diff options
author | Tim Angus <tim@ngus.net> | 2006-05-06 17:18:02 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2006-05-06 17:18:02 +0000 |
commit | bb7bd83aaec4504b4fb90919cccaaf4d9a7b418d (patch) | |
tree | a99058fef0dbf93af48dab4581b9f785d93e68ff /src/renderer/tr_flares.c | |
parent | bd9d761dd958aef00218de084bae00eb9bf788a4 (diff) |
* Merged ioq3-r775
- SDL_GammaRamp stuff
- Anisotropic texture filtering
- q3testesque r_flares
- cl_guid
- Security fixes
Diffstat (limited to 'src/renderer/tr_flares.c')
-rw-r--r-- | src/renderer/tr_flares.c | 128 |
1 files changed, 105 insertions, 23 deletions
diff --git a/src/renderer/tr_flares.c b/src/renderer/tr_flares.c index 17e21976..f8fb222d 100644 --- a/src/renderer/tr_flares.c +++ b/src/renderer/tr_flares.c @@ -76,6 +76,7 @@ typedef struct flare_s { int windowX, windowY; float eyeZ; + vec3_t origin; vec3_t color; } flare_t; @@ -84,6 +85,8 @@ typedef struct flare_s { flare_t r_flareStructs[MAX_FLARES]; flare_t *r_activeFlares, *r_inactiveFlares; +int flareCoeff; + /* ================== R_ClearFlares @@ -114,11 +117,22 @@ 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, @@ -172,16 +186,12 @@ 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]; @@ -198,31 +208,39 @@ 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 ); } @@ -295,16 +313,65 @@ 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 ); - size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / -f->eyeZ ); +/* + * 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)); +*/ +/* + * 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 * intensity, color); + +// Calculations for fogging + if(tr.world && f->fogNum < tr.world->numfogs) + { + tess.numVertexes = 1; + VectorCopy(f->origin, tess.xyz[0]); + tess.fogNum = f->fogNum; + + RB_CalcModulateColorsByFog(fogFactors); + + // We don't need to render the flare if colors are 0 anyways. + if(!(fogFactors[0] || fogFactors[1] || fogFactors[2])) + return; + } + + 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? @@ -383,6 +450,21 @@ 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 |