Flare enhancements
- Moved tcpp flare enabling to different flare cvar values (2, 3, 4) - added more lens flare types (5, 6, 7, 8) - Sun improvements including a flare for the sun (r_flareSun)
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@@ -53,6 +53,8 @@ typedef struct dlight_s {
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} dlight_t;
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// leilei - sun spazzing workaround
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// a trRefEntity_t has all the information passed in by
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// the client game, as well as some locally derived info
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typedef struct {
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@@ -523,6 +525,7 @@ typedef struct srfFlare_s {
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vec3_t origin;
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vec3_t normal;
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vec3_t color;
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shader_t *shadder; // leilei - for custom flares
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} srfFlare_t;
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typedef struct srfGridMesh_s {
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@@ -961,6 +964,8 @@ typedef struct {
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qboolean vertexes2D; // shader needs to be finished
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qboolean doneBloom; // done bloom this frame
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qboolean donepostproc; // done postprocess this frame
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qboolean doneSun; // leilei - done drawing a sun
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qboolean doneSunFlare; // leilei - done drawing a sun flare
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qboolean doneSurfaces; // done any 3d surfaces already
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trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
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} backEndState_t;
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@@ -1002,6 +1007,7 @@ typedef struct {
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shader_t *projectionShadowShader;
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shader_t *flareShader;
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shader_t *flareShaderAtlas; // leilei - lens reflections
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shader_t *sunShader;
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qhandle_t skipProgram;
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@@ -1084,6 +1090,10 @@ extern char depthimage;
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//
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extern cvar_t *r_flareSize;
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extern cvar_t *r_flareFade;
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extern cvar_t *r_flareQuality;
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extern cvar_t *r_flareSun;
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extern cvar_t *r_flareMethod;
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// coefficient for the flare intensity falloff function.
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#define FLARE_STDCOEFF "150"
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extern cvar_t *r_flareCoeff;
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@@ -1412,7 +1422,7 @@ FLARES
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void R_ClearFlares( void );
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void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal, int radii );
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void RB_AddFlare(srfFlare_t *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal, int radii, int efftype, float scaled, int type);
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void RB_AddDlightFlares( void );
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void RB_RenderFlares (void);
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@@ -1720,7 +1730,8 @@ SKIES
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void R_BuildCloudData( shaderCommands_t *shader );
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void R_InitSkyTexCoords( float cloudLayerHeight );
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void R_DrawSkyBox( shaderCommands_t *shader );
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void RB_DrawSun( float scale, shader_t *shader );
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void RB_DrawSun( void );
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void RB_DrawSunFlare( void );
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void RB_ClipSkyPolygons( shaderCommands_t *shader );
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/*
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