Merge Reaction renderer features, remove "#ifdef REACTION"s

This commit is contained in:
SmileTheory 2013-02-04 20:33:58 -08:00
parent 517c65d85e
commit 9bace5bac7
11 changed files with 122 additions and 225 deletions

View file

@ -149,12 +149,6 @@ void GL_BindToTMU( image_t *image, int tmu )
** GL_Cull
*/
void GL_Cull( int cullType ) {
#ifdef REACTION
// Makro - flip culling if needed
qboolean flip = (backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType != CT_TWO_SIDED);
cullType ^= flip; // this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1
#endif
if ( glState.faceCulling == cullType ) {
return;
}
@ -176,6 +170,11 @@ void GL_Cull( int cullType ) {
cullFront = !cullFront;
}
if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
{
cullFront = !cullFront;
}
qglCullFace( cullFront ? GL_FRONT : GL_BACK );
}
}
@ -548,10 +547,6 @@ void RB_BeginDrawingView (void) {
// we will only draw a sun if there was sky rendered in this view
backEnd.skyRenderedThisView = qfalse;
#ifdef REACTION
backEnd.viewHasSunFlare = qfalse;
#endif
// clip to the plane of the portal
if ( backEnd.viewParms.isPortal ) {
#if 0
@ -594,9 +589,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
FBO_t* fbo = NULL;
qboolean inQuery = qfalse;
#if 1 //def REACTION
float depth[2];
#endif
// save original time for entity shader offsets
@ -616,10 +609,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
oldSort = -1;
depthRange = qfalse;
#if 1 //def REACTION
depth[0] = 0.f;
depth[1] = 1.f;
#endif
backEnd.pc.c_surfaces += numDrawSurfs;
@ -662,22 +653,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
qboolean sunflare = qfalse;
depthRange = isCrosshair = qfalse;
#ifdef REACTION
// if we were rendering to a FBO and the previous entity was a sunflare
// and the current one isn't, switch back to the main fbo
if (oldEntityNum != -1 && fbo && !backEnd.depthFill &&
RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
{
if (inQuery) {
inQuery = qfalse;
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
FBO_Bind(fbo);
qglDepthRange(depth[0], depth[1]);
}
#endif
if ( entityNum != REFENTITYNUM_WORLD ) {
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
@ -693,31 +668,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
}
#ifdef REACTION
// if the current entity is a sunflare
if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) {
// if we're rendering to a fbo
if (fbo) {
VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
// switch FBO
FBO_Bind(tr.godRaysFbo);
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClear( GL_COLOR_BUFFER_BIT );
qglDepthRange(1.f, 1.f);
if (glRefConfig.occlusionQuery && !inQuery && !backEnd.viewHasSunFlare) {
inQuery = qtrue;
tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
}
sunflare = qtrue;
} else {
depthRange = qtrue;
}
}
#endif
if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
{
// hack the depth range to prevent view model from poking into walls
@ -766,14 +716,12 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
}
}
#if 1 //def REACTION
if(!oldDepthRange)
{
depth[0] = 0;
depth[1] = 0.3f;
qglDepthRange (depth[0], depth[1]);
}
#endif
}
else
{
@ -784,10 +732,9 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
if (!sunflare)
qglDepthRange (0, 1);
#if 1 //def REACTION
depth[0] = 0;
depth[1] = 1;
#endif
}
oldDepthRange = depthRange;
@ -812,16 +759,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
inQuery = qfalse;
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
#ifdef REACTION
// HACK: flip Z and render black to god rays buffer
if (backEnd.frameHasSunFlare && !backEnd.depthFill)
{
vec4_t black;
VectorSet4(black, 0, 0, 0, 1);
qglDepthRange (1, 1);
FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.godRaysFbo, NULL, NULL, black, GLS_DEPTHFUNC_GREATER);
}
#endif
if (glRefConfig.framebufferObject)
FBO_Bind(fbo);
@ -829,9 +766,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
// go back to the world modelview matrix
GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
//if ( depthRange ) {
qglDepthRange (0, 1);
//}
qglDepthRange (0, 1);
}
@ -1420,9 +1356,35 @@ const void *RB_DrawSurfs( const void *data ) {
{
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
#if 0
RB_DrawSun();
#endif
if (r_drawSun->integer)
{
RB_DrawSun(0.1, tr.sunShader);
}
if (r_drawSunRays->integer)
{
FBO_t *oldFbo = glState.currentFBO;
FBO_Bind(tr.sunRaysFbo);
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClear( GL_COLOR_BUFFER_BIT );
if (glRefConfig.occlusionQuery)
{
tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
}
RB_DrawSun(0.3, tr.sunFlareShader);
if (glRefConfig.occlusionQuery)
{
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
FBO_Bind(oldFbo);
}
// darken down any stencil shadows
RB_ShadowFinish();
@ -1672,9 +1634,6 @@ const void *RB_SwapBuffers( const void *data ) {
backEnd.framePostProcessed = qfalse;
backEnd.projection2D = qfalse;
#ifdef REACTION
backEnd.frameHasSunFlare = qfalse;
#endif
return (const void *)(cmd + 1);
}
@ -1764,17 +1723,13 @@ const void *RB_PostProcess(const void *data)
}
}
#ifdef REACTION
if (1)
{
RB_GodRays();
if (r_drawSunRays->integer)
RB_SunRays();
if (1)
RB_BokehBlur(backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
}
#endif
if (1)
RB_BokehBlur(backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
if (0)
{
@ -1800,7 +1755,7 @@ const void *RB_PostProcess(const void *data)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
}
backEnd.framePostProcessed = qtrue;