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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-04-20 04:43:43 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-04-20 04:43:43 +0000
commit7671ce99662ab0eaf6ea4318f7ce87b3cd6eed2b (patch)
tree1a6e0e0c165b8a4b4357850857267fd10aae612d /code/renderer/tr_flares.c
parent371dda2cd763073e7ba7ffdc71f085813bc971e9 (diff)
downloadioquake3-aero-7671ce99662ab0eaf6ea4318f7ce87b3cd6eed2b.tar.gz
ioquake3-aero-7671ce99662ab0eaf6ea4318f7ce87b3cd6eed2b.zip
Fix for flares. Can be enabled by setting r_flares 1
git-svn-id: svn://svn.icculus.org/quake3/trunk@712 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer/tr_flares.c')
-rw-r--r--code/renderer/tr_flares.c124
1 files changed, 101 insertions, 23 deletions
diff --git a/code/renderer/tr_flares.c b/code/renderer/tr_flares.c
index 65fb2ba..51181c0 100644
--- a/code/renderer/tr_flares.c
+++ b/code/renderer/tr_flares.c
@@ -75,6 +75,7 @@ typedef struct flare_s {
int windowX, windowY;
float eyeZ;
+ vec3_t origin;
vec3_t color;
} flare_t;
@@ -83,6 +84,8 @@ typedef struct flare_s {
flare_t r_flareStructs[MAX_FLARES];
flare_t *r_activeFlares, *r_inactiveFlares;
+int flareCoeff;
+
/*
==================
R_ClearFlares
@@ -113,11 +116,22 @@ void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t
int i;
flare_t *f, *oldest;
vec3_t local;
- float d;
+ float d = 1;
vec4_t eye, clip, normalized, window;
backEnd.pc.c_flareAdds++;
+ if(normal && (normal[0] || normal[1] || normal[2]))
+ {
+ VectorSubtract( backEnd.viewParms.or.origin, point, local );
+ VectorNormalizeFast(local);
+ d = DotProduct(local, normal);
+
+ // If the viewer is behind the flare don't add it.
+ if(d < 0)
+ return;
+ }
+
// if the point is off the screen, don't bother adding it
// calculate screen coordinates and depth
R_TransformModelToClip( point, backEnd.or.modelMatrix,
@@ -171,16 +185,12 @@ void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t
f->addedFrame = backEnd.viewParms.frameCount;
f->fogNum = fogNum;
+ VectorCopy(point, f->origin);
VectorCopy( color, f->color );
// fade the intensity of the flare down as the
// light surface turns away from the viewer
- if ( normal ) {
- VectorSubtract( backEnd.viewParms.or.origin, point, local );
- VectorNormalizeFast( local );
- d = DotProduct( local, normal );
- VectorScale( f->color, d, f->color );
- }
+ VectorScale( f->color, d, f->color );
// save info needed to test
f->windowX = backEnd.viewParms.viewportX + window[0];
@@ -197,31 +207,39 @@ RB_AddDlightFlares
void RB_AddDlightFlares( void ) {
dlight_t *l;
int i, j, k;
- fog_t *fog;
+ fog_t *fog = NULL;
if ( !r_flares->integer ) {
return;
}
l = backEnd.refdef.dlights;
- fog = tr.world->fogs;
+
+ if(tr.world)
+ fog = tr.world->fogs;
+
for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
- // find which fog volume the light is in
- for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
- fog = &tr.world->fogs[j];
- for ( k = 0 ; k < 3 ; k++ ) {
- if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
+ if(fog)
+ {
+ // find which fog volume the light is in
+ for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
+ fog = &tr.world->fogs[j];
+ for ( k = 0 ; k < 3 ; k++ ) {
+ if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
+ break;
+ }
+ }
+ if ( k == 3 ) {
break;
}
}
- if ( k == 3 ) {
- break;
+ if ( j == tr.world->numfogs ) {
+ j = 0;
}
}
- if ( j == tr.world->numfogs ) {
+ else
j = 0;
- }
RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
}
@@ -294,16 +312,61 @@ void RB_RenderFlare( flare_t *f ) {
float size;
vec3_t color;
int iColor[3];
+ float distance, intensity, factor;
+ byte fogFactors[3] = {255, 255, 255};
backEnd.pc.c_flareRenders++;
- VectorScale( f->color, f->drawIntensity*tr.identityLight, color );
- iColor[0] = color[0] * 255;
- iColor[1] = color[1] * 255;
- iColor[2] = color[2] * 255;
+ // We don't want too big values anyways when dividing by distance.
+ if(f->eyeZ > -1.0f)
+ distance = 1.0f;
+ else
+ distance = -f->eyeZ;
+
+ // calculate the flare size..
+ size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance );
+
+/*
+ * This is an alternative to intensity scaling. It changes the size of the flare on screen instead
+ * with growing distance. See in the description at the top why this is not the way to go.
+ // size will change ~ 1/r.
+ size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f));
+*/
- size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / -f->eyeZ );
+/*
+ * As flare sizes stay nearly constant with increasing distance we must decrease the intensity
+ * to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be
+ * got by considering the ratio of
+ * (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare)
+ * An important requirement is:
+ * intensity <= 1 for all distances.
+ *
+ * The formula used here to compute the intensity is as follows:
+ * intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2
+ * As you can see, the intensity will have a max. of 1 when the distance is 0.
+ * The coefficient flareCoeff will determine the falloff speed with increasing distance.
+ */
+
+ factor = distance + size * sqrt(flareCoeff);
+
+ intensity = flareCoeff * size * size / (factor * factor);
+
+ VectorScale(f->color, f->drawIntensity * tr.identityLight * intensity, color);
+
+// Calculations for fogging
+ if(f->fogNum)
+ {
+ tess.numVertexes = 1;
+ VectorCopy(f->origin, tess.xyz[0]);
+ tess.fogNum = f->fogNum;
+
+ RB_CalcModulateColorsByFog(fogFactors);
+ }
+ iColor[0] = color[0] * fogFactors[0];
+ iColor[1] = color[1] * fogFactors[1];
+ iColor[2] = color[2] * fogFactors[2];
+
RB_BeginSurface( tr.flareShader, f->fogNum );
// FIXME: use quadstamp?
@@ -382,6 +445,21 @@ void RB_RenderFlares (void) {
return;
}
+ if(r_flareCoeff->modified)
+ {
+ if(r_flareCoeff->value == 0.0f)
+ flareCoeff = atof(FLARE_STDCOEFF);
+ else
+ flareCoeff = r_flareCoeff->value;
+
+ r_flareCoeff->modified = qfalse;
+ }
+
+ // Reset currentEntity to world so that any previously referenced entities
+ // don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
+ backEnd.currentEntity = &tr.worldEntity;
+ backEnd.or = backEnd.viewParms.world;
+
// RB_AddDlightFlares();
// perform z buffer readback on each flare in this view