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-rw-r--r--src/cgame/cg_ents.c202
-rw-r--r--src/cgame/cg_local.h8
2 files changed, 113 insertions, 97 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 6283e7ff..5c7c6cab 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -542,7 +542,7 @@ static void CG_LightFlare( centity_t *cent )
float len;
trace_t tr;
float maxAngle;
- vec3_t mins, maxs, dir, start, end;
+ vec3_t mins, maxs, start, end;
float srcRadius, srLocal, ratio = 1.0f;
es = &cent->currentState;
@@ -565,13 +565,6 @@ static void CG_LightFlare( centity_t *cent )
memset( &flare, 0, sizeof( flare ) );
- //bunch of geometry
- AngleVectors( es->angles, forward, NULL, NULL );
- VectorCopy( cent->lerpOrigin, flare.origin );
- VectorSubtract( flare.origin, cg.refdef.vieworg, delta );
- len = VectorLength( delta );
- VectorNormalize( delta );
-
flare.reType = RT_SPRITE;
flare.customShader = cgs.gameShaders[ es->modelindex ];
flare.shaderRGBA[ 0 ] = 0xFF;
@@ -582,115 +575,136 @@ static void CG_LightFlare( centity_t *cent )
//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 ];
+ //bunch of geometry
+ AngleVectors( es->angles, forward, NULL, NULL );
+ VectorCopy( cent->lerpOrigin, flare.origin );
+ VectorSubtract( flare.origin, cg.refdef.vieworg, delta );
+ len = VectorLength( delta );
+ VectorNormalize( delta );
- if( es->origin2[ 2 ] == 0 )
- srcRadius = srLocal = flare.radius / 2.0f;
- else
- srcRadius = srLocal = len / es->origin2[ 2 ];
-
- maxAngle = es->origin2[ 1 ];
+ //don't bother for flares behind the view plane
+ if( DotProduct( delta, cg.refdef.viewaxis[ 0 ] ) < 0.0 )
+ return;
- if( maxAngle > 0.0f )
+ //only recalculate radius and ratio every three frames
+ if( !( cg.clientFrame % 3 ) )
{
- float radiusMod = 1.0f - ( 180.0f - RAD2DEG(
- acos( DotProduct( delta, forward ) ) ) ) / maxAngle;
-
- if( es->eFlags & EF_NODRAW )
- flare.radius *= radiusMod;
- else if( radiusMod < 0.0f )
- flare.radius = 0.0f;
- }
+ //can only see the flare when in front of it
+ flare.radius = len / es->origin2[ 0 ];
- if( flare.radius < 0.0f )
- flare.radius = 0.0f;
-
- VectorSubtract( cg.refdef.vieworg, flare.origin, dir );
- VectorNormalize( dir );
- VectorMA( flare.origin, flare.radius, dir, end );
- VectorMA( cg.refdef.vieworg, -flare.radius, dir, start );
-
- if( cg_lightFlare.integer == FLARE_REALFADE )
- {
- //draw "correct" albeit inefficient flares
- srLocal = cent->lastFlareRadius;
+ if( es->origin2[ 2 ] == 0 )
+ srcRadius = srLocal = flare.radius / 2.0f;
+ else
+ srcRadius = srLocal = len / es->origin2[ 2 ];
- //flare radius is likely to be the same as last frame so start with it
- do
+ maxAngle = es->origin2[ 1 ];
+
+ if( maxAngle > 0.0f )
{
- srLocal += RADIUSSTEP;
- SETBOUNDS( mins, maxs, srLocal );
- CG_Trace( &tr, start, mins, maxs, end,
- cg.predictedPlayerState.clientNum, MASK_SHOT );
+ float radiusMod = 1.0f - ( 180.0f - RAD2DEG(
+ acos( DotProduct( delta, forward ) ) ) ) / maxAngle;
+
+ if( es->eFlags & EF_NODRAW )
+ flare.radius *= radiusMod;
+ else if( radiusMod < 0.0f )
+ flare.radius = 0.0f;
+ }
- } while( ( tr.fraction == 1.0f && !tr.startsolid ) && ( srLocal < srcRadius ) );
+ if( flare.radius < 0.0f )
+ flare.radius = 0.0f;
- srLocal -= RADIUSSTEP;
+ VectorMA( flare.origin, -flare.radius, delta, end );
+ VectorMA( cg.refdef.vieworg, flare.radius, delta, start );
- //shink the flare until there is a los
- do
+ if( cg_lightFlare.integer == FLARE_REALFADE )
{
- SETBOUNDS( mins, maxs, srLocal );
- CG_Trace( &tr, start, mins, maxs, end,
- cg.predictedPlayerState.clientNum, MASK_SHOT );
+ //draw "correct" albeit inefficient flares
+ srLocal = cent->lastFlareSrcRadius;
+
+ //flare radius is likely to be the same as last frame so start with it
+ do
+ {
+ srLocal += RADIUSSTEP;
+ SETBOUNDS( mins, maxs, srLocal );
+ CG_Trace( &tr, start, mins, maxs, end,
+ cg.predictedPlayerState.clientNum, MASK_SHOT );
+ } while( ( tr.fraction == 1.0f && !tr.startsolid ) && ( srLocal < srcRadius ) );
+
srLocal -= RADIUSSTEP;
- } while( ( tr.fraction < 1.0f || tr.startsolid ) && ( srLocal > 0.0f ) );
-
- ratio = srLocal / srcRadius;
+
+ //shink the flare until there is a los
+ do
+ {
+ SETBOUNDS( mins, maxs, srLocal );
+ CG_Trace( &tr, start, mins, maxs, end,
+ cg.predictedPlayerState.clientNum, MASK_SHOT );
- cent->lastFlareRadius = srLocal;
- }
- else if( cg_lightFlare.integer == FLARE_TIMEFADE )
- {
- //draw timed flares
- SETBOUNDS( mins, maxs, srcRadius );
- 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;
- if( ( tr.fraction < 1.0f || tr.startsolid ) && cent->flareStatus )
- {
- cent->flareStatus = qfalse;
- cent->lastFlareTime = cg.time;
+ cent->lastFlareSrcRadius = srLocal;
}
- else if( ( tr.fraction == 1.0f && !tr.startsolid ) && !cent->flareStatus )
+ else if( cg_lightFlare.integer == FLARE_TIMEFADE )
{
- cent->flareStatus = qtrue;
- cent->lastFlareTime = cg.time;
- }
+ //draw timed flares
+ SETBOUNDS( mins, maxs, srcRadius );
+ CG_Trace( &tr, start, mins, maxs, end,
+ cg.predictedPlayerState.clientNum, MASK_SHOT );
- //fade flare up
- if( cent->flareStatus )
- {
- if( cent->lastFlareTime + es->time > cg.time )
- ratio = (float)( cg.time - cent->lastFlareTime ) / es->time;
- }
-
- //fade flare down
- if( !cent->flareStatus )
- {
- if( cent->lastFlareTime + es->time > cg.time )
+ if( ( tr.fraction < 1.0f || tr.startsolid ) && cent->flareStatus )
{
- ratio = (float)( cg.time - cent->lastFlareTime ) / es->time;
- ratio = 1.0f - ratio;
+ cent->flareStatus = qfalse;
+ cent->lastFlareTime = cg.time;
}
- else
- return;
+ else if( ( tr.fraction == 1.0f && !tr.startsolid ) && !cent->flareStatus )
+ {
+ cent->flareStatus = qtrue;
+ cent->lastFlareTime = cg.time;
+ }
+
+ //fade flare up
+ if( cent->flareStatus )
+ {
+ if( cent->lastFlareTime + es->time > cg.time )
+ ratio = (float)( cg.time - cent->lastFlareTime ) / es->time;
+ }
+
+ //fade flare down
+ if( !cent->flareStatus )
+ {
+ if( cent->lastFlareTime + es->time > cg.time )
+ {
+ ratio = (float)( cg.time - cent->lastFlareTime ) / es->time;
+ ratio = 1.0f - ratio;
+ }
+ else
+ ratio = 0.0f;
+ }
+ }
+ else if( cg_lightFlare.integer == FLARE_NOFADE )
+ {
+ //draw nofade flares
+ SETBOUNDS( mins, maxs, srcRadius );
+ CG_Trace( &tr, start, mins, maxs, end,
+ cg.predictedPlayerState.clientNum, MASK_SHOT );
+
+ //flare source occluded
+ if( ( tr.fraction < 1.0f || tr.startsolid ) )
+ ratio = 0.0f;
}
}
- else if( cg_lightFlare.integer == FLARE_NOFADE )
+ else
{
- //draw nofade flares
- SETBOUNDS( mins, maxs, srcRadius );
- CG_Trace( &tr, start, mins, maxs, end,
- cg.predictedPlayerState.clientNum, MASK_SHOT );
-
- //flare source occluded
- if( ( tr.fraction < 1.0f || tr.startsolid ) )
- return;
+ ratio = cent->lastFlareRatio;
+ flare.radius = cent->lastFlareRadius;
}
-
+
+ cent->lastFlareRatio = ratio;
+ cent->lastFlareRadius = flare.radius;
+
if( ratio < 1.0f )
{
flare.radius *= ratio;
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index cf125215..05783824 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -217,9 +217,11 @@ typedef struct centity_s
int buildableSparkTime;
int buildableBleedTime;
- float lastFlareRadius; //caching of likely flare radius
- int lastFlareTime; //last time flare was visible/occluded
- qboolean flareStatus; //flare is visble?
+ float lastFlareSrcRadius; //caching of likely flare source radius
+ float lastFlareRadius; //caching of likely flare radius
+ float lastFlareRatio; //caching of likely flare ratio
+ int lastFlareTime; //last time flare was visible/occluded
+ qboolean flareStatus; //flare is visble?
} centity_t;