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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/renderer/tr_flares.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer/tr_flares.c')
-rwxr-xr-x | code/renderer/tr_flares.c | 894 |
1 files changed, 447 insertions, 447 deletions
diff --git a/code/renderer/tr_flares.c b/code/renderer/tr_flares.c index 3ef4c58..aa4e8c3 100755 --- a/code/renderer/tr_flares.c +++ b/code/renderer/tr_flares.c @@ -1,447 +1,447 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// tr_flares.c
-
-#include "tr_local.h"
-
-/*
-=============================================================================
-
-LIGHT FLARES
-
-A light flare is an effect that takes place inside the eye when bright light
-sources are visible. The size of the flare reletive to the screen is nearly
-constant, irrespective of distance, but the intensity should be proportional to the
-projected area of the light source.
-
-A surface that has been flagged as having a light flare will calculate the depth
-buffer value that it's midpoint should have when the surface is added.
-
-After all opaque surfaces have been rendered, the depth buffer is read back for
-each flare in view. If the point has not been obscured by a closer surface, the
-flare should be drawn.
-
-Surfaces that have a repeated texture should never be flagged as flaring, because
-there will only be a single flare added at the midpoint of the polygon.
-
-To prevent abrupt popping, the intensity of the flare is interpolated up and
-down as it changes visibility. This involves scene to scene state, unlike almost
-all other aspects of the renderer, and is complicated by the fact that a single
-frame may have multiple scenes.
-
-RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially
-up to five or more times in a frame with 3D status bar icons).
-
-=============================================================================
-*/
-
-
-// flare states maintain visibility over multiple frames for fading
-// layers: view, mirror, menu
-typedef struct flare_s {
- struct flare_s *next; // for active chain
-
- int addedFrame;
-
- qboolean inPortal; // true if in a portal view of the scene
- int frameSceneNum;
- void *surface;
- int fogNum;
-
- int fadeTime;
-
- qboolean visible; // state of last test
- float drawIntensity; // may be non 0 even if !visible due to fading
-
- int windowX, windowY;
- float eyeZ;
-
- vec3_t color;
-} flare_t;
-
-#define MAX_FLARES 128
-
-flare_t r_flareStructs[MAX_FLARES];
-flare_t *r_activeFlares, *r_inactiveFlares;
-
-/*
-==================
-R_ClearFlares
-==================
-*/
-void R_ClearFlares( void ) {
- int i;
-
- Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
- r_activeFlares = NULL;
- r_inactiveFlares = NULL;
-
- for ( i = 0 ; i < MAX_FLARES ; i++ ) {
- r_flareStructs[i].next = r_inactiveFlares;
- r_inactiveFlares = &r_flareStructs[i];
- }
-}
-
-
-/*
-==================
-RB_AddFlare
-
-This is called at surface tesselation time
-==================
-*/
-void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
- int i;
- flare_t *f, *oldest;
- vec3_t local;
- float d;
- vec4_t eye, clip, normalized, window;
-
- backEnd.pc.c_flareAdds++;
-
- // if the point is off the screen, don't bother adding it
- // calculate screen coordinates and depth
- R_TransformModelToClip( point, backEnd.or.modelMatrix,
- backEnd.viewParms.projectionMatrix, eye, clip );
-
- // check to see if the point is completely off screen
- for ( i = 0 ; i < 3 ; i++ ) {
- if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) {
- return;
- }
- }
-
- R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window );
-
- if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth
- || window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) {
- return; // shouldn't happen, since we check the clip[] above, except for FP rounding
- }
-
- // see if a flare with a matching surface, scene, and view exists
- oldest = r_flareStructs;
- for ( f = r_activeFlares ; f ; f = f->next ) {
- if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
- && f->inPortal == backEnd.viewParms.isPortal ) {
- break;
- }
- }
-
- // allocate a new one
- if (!f ) {
- if ( !r_inactiveFlares ) {
- // the list is completely full
- return;
- }
- f = r_inactiveFlares;
- r_inactiveFlares = r_inactiveFlares->next;
- f->next = r_activeFlares;
- r_activeFlares = f;
-
- f->surface = surface;
- f->frameSceneNum = backEnd.viewParms.frameSceneNum;
- f->inPortal = backEnd.viewParms.isPortal;
- f->addedFrame = -1;
- }
-
- if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) {
- f->visible = qfalse;
- f->fadeTime = backEnd.refdef.time - 2000;
- }
-
- f->addedFrame = backEnd.viewParms.frameCount;
- f->fogNum = fogNum;
-
- 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 );
- }
-
- // save info needed to test
- f->windowX = backEnd.viewParms.viewportX + window[0];
- f->windowY = backEnd.viewParms.viewportY + window[1];
-
- f->eyeZ = eye[2];
-}
-
-/*
-==================
-RB_AddDlightFlares
-==================
-*/
-void RB_AddDlightFlares( void ) {
- dlight_t *l;
- int i, j, k;
- fog_t *fog;
-
- if ( !r_flares->integer ) {
- return;
- }
-
- l = backEnd.refdef.dlights;
- 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] ) {
- break;
- }
- }
- if ( k == 3 ) {
- break;
- }
- }
- if ( j == tr.world->numfogs ) {
- j = 0;
- }
-
- RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
- }
-}
-
-/*
-===============================================================================
-
-FLARE BACK END
-
-===============================================================================
-*/
-
-/*
-==================
-RB_TestFlare
-==================
-*/
-void RB_TestFlare( flare_t *f ) {
- float depth;
- qboolean visible;
- float fade;
- float screenZ;
-
- backEnd.pc.c_flareTests++;
-
- // doing a readpixels is as good as doing a glFinish(), so
- // don't bother with another sync
- glState.finishCalled = qfalse;
-
- // read back the z buffer contents
- qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
-
- screenZ = backEnd.viewParms.projectionMatrix[14] /
- ( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
-
- visible = ( -f->eyeZ - -screenZ ) < 24;
-
- if ( visible ) {
- if ( !f->visible ) {
- f->visible = qtrue;
- f->fadeTime = backEnd.refdef.time - 1;
- }
- fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
- } else {
- if ( f->visible ) {
- f->visible = qfalse;
- f->fadeTime = backEnd.refdef.time - 1;
- }
- fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
- }
-
- if ( fade < 0 ) {
- fade = 0;
- }
- if ( fade > 1 ) {
- fade = 1;
- }
-
- f->drawIntensity = fade;
-}
-
-
-/*
-==================
-RB_RenderFlare
-==================
-*/
-void RB_RenderFlare( flare_t *f ) {
- float size;
- vec3_t color;
- int iColor[3];
-
- 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;
-
- size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / -f->eyeZ );
-
- RB_BeginSurface( tr.flareShader, f->fogNum );
-
- // FIXME: use quadstamp?
- tess.xyz[tess.numVertexes][0] = f->windowX - size;
- tess.xyz[tess.numVertexes][1] = f->windowY - size;
- tess.texCoords[tess.numVertexes][0][0] = 0;
- tess.texCoords[tess.numVertexes][0][1] = 0;
- tess.vertexColors[tess.numVertexes][0] = iColor[0];
- tess.vertexColors[tess.numVertexes][1] = iColor[1];
- tess.vertexColors[tess.numVertexes][2] = iColor[2];
- tess.vertexColors[tess.numVertexes][3] = 255;
- tess.numVertexes++;
-
- tess.xyz[tess.numVertexes][0] = f->windowX - size;
- tess.xyz[tess.numVertexes][1] = f->windowY + size;
- tess.texCoords[tess.numVertexes][0][0] = 0;
- tess.texCoords[tess.numVertexes][0][1] = 1;
- tess.vertexColors[tess.numVertexes][0] = iColor[0];
- tess.vertexColors[tess.numVertexes][1] = iColor[1];
- tess.vertexColors[tess.numVertexes][2] = iColor[2];
- tess.vertexColors[tess.numVertexes][3] = 255;
- tess.numVertexes++;
-
- tess.xyz[tess.numVertexes][0] = f->windowX + size;
- tess.xyz[tess.numVertexes][1] = f->windowY + size;
- tess.texCoords[tess.numVertexes][0][0] = 1;
- tess.texCoords[tess.numVertexes][0][1] = 1;
- tess.vertexColors[tess.numVertexes][0] = iColor[0];
- tess.vertexColors[tess.numVertexes][1] = iColor[1];
- tess.vertexColors[tess.numVertexes][2] = iColor[2];
- tess.vertexColors[tess.numVertexes][3] = 255;
- tess.numVertexes++;
-
- tess.xyz[tess.numVertexes][0] = f->windowX + size;
- tess.xyz[tess.numVertexes][1] = f->windowY - size;
- tess.texCoords[tess.numVertexes][0][0] = 1;
- tess.texCoords[tess.numVertexes][0][1] = 0;
- tess.vertexColors[tess.numVertexes][0] = iColor[0];
- tess.vertexColors[tess.numVertexes][1] = iColor[1];
- tess.vertexColors[tess.numVertexes][2] = iColor[2];
- tess.vertexColors[tess.numVertexes][3] = 255;
- 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;
-
- RB_EndSurface();
-}
-
-/*
-==================
-RB_RenderFlares
-
-Because flares are simulating an occular effect, they should be drawn after
-everything (all views) in the entire frame has been drawn.
-
-Because of the way portals use the depth buffer to mark off areas, the
-needed information would be lost after each view, so we are forced to draw
-flares after each view.
-
-The resulting artifact is that flares in mirrors or portals don't dim properly
-when occluded by something in the main view, and portal flares that should
-extend past the portal edge will be overwritten.
-==================
-*/
-void RB_RenderFlares (void) {
- flare_t *f;
- flare_t **prev;
- qboolean draw;
-
- if ( !r_flares->integer ) {
- return;
- }
-
-// RB_AddDlightFlares();
-
- // perform z buffer readback on each flare in this view
- draw = qfalse;
- prev = &r_activeFlares;
- while ( ( f = *prev ) != NULL ) {
- // throw out any flares that weren't added last frame
- if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
- *prev = f->next;
- f->next = r_inactiveFlares;
- r_inactiveFlares = f;
- continue;
- }
-
- // don't draw any here that aren't from this scene / portal
- f->drawIntensity = 0;
- if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
- && f->inPortal == backEnd.viewParms.isPortal ) {
- RB_TestFlare( f );
- if ( f->drawIntensity ) {
- draw = qtrue;
- } else {
- // this flare has completely faded out, so remove it from the chain
- *prev = f->next;
- f->next = r_inactiveFlares;
- r_inactiveFlares = f;
- continue;
- }
- }
-
- prev = &f->next;
- }
-
- if ( !draw ) {
- return; // none visible
- }
-
- if ( backEnd.viewParms.isPortal ) {
- qglDisable (GL_CLIP_PLANE0);
- }
-
- qglPushMatrix();
- qglLoadIdentity();
- qglMatrixMode( GL_PROJECTION );
- qglPushMatrix();
- qglLoadIdentity();
- qglOrtho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
- backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
- -99999, 99999 );
-
- for ( f = r_activeFlares ; f ; f = f->next ) {
- if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
- && f->inPortal == backEnd.viewParms.isPortal
- && f->drawIntensity ) {
- RB_RenderFlare( f );
- }
- }
-
- qglPopMatrix();
- qglMatrixMode( GL_MODELVIEW );
- qglPopMatrix();
-}
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// tr_flares.c + +#include "tr_local.h" + +/* +============================================================================= + +LIGHT FLARES + +A light flare is an effect that takes place inside the eye when bright light +sources are visible. The size of the flare reletive to the screen is nearly +constant, irrespective of distance, but the intensity should be proportional to the +projected area of the light source. + +A surface that has been flagged as having a light flare will calculate the depth +buffer value that it's midpoint should have when the surface is added. + +After all opaque surfaces have been rendered, the depth buffer is read back for +each flare in view. If the point has not been obscured by a closer surface, the +flare should be drawn. + +Surfaces that have a repeated texture should never be flagged as flaring, because +there will only be a single flare added at the midpoint of the polygon. + +To prevent abrupt popping, the intensity of the flare is interpolated up and +down as it changes visibility. This involves scene to scene state, unlike almost +all other aspects of the renderer, and is complicated by the fact that a single +frame may have multiple scenes. + +RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially +up to five or more times in a frame with 3D status bar icons). + +============================================================================= +*/ + + +// flare states maintain visibility over multiple frames for fading +// layers: view, mirror, menu +typedef struct flare_s { + struct flare_s *next; // for active chain + + int addedFrame; + + qboolean inPortal; // true if in a portal view of the scene + int frameSceneNum; + void *surface; + int fogNum; + + int fadeTime; + + qboolean visible; // state of last test + float drawIntensity; // may be non 0 even if !visible due to fading + + int windowX, windowY; + float eyeZ; + + vec3_t color; +} flare_t; + +#define MAX_FLARES 128 + +flare_t r_flareStructs[MAX_FLARES]; +flare_t *r_activeFlares, *r_inactiveFlares; + +/* +================== +R_ClearFlares +================== +*/ +void R_ClearFlares( void ) { + int i; + + Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) ); + r_activeFlares = NULL; + r_inactiveFlares = NULL; + + for ( i = 0 ; i < MAX_FLARES ; i++ ) { + r_flareStructs[i].next = r_inactiveFlares; + r_inactiveFlares = &r_flareStructs[i]; + } +} + + +/* +================== +RB_AddFlare + +This is called at surface tesselation time +================== +*/ +void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) { + int i; + flare_t *f, *oldest; + vec3_t local; + float d; + vec4_t eye, clip, normalized, window; + + backEnd.pc.c_flareAdds++; + + // if the point is off the screen, don't bother adding it + // calculate screen coordinates and depth + R_TransformModelToClip( point, backEnd.or.modelMatrix, + backEnd.viewParms.projectionMatrix, eye, clip ); + + // check to see if the point is completely off screen + for ( i = 0 ; i < 3 ; i++ ) { + if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) { + return; + } + } + + R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window ); + + if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth + || window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) { + return; // shouldn't happen, since we check the clip[] above, except for FP rounding + } + + // see if a flare with a matching surface, scene, and view exists + oldest = r_flareStructs; + for ( f = r_activeFlares ; f ; f = f->next ) { + if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum + && f->inPortal == backEnd.viewParms.isPortal ) { + break; + } + } + + // allocate a new one + if (!f ) { + if ( !r_inactiveFlares ) { + // the list is completely full + return; + } + f = r_inactiveFlares; + r_inactiveFlares = r_inactiveFlares->next; + f->next = r_activeFlares; + r_activeFlares = f; + + f->surface = surface; + f->frameSceneNum = backEnd.viewParms.frameSceneNum; + f->inPortal = backEnd.viewParms.isPortal; + f->addedFrame = -1; + } + + if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) { + f->visible = qfalse; + f->fadeTime = backEnd.refdef.time - 2000; + } + + f->addedFrame = backEnd.viewParms.frameCount; + f->fogNum = fogNum; + + 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 ); + } + + // save info needed to test + f->windowX = backEnd.viewParms.viewportX + window[0]; + f->windowY = backEnd.viewParms.viewportY + window[1]; + + f->eyeZ = eye[2]; +} + +/* +================== +RB_AddDlightFlares +================== +*/ +void RB_AddDlightFlares( void ) { + dlight_t *l; + int i, j, k; + fog_t *fog; + + if ( !r_flares->integer ) { + return; + } + + l = backEnd.refdef.dlights; + 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] ) { + break; + } + } + if ( k == 3 ) { + break; + } + } + if ( j == tr.world->numfogs ) { + j = 0; + } + + RB_AddFlare( (void *)l, j, l->origin, l->color, NULL ); + } +} + +/* +=============================================================================== + +FLARE BACK END + +=============================================================================== +*/ + +/* +================== +RB_TestFlare +================== +*/ +void RB_TestFlare( flare_t *f ) { + float depth; + qboolean visible; + float fade; + float screenZ; + + backEnd.pc.c_flareTests++; + + // doing a readpixels is as good as doing a glFinish(), so + // don't bother with another sync + glState.finishCalled = qfalse; + + // read back the z buffer contents + qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth ); + + screenZ = backEnd.viewParms.projectionMatrix[14] / + ( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] ); + + visible = ( -f->eyeZ - -screenZ ) < 24; + + if ( visible ) { + if ( !f->visible ) { + f->visible = qtrue; + f->fadeTime = backEnd.refdef.time - 1; + } + fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value; + } else { + if ( f->visible ) { + f->visible = qfalse; + f->fadeTime = backEnd.refdef.time - 1; + } + fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value; + } + + if ( fade < 0 ) { + fade = 0; + } + if ( fade > 1 ) { + fade = 1; + } + + f->drawIntensity = fade; +} + + +/* +================== +RB_RenderFlare +================== +*/ +void RB_RenderFlare( flare_t *f ) { + float size; + vec3_t color; + int iColor[3]; + + 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; + + size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / -f->eyeZ ); + + RB_BeginSurface( tr.flareShader, f->fogNum ); + + // FIXME: use quadstamp? + tess.xyz[tess.numVertexes][0] = f->windowX - size; + tess.xyz[tess.numVertexes][1] = f->windowY - size; + tess.texCoords[tess.numVertexes][0][0] = 0; + tess.texCoords[tess.numVertexes][0][1] = 0; + tess.vertexColors[tess.numVertexes][0] = iColor[0]; + tess.vertexColors[tess.numVertexes][1] = iColor[1]; + tess.vertexColors[tess.numVertexes][2] = iColor[2]; + tess.vertexColors[tess.numVertexes][3] = 255; + tess.numVertexes++; + + tess.xyz[tess.numVertexes][0] = f->windowX - size; + tess.xyz[tess.numVertexes][1] = f->windowY + size; + tess.texCoords[tess.numVertexes][0][0] = 0; + tess.texCoords[tess.numVertexes][0][1] = 1; + tess.vertexColors[tess.numVertexes][0] = iColor[0]; + tess.vertexColors[tess.numVertexes][1] = iColor[1]; + tess.vertexColors[tess.numVertexes][2] = iColor[2]; + tess.vertexColors[tess.numVertexes][3] = 255; + tess.numVertexes++; + + tess.xyz[tess.numVertexes][0] = f->windowX + size; + tess.xyz[tess.numVertexes][1] = f->windowY + size; + tess.texCoords[tess.numVertexes][0][0] = 1; + tess.texCoords[tess.numVertexes][0][1] = 1; + tess.vertexColors[tess.numVertexes][0] = iColor[0]; + tess.vertexColors[tess.numVertexes][1] = iColor[1]; + tess.vertexColors[tess.numVertexes][2] = iColor[2]; + tess.vertexColors[tess.numVertexes][3] = 255; + tess.numVertexes++; + + tess.xyz[tess.numVertexes][0] = f->windowX + size; + tess.xyz[tess.numVertexes][1] = f->windowY - size; + tess.texCoords[tess.numVertexes][0][0] = 1; + tess.texCoords[tess.numVertexes][0][1] = 0; + tess.vertexColors[tess.numVertexes][0] = iColor[0]; + tess.vertexColors[tess.numVertexes][1] = iColor[1]; + tess.vertexColors[tess.numVertexes][2] = iColor[2]; + tess.vertexColors[tess.numVertexes][3] = 255; + 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; + + RB_EndSurface(); +} + +/* +================== +RB_RenderFlares + +Because flares are simulating an occular effect, they should be drawn after +everything (all views) in the entire frame has been drawn. + +Because of the way portals use the depth buffer to mark off areas, the +needed information would be lost after each view, so we are forced to draw +flares after each view. + +The resulting artifact is that flares in mirrors or portals don't dim properly +when occluded by something in the main view, and portal flares that should +extend past the portal edge will be overwritten. +================== +*/ +void RB_RenderFlares (void) { + flare_t *f; + flare_t **prev; + qboolean draw; + + if ( !r_flares->integer ) { + return; + } + +// RB_AddDlightFlares(); + + // perform z buffer readback on each flare in this view + draw = qfalse; + prev = &r_activeFlares; + while ( ( f = *prev ) != NULL ) { + // throw out any flares that weren't added last frame + if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) { + *prev = f->next; + f->next = r_inactiveFlares; + r_inactiveFlares = f; + continue; + } + + // don't draw any here that aren't from this scene / portal + f->drawIntensity = 0; + if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum + && f->inPortal == backEnd.viewParms.isPortal ) { + RB_TestFlare( f ); + if ( f->drawIntensity ) { + draw = qtrue; + } else { + // this flare has completely faded out, so remove it from the chain + *prev = f->next; + f->next = r_inactiveFlares; + r_inactiveFlares = f; + continue; + } + } + + prev = &f->next; + } + + if ( !draw ) { + return; // none visible + } + + if ( backEnd.viewParms.isPortal ) { + qglDisable (GL_CLIP_PLANE0); + } + + qglPushMatrix(); + qglLoadIdentity(); + qglMatrixMode( GL_PROJECTION ); + qglPushMatrix(); + qglLoadIdentity(); + qglOrtho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, + backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, + -99999, 99999 ); + + for ( f = r_activeFlares ; f ; f = f->next ) { + if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum + && f->inPortal == backEnd.viewParms.isPortal + && f->drawIntensity ) { + RB_RenderFlare( f ); + } + } + + qglPopMatrix(); + qglMatrixMode( GL_MODELVIEW ); + qglPopMatrix(); +} + |