float ifog;
for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
+ ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
c[0] = r * ifog;
c[1] = g * ifog;
c[2] = b * ifog;
float beamrepeatscale;
-void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- const beam_t *b = cl_beams + surfacenumber;
+ int surfacelistindex;
rmeshstate_t m;
- vec3_t beamdir, right, up, offset;
- float length, t1, t2;
-
- 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_vieworigin, 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);
- // generate right vector from forward and up, the result is unnormalized
- CrossProduct(beamdir, up, right);
- // now normalize the right vector and up vector
- VectorNormalize(right);
- VectorNormalize(up);
-
- // calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = r_refdef.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)
-
- memset(&m, 0, sizeof(m));
- if (r_lightningbeam_qmbtexture.integer)
- m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
- else
- m.tex[0] = R_GetTexture(r_lightningbeamtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- m.pointer_vertex = varray_vertex3f;
-
+ float vertex3f[12*3];
+ float texcoord2f[12*2];
+ float color4f[12*4];
+ R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
r_lightningbeams_setuptexture();
- // polygon 1, verts 0-3
- VectorScale(right, r_lightningbeam_thickness.value, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
- // polygon 2, verts 4-7
- VectorAdd(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
- // polygon 3, verts 8-11
- VectorSubtract(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
-
- if (fogenabled)
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+ if (r_refdef.fogenabled)
{
// per vertex colors if fog is used
- m.pointer_color = varray_color4f;
- R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+ R_Mesh_ColorPointer(color4f, 0, 0);
+ R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 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);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ GL_Color(r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
}
- R_Mesh_State(&m);
+ memset(&m, 0, sizeof(m));
+ if (r_lightningbeam_qmbtexture.integer)
+ m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+ else
+ m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ R_Mesh_TextureState(&m);
+
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ const beam_t *b = cl.beams + surfacelist[surfacelistindex];
+ vec3_t beamdir, right, up, offset, start, end;
+ float length, t1, t2;
+
+ CL_Beam_CalculatePositions(b, start, end);
+
+ // calculate beam direction (beamdir) vector and beam length
+ // get difference vector
+ VectorSubtract(end, 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_view.origin, 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);
+ // generate right vector from forward and up, the result is unnormalized
+ CrossProduct(beamdir, up, right);
+ // now normalize the right vector and up vector
+ VectorNormalize(right);
+ VectorNormalize(up);
+
+ // calculate T coordinate scrolling (start and end texcoord along the beam)
+ t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(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_CalcLightningBeamPolygonVertex3f(vertex3f + 0, start, end, offset);
+ // polygon 2, verts 4-7
+ VectorAdd(right, up, offset);
+ VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+ R_CalcLightningBeamPolygonVertex3f(vertex3f + 12, start, end, offset);
+ // polygon 3, verts 8-11
+ VectorSubtract(right, up, offset);
+ VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+ R_CalcLightningBeamPolygonVertex3f(vertex3f + 24, start, end, offset);
+ R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 0, t1, t2);
+ R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 8, t1 + 0.33, t2 + 0.33);
+ R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 16, t1 + 0.66, t2 + 0.66);
+ if (r_refdef.fogenabled)
+ {
+ // per vertex colors if fog is used
+ R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, 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
- GL_LockArrays(0, 12);
- R_Mesh_Draw(0, 12, 6, r_lightningbeamelements);
- GL_LockArrays(0, 0);
+ // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
+ GL_LockArrays(0, 12);
+ R_Mesh_Draw(0, 12, 6, r_lightningbeamelements, 0, 0);
+ GL_LockArrays(0, 0);
+ }
}
+extern cvar_t cl_beams_polygons;
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++)
+ for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
{
- if (b->model && b->endtime >= r_refdef.time && b->lightning)
+ if (b->model && b->lightning)
{
- VectorAdd(b->start, b->end, org);
- VectorScale(org, 0.5f, org);
+ vec3_t org, start, end, dir;
+ vec_t dist;
+ CL_Beam_CalculatePositions(b, start, end);
+ // calculate the nearest point on the line (beam) for depth sorting
+ VectorSubtract(end, start, dir);
+ dist = (DotProduct(r_view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
+ dist = bound(0, dist, 1);
+ VectorLerp(start, dist, end, org);
+ // now we have the nearest point on the line, so sort with it
R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
}
}