/* ================ RB_SetGL2D ================ */ static void RB_SetGL2D( void ) { matrix_t proj; GLimp_LogComment( "--- RB_SetGL2D ---\n" ); #if defined( USE_D3D10 ) // TODO #else // disable offscreen rendering if ( glConfig.framebufferObjectAvailable ) { R_BindNullFBO(); } #endif backEnd.projection2D = qtrue; #if defined( USE_D3D10 ) // TODO #else // set 2D virtual screen size GL_Viewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); GL_Scissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); MatrixOrthogonalProjection( proj, 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 ); GL_LoadProjectionMatrix( proj ); GL_LoadModelViewMatrix( matrixIdentity ); GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); qglDisable( GL_CULL_FACE ); qglDisable( GL_CLIP_PLANE0 ); #endif // set time for 2D shaders backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f; }
/* ================== 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; matrix_t ortho; if(!r_flares->integer) return; #if 0 if(r_flareCoeff->modified) { if(r_flareCoeff->value == 0.0f) flareCoeff = atof("150"); else flareCoeff = r_flareCoeff->value; r_flareCoeff->modified = qfalse; } #endif // 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.orientation = backEnd.viewParms.world; GL_LoadModelViewMatrix(backEnd.viewParms.world.modelViewMatrix); if(tr.world != NULL) // thx Thilo { RB_AddLightFlares(); } // 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) { // none visible return; } if(backEnd.viewParms.isPortal) { qglDisable(GL_CLIP_PLANE0); } GL_CheckErrors(); GL_PushMatrix(); MatrixOrthogonalProjection(ortho, backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, -99999, 99999); GL_LoadProjectionMatrix(ortho); GL_LoadModelViewMatrix(matrixIdentity); for(f = r_activeFlares; f; f = f->next) { if(f->frameSceneNum == backEnd.viewParms.frameSceneNum && f->inPortal == backEnd.viewParms.isPortal && f->drawIntensity) RB_RenderFlare(f); } GL_PopMatrix(); GL_CheckErrors(); }