvar_t *r_shadowFilter;
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cvar_t *r_shadowMapSize;
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@ -1179,6 +1180,8 @@ void R_Register( void )
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r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "0.5", CVAR_CHEAT );
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r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "0.5", CVAR_CHEAT );
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r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.2", CVAR_CHEAT );
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r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
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|
@ -1300,9 +1303,8 @@ void R_InitQueries(void)
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if (!glRefConfig.occlusionQuery)
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return;
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#ifdef REACTION
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if (r_drawSunRays->integer)
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qglGenQueriesARB(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery);
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#endif
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}
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void R_ShutDownQueries(void)
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|
@ -1310,9 +1312,8 @@ void R_ShutDownQueries(void)
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if (!glRefConfig.occlusionQuery)
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return;
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#ifdef REACTION
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if (r_drawSunRays->integer)
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qglDeleteQueriesARB(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery);
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#endif
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}
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/*
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|
|
|
@ -80,10 +80,8 @@ typedef struct {
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qboolean needDlights; // true for bmodels that touch a dlight
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qboolean lightingCalculated;
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#ifdef REACTION
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// JBravo: Mirrored models
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qboolean mirrored; // mirrored matrix, needs reversed culling
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#endif
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vec3_t lightDir; // normalized direction towards light
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vec3_t ambientLight; // color normalized to 0-255
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int ambientLightInt; // 32 bit rgba packed
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|
@ -1755,12 +1753,6 @@ typedef struct {
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trRefEntity_t *currentEntity;
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qboolean skyRenderedThisView; // flag for drawing sun
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#ifdef REACTION
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vec3_t sunFlarePos;
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qboolean viewHasSunFlare;
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qboolean frameHasSunFlare;
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#endif
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qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
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byte color2D[4];
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qboolean vertexes2D; // shader needs to be finished
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|
@ -1814,7 +1806,7 @@ typedef struct {
|
|||
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image_t *renderImage;
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image_t *godRaysImage;
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image_t *sunRaysImage;
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image_t *renderDepthImage;
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image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
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image_t *textureScratchImage[2];
|
||||
|
@ -1832,7 +1824,7 @@ typedef struct {
|
|||
|
||||
FBO_t *renderFbo;
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FBO_t *msaaResolveFbo;
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||||
FBO_t *godRaysFbo;
|
||||
FBO_t *sunRaysFbo;
|
||||
FBO_t *depthFbo;
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||||
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
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||||
FBO_t *textureScratchFbo[2];
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||||
|
@ -1851,6 +1843,7 @@ typedef struct {
|
|||
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||||
shader_t *flareShader;
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shader_t *sunShader;
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||||
shader_t *sunFlareShader;
|
||||
|
||||
int numLightmaps;
|
||||
int lightmapSize;
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||||
|
@ -1938,11 +1931,9 @@ typedef struct {
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|||
int numSkins;
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||||
skin_t *skins[MAX_SKINS];
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||||
|
||||
#ifdef REACTION
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||||
GLuint sunFlareQuery[2];
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||||
int sunFlareQueryIndex;
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||||
qboolean sunFlareQueryActive[2];
|
||||
#endif
|
||||
|
||||
float sinTable[FUNCTABLE_SIZE];
|
||||
float squareTable[FUNCTABLE_SIZE];
|
||||
|
@ -2122,6 +2113,7 @@ extern cvar_t *r_forceSun;
|
|||
extern cvar_t *r_forceSunMapLightScale;
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||||
extern cvar_t *r_forceSunLightScale;
|
||||
extern cvar_t *r_forceSunAmbientScale;
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||||
extern cvar_t *r_drawSunRays;
|
||||
extern cvar_t *r_sunShadows;
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||||
extern cvar_t *r_shadowFilter;
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||||
extern cvar_t *r_shadowMapSize;
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||||
|
@ -2479,7 +2471,7 @@ SKIES
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|||
void R_BuildCloudData( shaderCommands_t *shader );
|
||||
void R_InitSkyTexCoords( float cloudLayerHeight );
|
||||
void R_DrawSkyBox( shaderCommands_t *shader );
|
||||
void RB_DrawSun( void );
|
||||
void RB_DrawSun( float scale, shader_t *shader );
|
||||
void RB_ClipSkyPolygons( shaderCommands_t *shader );
|
||||
|
||||
/*
|
||||
|
|
|
@ -210,7 +210,6 @@ void RB_BokehBlur(float blur)
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|||
}
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||||
|
||||
|
||||
#ifdef REACTION
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||||
static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
|
||||
{
|
||||
vec4i_t srcBox, dstBox;
|
||||
|
@ -285,11 +284,10 @@ static qboolean RB_UpdateSunFlareVis(void)
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|||
return sampleCount > 0;
|
||||
}
|
||||
|
||||
void RB_GodRays(void)
|
||||
void RB_SunRays(void)
|
||||
{
|
||||
vec4i_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
vec3_t dir;
|
||||
float dot;
|
||||
const float cutoff = 0.25f;
|
||||
qboolean colorize = qtrue;
|
||||
|
@ -298,24 +296,29 @@ void RB_GodRays(void)
|
|||
matrix_t mvp;
|
||||
vec4_t pos, hpos;
|
||||
|
||||
if (!backEnd.viewHasSunFlare)
|
||||
return;
|
||||
|
||||
VectorSubtract(backEnd.sunFlarePos, backEnd.viewParms.or.origin, dir);
|
||||
VectorNormalize(dir);
|
||||
|
||||
dot = DotProduct(dir, backEnd.viewParms.or.axis[0]);
|
||||
dot = DotProduct(tr.sunDirection, backEnd.viewParms.or.axis[0]);
|
||||
if (dot < cutoff)
|
||||
return;
|
||||
|
||||
if (!RB_UpdateSunFlareVis())
|
||||
return;
|
||||
|
||||
VectorCopy(backEnd.sunFlarePos, pos);
|
||||
pos[3] = 1.f;
|
||||
// From RB_DrawSun()
|
||||
{
|
||||
float dist;
|
||||
matrix_t trans, model, mvp;
|
||||
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, trans );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
|
||||
Matrix16Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
|
||||
|
||||
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
|
||||
|
||||
VectorScale( tr.sunDirection, dist, pos );
|
||||
}
|
||||
|
||||
// project sun point
|
||||
Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
|
||||
//Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
|
||||
Matrix16Transform(mvp, pos, hpos);
|
||||
|
||||
// transform to UV coords
|
||||
|
@ -345,11 +348,11 @@ void RB_GodRays(void)
|
|||
if (colorize)
|
||||
{
|
||||
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FBO_Blit(tr.godRaysFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
||||
FBO_Blit(tr.sunRaysFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
||||
}
|
||||
else
|
||||
{
|
||||
FBO_FastBlit(tr.godRaysFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FBO_FastBlit(tr.sunRaysFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -380,7 +383,6 @@ void RB_GodRays(void)
|
|||
FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean horizontal)
|
||||
{
|
||||
|
|
|
@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
|
||||
void RB_ToneMap(FBO_t *hdrFbo, int autoExposure);
|
||||
void RB_BokehBlur(float blur);
|
||||
void RB_GodRays(void);
|
||||
void RB_SunRays(void);
|
||||
void RB_GaussianBlur(float blur);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -202,10 +202,8 @@ RE_AddRefEntityToScene
|
|||
=====================
|
||||
*/
|
||||
void RE_AddRefEntityToScene( const refEntity_t *ent ) {
|
||||
#ifdef REACTION
|
||||
// JBravo: Mirrored models
|
||||
vec3_t cross;
|
||||
#endif
|
||||
|
||||
if ( !tr.registered ) {
|
||||
return;
|
||||
|
@ -229,11 +227,9 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) {
|
|||
backEndData->entities[r_numentities].e = *ent;
|
||||
backEndData->entities[r_numentities].lightingCalculated = qfalse;
|
||||
|
||||
#ifdef REACTION
|
||||
// JBravo: Mirrored models
|
||||
CrossProduct(ent->axis[0], ent->axis[1], cross);
|
||||
backEndData->entities[r_numentities].mirrored = (DotProduct(ent->axis[2], cross) < 0.f);
|
||||
#endif
|
||||
|
||||
r_numentities++;
|
||||
}
|
||||
|
@ -406,7 +402,6 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]);
|
||||
}
|
||||
|
||||
//#ifdef REACTION
|
||||
// Makro - copy exta info if present
|
||||
if (fd->rdflags & RDF_EXTRA) {
|
||||
const refdefex_t* extra = (const refdefex_t*) (fd+1);
|
||||
|
@ -424,7 +419,6 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
{
|
||||
tr.refdef.blurFactor = 0.0f;
|
||||
}
|
||||
//#endif
|
||||
|
||||
// derived info
|
||||
|
||||
|
|
|
@ -3696,6 +3696,31 @@ static void CreateExternalShaders( void ) {
|
|||
}
|
||||
|
||||
tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
|
||||
|
||||
tr.sunFlareShader = R_FindShader( "gfx/2d/sunflare", LIGHTMAP_NONE, qtrue);
|
||||
|
||||
// HACK: if sunflare is missing, make one using the flare image or dlight image
|
||||
if (tr.sunFlareShader->defaultShader)
|
||||
{
|
||||
image_t *image;
|
||||
|
||||
if (!tr.flareShader->defaultShader && tr.flareShader->stages[0] && tr.flareShader->stages[0]->bundle[0].image[0])
|
||||
image = tr.flareShader->stages[0]->bundle[0].image[0];
|
||||
else
|
||||
image = tr.dlightImage;
|
||||
|
||||
Com_Memset( &shader, 0, sizeof( shader ) );
|
||||
Com_Memset( &stages, 0, sizeof( stages ) );
|
||||
|
||||
Q_strncpyz( shader.name, "gfx/2d/sunflare", sizeof( shader.name ) );
|
||||
|
||||
shader.lightmapIndex = LIGHTMAP_NONE;
|
||||
stages[0].bundle[0].image[0] = image;
|
||||
stages[0].active = qtrue;
|
||||
stages[0].stateBits = GLS_DEFAULT;
|
||||
tr.sunFlareShader = FinishShader();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -793,32 +793,28 @@ void R_InitSkyTexCoords( float heightCloud )
|
|||
/*
|
||||
** RB_DrawSun
|
||||
*/
|
||||
void RB_DrawSun( void ) {
|
||||
void RB_DrawSun( float scale, shader_t *shader ) {
|
||||
float size;
|
||||
float dist;
|
||||
vec3_t origin, vec1, vec2;
|
||||
vec3_t temp;
|
||||
|
||||
if ( !backEnd.skyRenderedThisView ) {
|
||||
return;
|
||||
}
|
||||
if ( !r_drawSun->integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
//qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
|
||||
//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
|
||||
{
|
||||
// FIXME: this could be a lot cleaner
|
||||
matrix_t trans, product;
|
||||
matrix_t translation, modelview;
|
||||
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, trans );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, product );
|
||||
GL_SetModelviewMatrix( product );
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, translation );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
|
||||
GL_SetModelviewMatrix( modelview );
|
||||
}
|
||||
|
||||
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
|
||||
size = dist * 0.4;
|
||||
size = dist * scale;
|
||||
|
||||
VectorScale( tr.sunDirection, dist, origin );
|
||||
PerpendicularVector( vec1, tr.sunDirection );
|
||||
|
@ -830,58 +826,13 @@ void RB_DrawSun( void ) {
|
|||
// farthest depth range
|
||||
qglDepthRange( 1.0, 1.0 );
|
||||
|
||||
// FIXME: use quad stamp
|
||||
RB_BeginSurface( tr.sunShader, tess.fogNum );
|
||||
VectorCopy( origin, temp );
|
||||
VectorSubtract( temp, vec1, temp );
|
||||
VectorSubtract( temp, vec2, temp );
|
||||
VectorCopy( temp, tess.xyz[tess.numVertexes] );
|
||||
tess.texCoords[tess.numVertexes][0][0] = 0;
|
||||
tess.texCoords[tess.numVertexes][0][1] = 0;
|
||||
tess.vertexColors[tess.numVertexes][0] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
tess.numVertexes++;
|
||||
RB_BeginSurface( shader, 0 );
|
||||
|
||||
VectorCopy( origin, temp );
|
||||
VectorAdd( temp, vec1, temp );
|
||||
VectorSubtract( temp, vec2, temp );
|
||||
VectorCopy( temp, tess.xyz[tess.numVertexes] );
|
||||
tess.texCoords[tess.numVertexes][0][0] = 0;
|
||||
tess.texCoords[tess.numVertexes][0][1] = 1;
|
||||
tess.vertexColors[tess.numVertexes][0] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
tess.numVertexes++;
|
||||
|
||||
VectorCopy( origin, temp );
|
||||
VectorAdd( temp, vec1, temp );
|
||||
VectorAdd( temp, vec2, temp );
|
||||
VectorCopy( temp, tess.xyz[tess.numVertexes] );
|
||||
tess.texCoords[tess.numVertexes][0][0] = 1;
|
||||
tess.texCoords[tess.numVertexes][0][1] = 1;
|
||||
tess.vertexColors[tess.numVertexes][0] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
tess.numVertexes++;
|
||||
|
||||
VectorCopy( origin, temp );
|
||||
VectorSubtract( temp, vec1, temp );
|
||||
VectorAdd( temp, vec2, temp );
|
||||
VectorCopy( temp, tess.xyz[tess.numVertexes] );
|
||||
tess.texCoords[tess.numVertexes][0][0] = 1;
|
||||
tess.texCoords[tess.numVertexes][0][1] = 0;
|
||||
tess.vertexColors[tess.numVertexes][0] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 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;
|
||||
{
|
||||
vec4_t color;
|
||||
color[0] = color[1] = color[2] = color[3] = 1;
|
||||
RB_AddQuadStamp(origin, vec1, vec2, color);
|
||||
}
|
||||
|
||||
RB_EndSurface();
|
||||
|
||||
|
|
|
@ -300,27 +300,7 @@ static void RB_SurfaceSprite( void ) {
|
|||
VectorSubtract( vec3_origin, left, left );
|
||||
}
|
||||
|
||||
#ifdef REACTION
|
||||
if (ent->e.renderfx & RF_SUNFLARE)
|
||||
{
|
||||
if (backEnd.viewHasSunFlare)
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "Multiple sun flares not supported\n");
|
||||
return;
|
||||
}
|
||||
if (R_CullPointAndRadiusEx(ent->e.origin, ent->e.radius, backEnd.viewParms.frustum, (backEnd.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4) == CULL_OUT)
|
||||
return;
|
||||
colors[0] = colors[1] = colors[2] = colors[3] = ent->e.shaderRGBA[glRefConfig.framebufferObject] / 255.0f;
|
||||
if (colors[0] == 0)
|
||||
return;
|
||||
backEnd.viewHasSunFlare = qtrue;
|
||||
backEnd.frameHasSunFlare = qtrue;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors);
|
||||
}
|
||||
|
||||
RB_AddQuadStamp( ent->e.origin, left, up, colors );
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue