static void ComputeTexMatrix( shaderStage_t *pStage, int bundleNum, float *outmatrix) { int tm; float matrix[16], currentmatrix[16]; textureBundle_t *bundle = &pStage->bundle[bundleNum]; Matrix16Identity(outmatrix); Matrix16Identity(currentmatrix); for ( tm = 0; tm < bundle->numTexMods ; tm++ ) { switch ( bundle->texMods[tm].type ) { case TMOD_NONE: tm = TR_MAX_TEXMODS; // break out of for loop break; case TMOD_TURBULENT: RB_CalcTurbulentTexMatrix( &bundle->texMods[tm].wave, matrix ); outmatrix[12] = matrix[12]; outmatrix[13] = matrix[13]; Matrix16Copy(outmatrix, currentmatrix); break; case TMOD_ENTITY_TRANSLATE: RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord, matrix ); Matrix16Multiply(matrix, currentmatrix, outmatrix); Matrix16Copy(outmatrix, currentmatrix); break; case TMOD_SCROLL: RB_CalcScrollTexMatrix( bundle->texMods[tm].scroll, matrix ); Matrix16Multiply(matrix, currentmatrix, outmatrix); Matrix16Copy(outmatrix, currentmatrix); break; case TMOD_SCALE: RB_CalcScaleTexMatrix( bundle->texMods[tm].scale, matrix ); Matrix16Multiply(matrix, currentmatrix, outmatrix); Matrix16Copy(outmatrix, currentmatrix); break; case TMOD_STRETCH: RB_CalcStretchTexMatrix( &bundle->texMods[tm].wave, matrix ); Matrix16Multiply(matrix, currentmatrix, outmatrix); Matrix16Copy(outmatrix, currentmatrix); break; case TMOD_TRANSFORM: RB_CalcTransformTexMatrix( &bundle->texMods[tm], matrix ); Matrix16Multiply(matrix, currentmatrix, outmatrix); Matrix16Copy(outmatrix, currentmatrix); break; case TMOD_ROTATE: RB_CalcRotateTexMatrix( bundle->texMods[tm].rotateSpeed, matrix ); Matrix16Multiply(matrix, currentmatrix, outmatrix); Matrix16Copy(outmatrix, currentmatrix); break; default: ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name ); break; } } }
/* ================== 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 oldmodelview, oldprojection, matrix; if ( !r_flares->integer ) { 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 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); } Matrix16Copy(glState.projection, oldprojection); Matrix16Copy(glState.modelview, oldmodelview); Matrix16Identity(matrix); GL_SetModelviewMatrix(matrix); Matrix16Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, -99999, 99999, matrix ); GL_SetProjectionMatrix(matrix); 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_SetProjectionMatrix(oldprojection); GL_SetModelviewMatrix(oldmodelview); }
void GL_SetModelviewMatrix(matrix_t matrix) { Matrix16Copy(matrix, glState.modelview); Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection); }