Merge Reaction renderer features, remove "#ifdef REACTION"s
This commit is contained in:
parent
517c65d85e
commit
9bace5bac7
11 changed files with 122 additions and 225 deletions
|
@ -793,32 +793,28 @@ void R_InitSkyTexCoords( float heightCloud )
|
|||
/*
|
||||
** RB_DrawSun
|
||||
*/
|
||||
void RB_DrawSun( void ) {
|
||||
void RB_DrawSun( float scale, shader_t *shader ) {
|
||||
float size;
|
||||
float dist;
|
||||
vec3_t origin, vec1, vec2;
|
||||
vec3_t temp;
|
||||
|
||||
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]);
|
||||
{
|
||||
// FIXME: this could be a lot cleaner
|
||||
matrix_t trans, product;
|
||||
matrix_t translation, modelview;
|
||||
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, trans );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, product );
|
||||
GL_SetModelviewMatrix( product );
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, translation );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
|
||||
GL_SetModelviewMatrix( modelview );
|
||||
}
|
||||
|
||||
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 );
|
||||
|
@ -830,58 +826,13 @@ void RB_DrawSun( void ) {
|
|||
// farthest depth range
|
||||
qglDepthRange( 1.0, 1.0 );
|
||||
|
||||
// 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] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
tess.numVertexes++;
|
||||
RB_BeginSurface( shader, 0 );
|
||||
|
||||
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] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
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] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
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] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][1] = 1.0f;
|
||||
tess.vertexColors[tess.numVertexes][2] = 1.0f;
|
||||
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;
|
||||
{
|
||||
vec4_t color;
|
||||
color[0] = color[1] = color[2] = color[3] = 1;
|
||||
RB_AddQuadStamp(origin, vec1, vec2, color);
|
||||
}
|
||||
|
||||
RB_EndSurface();
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue