Merge Reaction renderer features, remove "#ifdef REACTION"s

This commit is contained in:
SmileTheory 2013-02-04 20:33:58 -08:00
parent 517c65d85e
commit 9bace5bac7
11 changed files with 122 additions and 225 deletions

View file

@ -149,12 +149,6 @@ void GL_BindToTMU( image_t *image, int tmu )
** GL_Cull
*/
void GL_Cull( int cullType ) {
#ifdef REACTION
// Makro - flip culling if needed
qboolean flip = (backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType != CT_TWO_SIDED);
cullType ^= flip; // this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1
#endif
if ( glState.faceCulling == cullType ) {
return;
}
@ -176,6 +170,11 @@ void GL_Cull( int cullType ) {
cullFront = !cullFront;
}
if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
{
cullFront = !cullFront;
}
qglCullFace( cullFront ? GL_FRONT : GL_BACK );
}
}
@ -548,10 +547,6 @@ void RB_BeginDrawingView (void) {
// we will only draw a sun if there was sky rendered in this view
backEnd.skyRenderedThisView = qfalse;
#ifdef REACTION
backEnd.viewHasSunFlare = qfalse;
#endif
// clip to the plane of the portal
if ( backEnd.viewParms.isPortal ) {
#if 0
@ -594,9 +589,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
FBO_t* fbo = NULL;
qboolean inQuery = qfalse;
#if 1 //def REACTION
float depth[2];
#endif
// save original time for entity shader offsets
@ -616,10 +609,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
oldSort = -1;
depthRange = qfalse;
#if 1 //def REACTION
depth[0] = 0.f;
depth[1] = 1.f;
#endif
backEnd.pc.c_surfaces += numDrawSurfs;
@ -662,22 +653,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
qboolean sunflare = qfalse;
depthRange = isCrosshair = qfalse;
#ifdef REACTION
// if we were rendering to a FBO and the previous entity was a sunflare
// and the current one isn't, switch back to the main fbo
if (oldEntityNum != -1 && fbo && !backEnd.depthFill &&
RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
{
if (inQuery) {
inQuery = qfalse;
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
FBO_Bind(fbo);
qglDepthRange(depth[0], depth[1]);
}
#endif
if ( entityNum != REFENTITYNUM_WORLD ) {
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
@ -693,31 +668,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
}
#ifdef REACTION
// if the current entity is a sunflare
if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) {
// if we're rendering to a fbo
if (fbo) {
VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
// switch FBO
FBO_Bind(tr.godRaysFbo);
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClear( GL_COLOR_BUFFER_BIT );
qglDepthRange(1.f, 1.f);
if (glRefConfig.occlusionQuery && !inQuery && !backEnd.viewHasSunFlare) {
inQuery = qtrue;
tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
}
sunflare = qtrue;
} else {
depthRange = qtrue;
}
}
#endif
if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
{
// hack the depth range to prevent view model from poking into walls
@ -766,14 +716,12 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
}
}
#if 1 //def REACTION
if(!oldDepthRange)
{
depth[0] = 0;
depth[1] = 0.3f;
qglDepthRange (depth[0], depth[1]);
}
#endif
}
else
{
@ -784,10 +732,9 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
if (!sunflare)
qglDepthRange (0, 1);
#if 1 //def REACTION
depth[0] = 0;
depth[1] = 1;
#endif
}
oldDepthRange = depthRange;
@ -812,16 +759,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
inQuery = qfalse;
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
#ifdef REACTION
// HACK: flip Z and render black to god rays buffer
if (backEnd.frameHasSunFlare && !backEnd.depthFill)
{
vec4_t black;
VectorSet4(black, 0, 0, 0, 1);
qglDepthRange (1, 1);
FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.godRaysFbo, NULL, NULL, black, GLS_DEPTHFUNC_GREATER);
}
#endif
if (glRefConfig.framebufferObject)
FBO_Bind(fbo);
@ -829,9 +766,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
// go back to the world modelview matrix
GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
//if ( depthRange ) {
qglDepthRange (0, 1);
//}
qglDepthRange (0, 1);
}
@ -1420,9 +1356,35 @@ const void *RB_DrawSurfs( const void *data ) {
{
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
#if 0
RB_DrawSun();
#endif
if (r_drawSun->integer)
{
RB_DrawSun(0.1, tr.sunShader);
}
if (r_drawSunRays->integer)
{
FBO_t *oldFbo = glState.currentFBO;
FBO_Bind(tr.sunRaysFbo);
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClear( GL_COLOR_BUFFER_BIT );
if (glRefConfig.occlusionQuery)
{
tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
}
RB_DrawSun(0.3, tr.sunFlareShader);
if (glRefConfig.occlusionQuery)
{
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
FBO_Bind(oldFbo);
}
// darken down any stencil shadows
RB_ShadowFinish();
@ -1672,9 +1634,6 @@ const void *RB_SwapBuffers( const void *data ) {
backEnd.framePostProcessed = qfalse;
backEnd.projection2D = qfalse;
#ifdef REACTION
backEnd.frameHasSunFlare = qfalse;
#endif
return (const void *)(cmd + 1);
}
@ -1764,17 +1723,13 @@ const void *RB_PostProcess(const void *data)
}
}
#ifdef REACTION
if (1)
{
RB_GodRays();
if (r_drawSunRays->integer)
RB_SunRays();
if (1)
RB_BokehBlur(backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
}
#endif
if (1)
RB_BokehBlur(backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
if (0)
{
@ -1800,7 +1755,7 @@ const void *RB_PostProcess(const void *data)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
}
backEnd.framePostProcessed = qtrue;

View file

@ -452,20 +452,17 @@ void FBO_Init(void)
FBO_Bind(NULL);
}
#ifdef REACTION
if (r_drawSunRays->integer)
{
tr.godRaysFbo = FBO_Create("_godRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_Bind(tr.godRaysFbo);
tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_Bind(tr.sunRaysFbo);
//FBO_CreateBuffer(tr.godRaysFbo, GL_RGBA8, 0, multisample);
FBO_AttachTextureImage(tr.godRaysImage, 0);
FBO_AttachTextureImage(tr.sunRaysImage, 0);
//FBO_CreateBuffer(tr.godRaysFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
R_CheckFBO(tr.godRaysFbo);
R_CheckFBO(tr.sunRaysFbo);
}
#endif
// FIXME: Don't use separate color/depth buffers for a shadow buffer
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)

View file

@ -2959,9 +2959,9 @@ void R_CreateBuiltinImages( void ) {
hdrFormat = GL_RGB16F_ARB;
tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
#ifdef REACTION
tr.godRaysImage = R_CreateImage("*godRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
#endif
if (r_drawSunRays->integer)
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
if (r_softOverbright->integer)
{

View file

@ -144,6 +144,7 @@ cvar_t *r_forceSun;
cvar_t *r_forceSunMapLightScale;
cvar_t *r_forceSunLightScale;
cvar_t *r_forceSunAmbientScale;
cvar_t *r_drawSunRays;
cvar_t *r_sunShadows;
cvar_t *r_shadowFilter;
cvar_t *r_shadowMapSize;
@ -1179,6 +1180,8 @@ void R_Register( void )
r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "0.5", CVAR_CHEAT );
r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "0.5", CVAR_CHEAT );
r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.2", CVAR_CHEAT );
r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
@ -1300,9 +1303,8 @@ void R_InitQueries(void)
if (!glRefConfig.occlusionQuery)
return;
#ifdef REACTION
qglGenQueriesARB(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery);
#endif
if (r_drawSunRays->integer)
qglGenQueriesARB(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery);
}
void R_ShutDownQueries(void)
@ -1310,9 +1312,8 @@ void R_ShutDownQueries(void)
if (!glRefConfig.occlusionQuery)
return;
#ifdef REACTION
qglDeleteQueriesARB(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery);
#endif
if (r_drawSunRays->integer)
qglDeleteQueriesARB(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery);
}
/*

View file

@ -80,10 +80,8 @@ typedef struct {
qboolean needDlights; // true for bmodels that touch a dlight
qboolean lightingCalculated;
#ifdef REACTION
// JBravo: Mirrored models
qboolean mirrored; // mirrored matrix, needs reversed culling
#endif
vec3_t lightDir; // normalized direction towards light
vec3_t ambientLight; // color normalized to 0-255
int ambientLightInt; // 32 bit rgba packed
@ -1755,12 +1753,6 @@ typedef struct {
trRefEntity_t *currentEntity;
qboolean skyRenderedThisView; // flag for drawing sun
#ifdef REACTION
vec3_t sunFlarePos;
qboolean viewHasSunFlare;
qboolean frameHasSunFlare;
#endif
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
byte color2D[4];
qboolean vertexes2D; // shader needs to be finished
@ -1814,7 +1806,7 @@ typedef struct {
image_t *renderImage;
image_t *godRaysImage;
image_t *sunRaysImage;
image_t *renderDepthImage;
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
image_t *textureScratchImage[2];
@ -1832,7 +1824,7 @@ typedef struct {
FBO_t *renderFbo;
FBO_t *msaaResolveFbo;
FBO_t *godRaysFbo;
FBO_t *sunRaysFbo;
FBO_t *depthFbo;
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
FBO_t *textureScratchFbo[2];
@ -1851,6 +1843,7 @@ typedef struct {
shader_t *flareShader;
shader_t *sunShader;
shader_t *sunFlareShader;
int numLightmaps;
int lightmapSize;
@ -1938,11 +1931,9 @@ typedef struct {
int numSkins;
skin_t *skins[MAX_SKINS];
#ifdef REACTION
GLuint sunFlareQuery[2];
int sunFlareQueryIndex;
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;
extern cvar_t *r_forceSunLightScale;
extern cvar_t *r_forceSunAmbientScale;
extern cvar_t *r_drawSunRays;
extern cvar_t *r_sunShadows;
extern cvar_t *r_shadowFilter;
extern cvar_t *r_shadowMapSize;
@ -2479,7 +2471,7 @@ SKIES
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 );
/*

View file

@ -210,7 +210,6 @@ void RB_BokehBlur(float blur)
}
#ifdef REACTION
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)
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)
{

View file

@ -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

View file

@ -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

View file

@ -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();
}
}
/*

View file

@ -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();

View file

@ -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);
}
VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors);
RB_AddQuadStamp( ent->e.origin, left, up, colors );
}