Removed light flares code.
Corresponding code was disabled in original codebase (AddDlightFlares call ), so decision is do not support it.
This commit is contained in:
parent
e72ab2dbff
commit
1d38f1774f
|
|
@ -107,7 +107,6 @@
|
|||
<ClCompile Include="..\..\src\engine\renderer\tr_bsp.c" />
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_cmds.c" />
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_curve.c" />
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_flares.c" />
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_font.c" />
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_image.c" />
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_init.c" />
|
||||
|
|
|
|||
|
|
@ -29,9 +29,6 @@
|
|||
<ClCompile Include="..\..\src\engine\renderer\tr_curve.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_flares.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\engine\renderer\tr_font.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -608,9 +608,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|||
|
||||
// darken down any stencil shadows
|
||||
RB_ShadowFinish();
|
||||
|
||||
// add light flares on lights that aren't obscured
|
||||
RB_RenderFlares();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -64,11 +64,6 @@ void R_PerformanceCounters( void ) {
|
|||
{
|
||||
ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
|
||||
}
|
||||
else if (r_speeds->integer == 6 )
|
||||
{
|
||||
ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
|
||||
backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
|
||||
}
|
||||
|
||||
Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
|
||||
Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
|
||||
|
|
@ -310,7 +305,6 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
|
|||
}
|
||||
|
||||
tr.frameCount++;
|
||||
tr.frameSceneNum = 0;
|
||||
|
||||
//
|
||||
// texturemode stuff
|
||||
|
|
|
|||
|
|
@ -1,443 +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 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++;
|
||||
|
||||
// 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 = (qboolean) (( -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();
|
||||
}
|
||||
|
||||
|
|
@ -35,9 +35,6 @@ static void GfxInfo_f( void );
|
|||
cvar_t *r_renderAPI;
|
||||
cvar_t *r_twinMode;
|
||||
|
||||
cvar_t *r_flareSize;
|
||||
cvar_t *r_flareFade;
|
||||
|
||||
cvar_t *r_railWidth;
|
||||
cvar_t *r_railCoreWidth;
|
||||
cvar_t *r_railSegmentLength;
|
||||
|
|
@ -95,7 +92,6 @@ cvar_t *r_lightmap;
|
|||
cvar_t *r_vertexLight;
|
||||
cvar_t *r_uiFullScreen;
|
||||
cvar_t *r_shadows;
|
||||
cvar_t *r_flares;
|
||||
cvar_t *r_mode;
|
||||
cvar_t *r_nobind;
|
||||
cvar_t *r_singleShader;
|
||||
|
|
@ -892,7 +888,6 @@ void R_Register( void )
|
|||
//
|
||||
r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT );
|
||||
r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE );
|
||||
r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE );
|
||||
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
|
||||
AssertCvarRange( r_znear, 0.001f, 200, qtrue );
|
||||
r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
|
||||
|
|
@ -927,9 +922,6 @@ void R_Register( void )
|
|||
r_lightmap = ri.Cvar_Get ("r_lightmap", "0", 0 );
|
||||
r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT );
|
||||
|
||||
r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT);
|
||||
r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT);
|
||||
|
||||
r_showSmp = ri.Cvar_Get ("r_showSmp", "0", CVAR_CHEAT);
|
||||
r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT);
|
||||
|
||||
|
|
|
|||
|
|
@ -480,7 +480,6 @@ typedef struct {
|
|||
vec3_t pvsOrigin; // may be different than or.origin for portals
|
||||
qboolean isPortal; // true if this view is through a portal
|
||||
qboolean isMirror; // the portal is a mirror, invert the face culling
|
||||
int frameSceneNum; // copied from tr.frameSceneNum
|
||||
int frameCount; // copied from tr.frameCount
|
||||
cplane_t portalPlane; // clip anything behind this if mirroring
|
||||
int viewportX, viewportY, viewportWidth, viewportHeight;
|
||||
|
|
@ -814,10 +813,6 @@ typedef struct {
|
|||
int c_dlightVertexes;
|
||||
int c_dlightIndexes;
|
||||
|
||||
int c_flareAdds;
|
||||
int c_flareTests;
|
||||
int c_flareRenders;
|
||||
|
||||
int msec; // total msec for backend run
|
||||
} backEndCounters_t;
|
||||
|
||||
|
|
@ -850,14 +845,11 @@ typedef struct {
|
|||
|
||||
int visCount; // incremented every time a new vis cluster is entered
|
||||
int frameCount; // incremented every frame
|
||||
int sceneCount; // incremented every scene
|
||||
int viewCount; // incremented every view (twice a scene if portaled)
|
||||
// and every R_MarkFragments call
|
||||
|
||||
int smpFrame; // toggles from 0 to 1 every endFrame
|
||||
|
||||
int frameSceneNum; // zeroed at RE_BeginFrame
|
||||
|
||||
qboolean worldMapLoaded;
|
||||
world_t *world;
|
||||
|
||||
|
|
@ -867,7 +859,6 @@ typedef struct {
|
|||
image_t *scratchImage[32];
|
||||
image_t *fogImage;
|
||||
image_t *dlightImage; // inverse-quare highlight for projective adding
|
||||
image_t *flareImage;
|
||||
image_t *whiteImage; // full of 0xff
|
||||
image_t *identityLightImage; // full of tr.identityLightByte
|
||||
|
||||
|
|
@ -876,8 +867,6 @@ typedef struct {
|
|||
shader_t *shadowShader;
|
||||
shader_t *projectionShadowShader;
|
||||
|
||||
shader_t *flareShader;
|
||||
|
||||
int numLightmaps;
|
||||
image_t *lightmaps[MAX_LIGHTMAPS];
|
||||
|
||||
|
|
@ -952,9 +941,6 @@ extern cvar_t *r_twinMode; // If enabled, renderer creates two separate wind
|
|||
// The first window uses rendering API specified by r_renderAPI,
|
||||
// the second window uses rendering API corresponding to (1 - r_renderAPI).
|
||||
|
||||
extern cvar_t *r_flareSize;
|
||||
extern cvar_t *r_flareFade;
|
||||
|
||||
extern cvar_t *r_railWidth;
|
||||
extern cvar_t *r_railCoreWidth;
|
||||
extern cvar_t *r_railSegmentLength;
|
||||
|
|
@ -1027,7 +1013,6 @@ extern cvar_t *r_showsky; // forces sky in front of all surfaces
|
|||
extern cvar_t *r_shownormals; // draws wireframe normals
|
||||
|
||||
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
|
||||
extern cvar_t *r_flares; // light flares
|
||||
|
||||
extern cvar_t *r_intensity;
|
||||
|
||||
|
|
@ -1284,21 +1269,6 @@ void R_AddBrushModelSurfaces( trRefEntity_t *e );
|
|||
void R_AddWorldSurfaces( void );
|
||||
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
|
||||
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
FLARES
|
||||
|
||||
============================================================
|
||||
*/
|
||||
|
||||
void R_ClearFlares( void );
|
||||
|
||||
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
|
||||
void RB_AddDlightFlares( void );
|
||||
void RB_RenderFlares (void);
|
||||
|
||||
/*
|
||||
============================================================
|
||||
|
||||
|
|
@ -1397,7 +1367,6 @@ void RB_SurfaceAnim( md4Surface_t *surfType );
|
|||
*/
|
||||
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
|
||||
vec4_t eye, vec4_t dst );
|
||||
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
|
||||
|
||||
void RB_DeformTessGeometry( void );
|
||||
|
||||
|
|
|
|||
|
|
@ -218,26 +218,6 @@ void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const f
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==========================
|
||||
R_TransformClipToWindow
|
||||
|
||||
==========================
|
||||
*/
|
||||
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
|
||||
normalized[0] = clip[0] / clip[3];
|
||||
normalized[1] = clip[1] / clip[3];
|
||||
normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
|
||||
|
||||
window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
|
||||
window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
|
||||
window[2] = normalized[2];
|
||||
|
||||
window[0] = (int) ( window[0] + 0.5 );
|
||||
window[1] = (int) ( window[1] + 0.5 );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
myGlMultMatrix
|
||||
|
|
@ -1467,7 +1447,6 @@ void R_RenderView (viewParms_t *parms) {
|
|||
tr.viewCount++;
|
||||
|
||||
tr.viewParms = *parms;
|
||||
tr.viewParms.frameSceneNum = tr.frameSceneNum;
|
||||
tr.viewParms.frameCount = tr.frameCount;
|
||||
|
||||
firstDrawSurf = tr.refdef.numDrawSurfs;
|
||||
|
|
|
|||
|
|
@ -535,7 +535,6 @@ void RE_BeginRegistration( glconfig_t *glconfigOut ) {
|
|||
R_SyncRenderThread();
|
||||
|
||||
tr.viewCluster = -1; // force markleafs to regenerate
|
||||
R_ClearFlares();
|
||||
RE_ClearScene();
|
||||
|
||||
tr.registered = qtrue;
|
||||
|
|
|
|||
|
|
@ -354,14 +354,6 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
tr.refdef.num_dlights = 0;
|
||||
}
|
||||
|
||||
// a single frame may have multiple scenes draw inside it --
|
||||
// a 3D game view, 3D status bar renderings, 3D menus, etc.
|
||||
// They need to be distinguished by the light flare code, because
|
||||
// the visibility state for a given surface may be different in
|
||||
// each scene / view.
|
||||
tr.frameSceneNum++;
|
||||
tr.sceneCount++;
|
||||
|
||||
// setup view parms for the initial view
|
||||
//
|
||||
// set up viewport
|
||||
|
|
|
|||
|
|
@ -2918,7 +2918,6 @@ static void CreateInternalShaders( void ) {
|
|||
|
||||
static void CreateExternalShaders( void ) {
|
||||
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
|
||||
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user