diff options
Diffstat (limited to 'ioq3-r437/src/renderer/tr_flares.c')
-rw-r--r-- | ioq3-r437/src/renderer/tr_flares.c | 447 |
1 files changed, 0 insertions, 447 deletions
diff --git a/ioq3-r437/src/renderer/tr_flares.c b/ioq3-r437/src/renderer/tr_flares.c deleted file mode 100644 index 65fb2ba7..00000000 --- a/ioq3-r437/src/renderer/tr_flares.c +++ /dev/null @@ -1,447 +0,0 @@ -/* -=========================================================================== -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 Quake III Arena source code; 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(); -} - |