/* ** RB_DrawSun */ void RB_DrawSun( float scale, shader_t *shader ) { float size; float dist; vec3_t origin, vec1, vec2; byte sunColor[4] = { 255, 255, 255, 255 }; if ( !backEnd.skyRenderedThisView ) { return; } qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) size = dist * scale; VectorScale( tr.sunDirection, dist, origin ); PerpendicularVector( vec1, tr.sunDirection ); CrossProduct( tr.sunDirection, vec1, vec2 ); VectorScale( vec1, size, vec1 ); VectorScale( vec2, size, vec2 ); // farthest depth range qglDepthRange( 1.0, 1.0 ); RB_BeginSurface( shader, 0 ); RB_AddQuadStamp(origin, vec1, vec2, sunColor); RB_EndSurface(); // back to normal depth range qglDepthRange( 0.0, 1.0 ); }
/* ============== RB_SurfaceSprite ============== */ static void RB_SurfaceSprite( void ) { vec3_t left, up; float radius; float colors[4]; trRefEntity_t *ent = backEnd.currentEntity; // calculate the xyz locations for the four corners radius = ent->e.radius; if ( ent->e.rotation == 0 ) { VectorScale( backEnd.viewParms.or.axis[1], radius, left ); VectorScale( backEnd.viewParms.or.axis[2], radius, up ); } else { float s, c; float ang; ang = M_PI * ent->e.rotation / 180; s = sin( ang ); c = cos( ang ); VectorScale( backEnd.viewParms.or.axis[1], c * radius, left ); VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left ); VectorScale( backEnd.viewParms.or.axis[2], c * radius, up ); VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up ); } if ( backEnd.viewParms.isMirror ) { VectorSubtract( vec3_origin, left, left ); } VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors); RB_AddQuadStamp( ent->e.origin, left, up, colors ); }
/* ** RB_DrawSun */ void RB_DrawSun( float scale, shader_t *shader ) { float size; float dist; vec3_t origin, vec1, vec2; if ( !backEnd.skyRenderedThisView ) { return; } //qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); //qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); { // FIXME: this could be a lot cleaner mat4_t translation, modelview; Mat4Translation( backEnd.viewParms.or.origin, translation ); Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview ); GL_SetModelviewMatrix( modelview ); } dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) size = dist * scale; VectorScale( tr.sunDirection, dist, origin ); PerpendicularVector( vec1, tr.sunDirection ); CrossProduct( tr.sunDirection, vec1, vec2 ); VectorScale( vec1, size, vec1 ); VectorScale( vec2, size, vec2 ); // farthest depth range qglDepthRange( 1.0, 1.0 ); RB_BeginSurface( shader, 0, 0 ); RB_AddQuadStamp(origin, vec1, vec2, colorWhite); RB_EndSurface(); // back to normal depth range qglDepthRange( 0.0, 1.0 ); }
/* ** RB_DrawSun */ void RB_DrawSun( float scale, shader_t *shader ) { float size; float dist; vec3_t origin, vec1, vec2; //vec3_t temp; byte sunColor[4] = { 255, 255, 255, 255 }; if ( !backEnd.skyRenderedThisView ) { return; } qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) //size = dist * 0.4; size = dist * scale; VectorScale( tr.sunDirection, dist, origin ); PerpendicularVector( vec1, tr.sunDirection ); CrossProduct( tr.sunDirection, vec1, vec2 ); VectorScale( vec1, size, vec1 ); VectorScale( vec2, size, vec2 ); // farthest depth range qglDepthRange( 1.0, 1.0 ); #if 0 // ioquake3 takes out // FIXME: use quad stamp RB_BeginSurface( tr.sunShader, tess.fogNum ); VectorCopy( origin, temp ); VectorSubtract( temp, vec1, temp ); VectorSubtract( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 0; tess.texCoords[tess.numVertexes][0][1] = 0; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 255; tess.numVertexes++; VectorCopy( origin, temp ); VectorAdd( temp, vec1, temp ); VectorSubtract( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 0; tess.texCoords[tess.numVertexes][0][1] = 1; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 255; tess.numVertexes++; VectorCopy( origin, temp ); VectorAdd( temp, vec1, temp ); VectorAdd( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 1; tess.texCoords[tess.numVertexes][0][1] = 1; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 255; tess.numVertexes++; VectorCopy( origin, temp ); VectorSubtract( temp, vec1, temp ); VectorAdd( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 1; tess.texCoords[tess.numVertexes][0][1] = 0; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 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; #endif RB_BeginSurface( shader, 0 ); RB_AddQuadStamp(origin, vec1, vec2, sunColor); RB_EndSurface(); // back to normal depth range qglDepthRange( 0.0, 1.0 ); }
/* ============== RB_DrawSun (SA) FIXME: sun should render behind clouds, so passing dark areas cover it up ============== */ void RB_DrawSun( void ) { float size; float dist; vec3_t origin, vec1, vec2; vec3_t temp; byte color[4]; if ( !tr.sunShader ) { return; } if ( !backEnd.skyRenderedThisView ) { return; } if ( !r_drawSun->integer ) { return; } qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); qglTranslatef( backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2] ); dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) // (SA) shrunk the size of the sun size = dist * 0.2; VectorScale( tr.sunDirection, dist, origin ); PerpendicularVector( vec1, tr.sunDirection ); CrossProduct( tr.sunDirection, vec1, vec2 ); VectorScale( vec1, size, vec1 ); VectorScale( vec2, size, vec2 ); // farthest depth range qglDepthRange( 1.0, 1.0 ); color[0] = color[1] = color[2] = color[3] = 255; // (SA) simpler sun drawing RB_BeginSurface( tr.sunShader, tess.fogNum ); RB_AddQuadStamp( origin, vec1, vec2, color ); /* VectorCopy( origin, temp ); VectorSubtract( temp, vec1, temp ); VectorSubtract( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 0; tess.texCoords[tess.numVertexes][0][1] = 0; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 255; tess.numVertexes++; VectorCopy( origin, temp ); VectorAdd( temp, vec1, temp ); VectorSubtract( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 0; tess.texCoords[tess.numVertexes][0][1] = 1; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 255; tess.numVertexes++; VectorCopy( origin, temp ); VectorAdd( temp, vec1, temp ); VectorAdd( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 1; tess.texCoords[tess.numVertexes][0][1] = 1; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 255; tess.numVertexes++; VectorCopy( origin, temp ); VectorSubtract( temp, vec1, temp ); VectorAdd( temp, vec2, temp ); VectorCopy( temp, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 1; tess.texCoords[tess.numVertexes][0][1] = 0; tess.vertexColors[tess.numVertexes][0] = 255; tess.vertexColors[tess.numVertexes][1] = 255; tess.vertexColors[tess.numVertexes][2] = 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(); if ( r_drawSun->integer > 1 ) { // draw flare effect // (SA) FYI: This is cheezy and was only a test so far. // If we decide to use the flare business I will /definatly/ improve all this // get a point a little closer dist = dist * 0.7; VectorScale( tr.sunDirection, dist, origin ); // and make the flare a little smaller VectorScale( vec1, 0.5f, vec1 ); VectorScale( vec2, 0.5f, vec2 ); // add the vectors to give an 'off angle' result VectorAdd( tr.sunDirection, backEnd.viewParms.or.axis[0], temp ); VectorNormalize( temp ); // amplify the result origin[0] += temp[0] * 500.0; origin[1] += temp[1] * 500.0; origin[2] += temp[2] * 500.0; // (SA) FIXME: todo: flare effect should render last (on top of everything else) and only when sun is in view (sun moving out of camera past degree n should start to cause flare dimming until view angle to sun is off by angle n + x. // draw the flare RB_BeginSurface( tr.sunflareShader[0], tess.fogNum ); RB_AddQuadStamp( origin, vec1, vec2, color ); RB_EndSurface(); } // back to normal depth range qglDepthRange( 0.0, 1.0 ); }
/* ============== RB_DrawSun (SA) FIXME: sun should render behind clouds, so passing dark areas cover it up ============== */ void RB_DrawSun( float scale, shader_t *shader ) { float size; float dist; vec3_t origin, vec1, vec2; vec3_t temp; // vec4_t color; if ( !shader ) { return; } if ( !backEnd.skyRenderedThisView ) { return; } //qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); //qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); { // FIXME: this could be a lot cleaner mat4_t translation, modelview; Mat4Translation( backEnd.viewParms.or.origin, translation ); Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview ); GL_SetModelviewMatrix( modelview ); } dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) // (SA) shrunk the size of the sun size = dist * scale; VectorScale( tr.sunDirection, dist, origin ); PerpendicularVector( vec1, tr.sunDirection ); CrossProduct( tr.sunDirection, vec1, vec2 ); VectorScale( vec1, size, vec1 ); VectorScale( vec2, size, vec2 ); // farthest depth range qglDepthRange( 1.0, 1.0 ); RB_BeginSurface( shader, 0, 0 ); // color[0] = color[1] = color[2] = color[3] = 1; RB_AddQuadStamp(origin, vec1, vec2, colorWhite); RB_EndSurface(); if ( r_drawSun->integer > 1 ) { // draw flare effect // (SA) FYI: This is cheezy and was only a test so far. // If we decide to use the flare business I will /definatly/ improve all this // get a point a little closer dist = dist * 0.7; VectorScale( tr.sunDirection, dist, origin ); // and make the flare a little smaller VectorScale( vec1, 0.5f, vec1 ); VectorScale( vec2, 0.5f, vec2 ); // add the vectors to give an 'off angle' result VectorAdd( tr.sunDirection, backEnd.viewParms.or.axis[0], temp ); VectorNormalize( temp ); // amplify the result origin[0] += temp[0] * 500.0; origin[1] += temp[1] * 500.0; origin[2] += temp[2] * 500.0; // (SA) FIXME: todo: flare effect should render last (on top of everything else) and only when sun is in view (sun moving out of camera past degree n should start to cause flare dimming until view angle to sun is off by angle n + x. // draw the flare RB_BeginSurface( tr.sunflareShader_old[0], 0, 0 ); RB_AddQuadStamp( origin, vec1, vec2, colorWhite ); RB_EndSurface(); } // back to normal depth range qglDepthRange( 0.0, 1.0 ); }