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Fix for flares. Can be enabled by setting r_flares 1
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Thilo Schulz committed Apr 20, 2006
1 parent 7aed801 commit c552a46
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Showing 5 changed files with 121 additions and 86 deletions.
124 changes: 101 additions & 23 deletions code/renderer/tr_flares.c
Expand Up @@ -75,6 +75,7 @@ typedef struct flare_s {
int windowX, windowY;
float eyeZ;

vec3_t origin;
vec3_t color;
} flare_t;

Expand All @@ -83,6 +84,8 @@ typedef struct flare_s {
flare_t r_flareStructs[MAX_FLARES];
flare_t *r_activeFlares, *r_inactiveFlares;

int flareCoeff;

/*
==================
R_ClearFlares
Expand Down Expand Up @@ -113,11 +116,22 @@ 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,
Expand Down Expand Up @@ -171,16 +185,12 @@ 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];
Expand All @@ -197,31 +207,39 @@ 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 );
}
Expand Down Expand Up @@ -294,16 +312,61 @@ 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 );

/*
* 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));
*/

size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / -f->eyeZ );
/*
* 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 * tr.identityLight * intensity, color);

// Calculations for fogging
if(f->fogNum)
{
tess.numVertexes = 1;
VectorCopy(f->origin, tess.xyz[0]);
tess.fogNum = f->fogNum;

RB_CalcModulateColorsByFog(fogFactors);
}

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?
Expand Down Expand Up @@ -382,6 +445,21 @@ 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
Expand Down
2 changes: 2 additions & 0 deletions code/renderer/tr_init.c
Expand Up @@ -30,6 +30,7 @@ static void GfxInfo_f( void );

cvar_t *r_flareSize;
cvar_t *r_flareFade;
cvar_t *r_flareCoeff;

cvar_t *r_railWidth;
cvar_t *r_railCoreWidth;
Expand Down Expand Up @@ -997,6 +998,7 @@ void R_Register( void )

r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT);
r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT);
r_flareCoeff = ri.Cvar_Get ("r_flareCoeff", FLARE_STDCOEFF, CVAR_CHEAT);

r_showSmp = ri.Cvar_Get ("r_showSmp", "0", CVAR_CHEAT);
r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT);
Expand Down
3 changes: 3 additions & 0 deletions code/renderer/tr_local.h
Expand Up @@ -976,6 +976,9 @@ extern glstate_t glState; // outside of TR since it shouldn't be cleared during
//
extern cvar_t *r_flareSize;
extern cvar_t *r_flareFade;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t *r_flareCoeff;

extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
Expand Down
11 changes: 11 additions & 0 deletions code/renderer/tr_shader.c
Expand Up @@ -3010,6 +3010,17 @@ static void CreateInternalShaders( void ) {
static void CreateExternalShaders( void ) {
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );

// Hack to make fogging work correctly on flares. Fog colors are calculated
// in tr_flare.c already.
if(!tr.flareShader->defaultShader)
{
int index;

for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
}

tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
}

Expand Down
67 changes: 4 additions & 63 deletions code/renderer/tr_surface.c
Expand Up @@ -1214,71 +1214,12 @@ void RB_SurfaceBad( surfaceType_t *surfType ) {
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
}

#if 0

void RB_SurfaceFlare( srfFlare_t *surf ) {
vec3_t left, up;
float radius;
byte color[4];
vec3_t dir;
vec3_t origin;
float d;

// calculate the xyz locations for the four corners
radius = 30;
VectorScale( backEnd.viewParms.or.axis[1], radius, left );
VectorScale( backEnd.viewParms.or.axis[2], radius, up );
if ( backEnd.viewParms.isMirror ) {
VectorSubtract( vec3_origin, left, left );
}

color[0] = color[1] = color[2] = color[3] = 255;

VectorMA( surf->origin, 3, surf->normal, origin );
VectorSubtract( origin, backEnd.viewParms.or.origin, dir );
VectorNormalize( dir );
VectorMA( origin, r_ignore->value, dir, origin );

d = -DotProduct( dir, surf->normal );
if ( d < 0 ) {
return;
}
#if 0
color[0] *= d;
color[1] *= d;
color[2] *= d;
#endif

RB_AddQuadStamp( origin, left, up, color );
}

#else

void RB_SurfaceFlare( srfFlare_t *surf ) {
#if 0
vec3_t left, up;
byte color[4];

color[0] = surf->color[0] * 255;
color[1] = surf->color[1] * 255;
color[2] = surf->color[2] * 255;
color[3] = 255;

VectorClear( left );
VectorClear( up );

left[0] = r_ignore->value;

up[1] = r_ignore->value;

RB_AddQuadStampExt( surf->origin, left, up, color, 0, 0, 1, 1 );
#endif
void RB_SurfaceFlare(srfFlare_t *surf)
{
if (r_flares->integer)
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
}

#endif



void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
// all apropriate state must be set in RB_BeginSurface
// this isn't implemented yet...
Expand Down

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