-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
-{
- float r, g, b, intensity, fx, width, center;
- int x, y;
- qbyte *data, *noise1, *noise2;
- data = Mem_Alloc(tempmempool, 32 * 512 * 4);
- noise1 = Mem_Alloc(tempmempool, 512 * 512);
- noise2 = Mem_Alloc(tempmempool, 512 * 512);
- fractalnoise(noise1, 512, 8);
- fractalnoise(noise2, 512, 16);
-
- for (y = 0;y < 512;y++)
- {
- width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
- center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
- for (x = 0;x < 32;x++, fx++)
- {
- fx = (x - center) / width;
- intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
- intensity = bound(0, intensity, 1);
- r = intensity * 2.0f - 1.0f;
- g = intensity * 3.0f - 1.0f;
- b = intensity * 3.0f;
- data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
- data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
- data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
- data[(y * 32 + x) * 4 + 3] = (qbyte)255;
- }
- }
-
- r_lightningbeamtexturepool = R_AllocTexturePool();
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- Mem_Free(noise1);
- Mem_Free(noise2);
- Mem_Free(data);
-}
-
-void r_lightningbeams_shutdown(void)
-{
- r_lightningbeamtexture = NULL;
- R_FreeTexturePool(&r_lightningbeamtexturepool);
-}
-
-void r_lightningbeams_newmap(void)
-{
-}
-
-void R_LightningBeams_Init(void)
-{
- Cvar_RegisterVariable(&r_lightningbeam_thickness);
- Cvar_RegisterVariable(&r_lightningbeam_scroll);
- Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
- Cvar_RegisterVariable(&r_lightningbeam_color_red);
- Cvar_RegisterVariable(&r_lightningbeam_color_green);
- Cvar_RegisterVariable(&r_lightningbeam_color_blue);
- R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
-}
-
-void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
-{
- // near right corner
- VectorAdd (start, offset, (v + 0));tc[ 0] = 0;tc[ 1] = t1;
- // near left corner
- VectorSubtract(start, offset, (v + 4));tc[ 4] = 1;tc[ 5] = t1;
- // far left corner
- VectorSubtract(end , offset, (v + 8));tc[ 8] = 1;tc[ 9] = t2;
- // far right corner
- VectorAdd (end , offset, (v + 12));tc[12] = 0;tc[13] = t2;
-}
-
-void R_FogLightningBeamColors(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
- int i;
- vec3_t fogvec;
- float ifog;
- for (i = 0;i < numverts;i++, v += 4, c += 4)
- {
- VectorSubtract(v, r_origin, fogvec);
- ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
- c[0] = r * ifog;
- c[1] = g * ifog;
- c[2] = b * ifog;
- c[3] = a;
- }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
- const beam_t *b = calldata1;
- rmeshstate_t m;
- vec3_t beamdir, right, up, offset;
- float length, t1, t2;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(r_lightningbeamtexture);
- R_Mesh_State(&m);
- R_Mesh_Matrix(&r_identitymatrix);
-
- // calculate beam direction (beamdir) vector and beam length
- // get difference vector
- VectorSubtract(b->end, b->start, beamdir);
- // find length of difference vector
- length = sqrt(DotProduct(beamdir, beamdir));
- // calculate scale to make beamdir a unit vector (normalized)
- t1 = 1.0f / length;
- // scale beamdir so it is now normalized
- VectorScale(beamdir, t1, beamdir);
-
- // calculate up vector such that it points toward viewer, and rotates around the beamdir
- // get direction from start of beam to viewer
- VectorSubtract(r_origin, b->start, up);
- // remove the portion of the vector that moves along the beam
- // (this leaves only a vector pointing directly away from the beam)
- t1 = -DotProduct(up, beamdir);
- VectorMA(up, t1, beamdir, up);
- // now we have a vector pointing away from the beam, now we need to normalize it
- VectorNormalizeFast(up);
- // generate right vector from forward and up, the result is already normalized
- // (CrossProduct returns a vector of multiplied length of the two inputs)
- CrossProduct(beamdir, up, right);
-
- // calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = cl.time * -r_lightningbeam_scroll.value + beamrepeatscale * DotProduct(b->start, beamdir);
- t1 = t1 - (int) t1;
- t2 = t1 + beamrepeatscale * length;
-
- // the beam is 3 polygons in this configuration:
- // * 2
- // * *
- // 1******
- // * *
- // * 3
- // they are showing different portions of the beam texture, creating an
- // illusion of a beam that appears to curl around in 3D space
- // (and realize that the whole polygon assembly orients itself to face
- // the viewer)
-
- // polygon 1, verts 0-3
- VectorScale(right, r_lightningbeam_thickness.value, offset);
- R_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
-
- // polygon 2, verts 4-7
- VectorAdd(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33);
-
- // polygon 3, verts 8-11
- VectorSubtract(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
-
- if (fogenabled)
- {
- // per vertex colors if fog is used
- GL_UseColorArray();
- R_FogLightningBeamColors(varray_vertex, varray_color, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
- else
- {
- // solid color if fog is not used
- GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
-
- // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
- R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams (void)
-{
- int i;
- beam_t *b;
- vec3_t org;
-
- if (!cl_beams_polygons.integer)
- return;
-
- beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
- {
- if (b->model && b->endtime >= cl.time && b->lightning)
- {
- VectorAdd(b->start, b->end, org);
- VectorScale(org, 0.5f, org);
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
- }
- }
-}
-
-