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:
Artem Kharytoniuk 2017-05-18 21:24:54 +03:00
parent e72ab2dbff
commit 1d38f1774f
11 changed files with 0 additions and 526 deletions

View File

@ -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" />

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@ -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>

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@ -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();
}

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@ -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

View File

@ -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();
}

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@ -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);

View File

@ -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 );

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@ -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;

View File

@ -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;

View File

@ -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

View File

@ -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 );
}
/*