2003-01-17 21:18:53 +00:00
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/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PENTA: the whole file is freakin penta...
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All right this is slow & ugly but I just had to to it
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Carmack talked about something similar in his speach.
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The Halo2 video has it
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And I want to see it in action!
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*/
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#include "quakedef.h"
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#define GLARE_WIDTH 64
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byte glarepixels[GLARE_WIDTH*GLARE_WIDTH][4];
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byte glareblurpixels[GLARE_WIDTH*GLARE_WIDTH][4];
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long glaresum[GLARE_WIDTH*GLARE_WIDTH][4]; //Sums for fast blurring
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int glare_object;
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void R_InitGlare() {
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GL_Bind (texture_extension_number);
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glare_object = texture_extension_number;
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, GLARE_WIDTH, GLARE_WIDTH, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, glarepixels);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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texture_extension_number++;
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}
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byte mulc(int i1) {
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//amplify colors a bit
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int r = i1 + (i1/4);
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if (r > 255) return 255;
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else return r;
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}
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#define GLARE_SUBTR 128.0
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#define IGLARE_SUBTR 128
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#define GLARE_MULT 4
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#define GLARE_COMP 120
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void ProcessGlare() {
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int i;
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for (i=0; i<GLARE_WIDTH*GLARE_WIDTH; i++) {
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if ( (glarepixels[i][0] > GLARE_COMP) ||
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(glarepixels[i][1] > GLARE_COMP) ||
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(glarepixels[i][2] > GLARE_COMP) )
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{
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glarepixels[i][0] = mulc(glarepixels[i][0]);
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glarepixels[i][1] = mulc(glarepixels[i][1]);
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glarepixels[i][2] = mulc(glarepixels[i][2]);
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} else {
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glarepixels[i][0] = 0;
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glarepixels[i][1] = 0;
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glarepixels[i][2] = 0;
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}
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}
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}
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/*
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Fast Idea Blurring from
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http://www.gamasutra.com/features/20010209/evans_01.htm
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*/
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typedef struct bytecolor_s {
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byte r,g,b,a;
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} bytecolor_t;
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typedef struct longcolor_s {
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unsigned long r,g,b,a;
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} longcolor_t;
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void DoPreComputation(bytecolor_t *src, int src_w, int src_h, longcolor_t *dst)
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{
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longcolor_t tot;
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int y,x;
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for (y=0;y<src_h;y++)
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{
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for (x=0;x<src_w;x++)
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{
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tot.r = src[0].r;
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tot.g = src[0].g;
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tot.b = src[0].b;
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tot.a = src[0].a;
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if (x>0) {
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tot.r+=dst[-1].r;
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tot.g+=dst[-1].g;
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tot.b+=dst[-1].b;
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tot.a+=dst[-1].a;
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}
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if (y>0) {
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tot.r+=dst[-src_w].r;
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tot.g+=dst[-src_w].g;
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tot.b+=dst[-src_w].b;
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tot.a+=dst[-src_w].a;
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}
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if (x>0 && y>0) {
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tot.r-=dst[-src_w-1].r;
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tot.g-=dst[-src_w-1].g;
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tot.b-=dst[-src_w-1].b;
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tot.a-=dst[-src_w-1].a;
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}
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dst->r=tot.r;
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dst->g=tot.g;
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dst->b=tot.b;
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dst->a=tot.a;
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dst++;
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src++;
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}
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}
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}
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// this is a utility function used by DoBoxBlur below
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longcolor_t *ReadP(longcolor_t *p, int w, int h, int x, int y)
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{
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if (x<0) x=0; else if (x>=w) x=w-1;
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if (y<0) y=0; else if (y>=h) y=h-1;
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return &p[x+y*w];
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}
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// the main meat of the algorithm lies here
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void DoBoxBlur(bytecolor_t *src, int src_w, int src_h, bytecolor_t *dst, longcolor_t *p, int boxw, int boxh)
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{
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longcolor_t *to1, *to2, *to3, *to4;
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int y,x;
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float mul;
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if (boxw<0 || boxh<0)
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{
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memcpy(dst,src,src_w*src_h*4); // deal with degenerate kernel sizes
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return;
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}
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mul=1.f/((boxw*2+1)*(boxh*2+1));
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for (y=0;y<src_h;y++)
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{
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for (x=0;x<src_w;x++)
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{
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to1 = ReadP(p,src_w,src_h,x+boxw,y+boxh);
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to2 = ReadP(p,src_w,src_h,x-boxw,y-boxh);
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to3 = ReadP(p,src_w,src_h,x-boxw,y+boxh);
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to4 = ReadP(p,src_w,src_h,x+boxw,y-boxh);
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dst->r= (to1->r + to2->r - to3->r - to4->r)*mul;
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dst->g= (to1->g + to2->g - to3->g - to4->g)*mul;
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dst->b= (to1->b + to2->b - to3->b - to4->b)*mul;
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dst->a= (to1->a + to2->a - to3->a - to4->a)*mul;
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dst++;
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src++;
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}
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}
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}
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void R_Glare ()
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{
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int ox, oy, ow, oh, ofovx, ofovy;
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if (!sh_glares.value || gl_wireframe.value)
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return;
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glare = true;
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//AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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//Render to a small view rectangle
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ox = r_refdef.vrect.x;
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oy = r_refdef.vrect.y;
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ow = r_refdef.vrect.width;
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oh = r_refdef.vrect.height;
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ofovx = r_refdef.fov_x;
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ofovy = r_refdef.fov_y;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = GLARE_WIDTH;
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r_refdef.vrect.height = GLARE_WIDTH;
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// r_refdef.fov_x = 90.0;
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// r_refdef.fov_y = 90.0;//CalcFov (90.0, r_refdef.vrect.width, r_refdef.vrect.height);
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r_refdef.fov_x = scr_fov.value;
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r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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//Con_Printf("render glaer\n");
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R_RenderScene ();
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glReadPixels (0, 0, GLARE_WIDTH, GLARE_WIDTH, GL_RGBA, GL_UNSIGNED_BYTE, glarepixels);
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ProcessGlare();
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DoPreComputation((bytecolor_t *)glarepixels, GLARE_WIDTH, GLARE_WIDTH, (longcolor_t *)glaresum);
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DoBoxBlur((bytecolor_t *)glarepixels, GLARE_WIDTH, GLARE_WIDTH,
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(bytecolor_t *)glareblurpixels, (longcolor_t *)glaresum, 5, 5);
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GL_Bind(glare_object);
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glTexImage2D (GL_TEXTURE_2D, 0, 4, GLARE_WIDTH, GLARE_WIDTH, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, glareblurpixels);
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// GL_Bind(glare_object);
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// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 128, 128);
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2003-08-20 20:24:22 +00:00
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glClear (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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2003-01-17 21:18:53 +00:00
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r_refdef.vrect.x = ox;
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r_refdef.vrect.y = oy;
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r_refdef.vrect.width = ow;
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r_refdef.vrect.height = oh;
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r_refdef.fov_x = ofovx;
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r_refdef.fov_y = ofovy;
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//we have drawn on it
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Sbar_Changed ();
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glare = false;
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}
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void GlareQuad() {
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glBegin (GL_QUADS);
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glTexCoord2f(-1,1);
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glVertex3f (0.1, 1, 1);
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glTexCoord2f(0,1);
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glVertex3f (0.1, -1, 1);
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glTexCoord2f(0,0);
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glVertex3f (0.1, -1, -1);
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glTexCoord2f(-1,0);
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glVertex3f (0.1, 1, -1);
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glEnd ();
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}
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#define GLARE_OFS 1.0/16
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void R_DrawGlare (void)
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{
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if (!sh_glares.value) return;
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GL_DisableMultitexture();
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glEnable (GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glDisable (GL_DEPTH_TEST);
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GL_Bind(glare_object);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glLoadIdentity ();
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity ();
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glMatrixMode(GL_MODELVIEW);
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glColor4f (0.2,0.2,0.2,0.2);
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glPushMatrix();
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glTranslatef(0,0,GLARE_OFS);
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GlareQuad();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,0,-GLARE_OFS);
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GlareQuad();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,-GLARE_OFS,0);
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GlareQuad();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,GLARE_OFS,0);
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GlareQuad();
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glPopMatrix();
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GlareQuad();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glDisable (GL_BLEND);
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glEnable (GL_ALPHA_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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2003-08-20 20:24:22 +00:00
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}
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