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authorTim Angus <tim@ngus.net>2002-10-07 22:53:48 +0000
committerTim Angus <tim@ngus.net>2002-10-07 22:53:48 +0000
commit87ec2cf6d4fae86b41330fd835ade3945c313abd (patch)
treec8e102fe9a9b16e7c6d6794d640d9dd1640efaf0
parent56d3022eff41ec9e55740f53955ab172e3b78110 (diff)
* Added light flare fading where central light source is occluded
-rw-r--r--src/cgame/cg_draw.c2
-rw-r--r--src/cgame/cg_ents.c40
2 files changed, 40 insertions, 2 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index cf35d086..055fc939 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -1056,7 +1056,7 @@ CG_DrawFPS
==================
*/
//TA: personally i think this should be longer - it should really be a cvar
-#define FPS_FRAMES 40
+#define FPS_FRAMES 20
#define FPS_STRING "fps"
static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y,
float scale, vec4_t color, int align, int textStyle )
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index deaf9c56..55940b34 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -431,6 +431,10 @@ static void CG_Portal( centity_t *cent )
//============================================================================
+#define SETBOUNDS(v1,v2,r) ((v1)[0]=(-r/2),(v1)[1]=(-r/2),(v1)[2]=(-r/2),\
+ (v2)[0]=(r/2),(v2)[1]=(r/2),(v2)[2]=(r/2))
+#define RADIUSSTEP 1.0f
+
/*
=========================
CG_LightFlare
@@ -444,6 +448,8 @@ static void CG_LightFlare( centity_t *cent )
float len;
trace_t tr;
float maxAngle;
+ vec3_t mins, maxs, dir, start, end;
+ float srcRadius, srLocal, ratio;
es = &cent->currentState;
@@ -462,14 +468,24 @@ static void CG_LightFlare( centity_t *cent )
flare.shaderRGBA[ 1 ] = 0xFF;
flare.shaderRGBA[ 2 ] = 0xFF;
flare.shaderRGBA[ 3 ] = 0xFF;
+
+ //flares always drawn before the rest of the scene
+ flare.renderfx |= RF_DEPTHHACK;
//can only see the flare when in front of it
flare.radius = len / es->origin2[ 0 ];
+
+ if( es->origin2[ 1 ] == 0 )
+ srcRadius = srLocal = flare.radius / 2.0f;
+ else
+ srcRadius = srLocal = len / es->origin2[ 1 ];
+
maxAngle = es->origin2[ 1 ];
if( maxAngle > 0.0f )
{
- float radiusMod = 1.0f - ( 180.0f - RAD2DEG( acos( DotProduct( delta, forward ) ) ) ) / maxAngle;
+ float radiusMod = 1.0f - ( 180.0f - RAD2DEG(
+ acos( DotProduct( delta, forward ) ) ) ) / maxAngle;
if( es->eFlags & EF_NODRAW )
flare.radius *= radiusMod;
@@ -485,6 +501,28 @@ static void CG_LightFlare( centity_t *cent )
if( tr.fraction < 1.0f )
return;
+ VectorSubtract( cg.refdef.vieworg, flare.origin, dir );
+ VectorNormalize( dir );
+ VectorMA( flare.origin, 1.5f * flare.radius, dir, end );
+ VectorMA( cg.refdef.vieworg, -flare.radius, dir, start );
+
+ do
+ {
+ SETBOUNDS( mins, maxs, srLocal );
+ CG_Trace( &tr, start, mins, maxs, end,
+ cg.predictedPlayerState.clientNum, MASK_SHOT );
+
+ srLocal -= RADIUSSTEP;
+ } while( ( tr.fraction < 1.0f || tr.startsolid ) && ( srLocal > 0.0f ) );
+
+ ratio = srLocal / srcRadius;
+
+ flare.radius *= ratio;
+ flare.shaderRGBA[ 3 ] = (byte)( (float)flare.shaderRGBA[ 3 ] * ratio );
+
+ if( flare.radius <= 0.0f )
+ return;
+
trap_R_AddRefEntityToScene( &flare );
}