]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
replace FogPoint_* functions with RSurf_FogVertex
[xonotic/darkplaces.git] / r_lightning.c
index 91b2ad6b00044ed4ae103a7757f93cf75e494e68..2209963e4380a2f07642bfa582be66e15886524b 100644 (file)
@@ -14,7 +14,7 @@ rtexture_t *r_lightningbeamtexture;
 rtexture_t *r_lightningbeamqmbtexture;
 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};
+unsigned short 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)
 {
@@ -25,7 +25,7 @@ void r_lightningbeams_start(void)
 
 void r_lightningbeams_setupqmbtexture(void)
 {
-       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE, false);
+       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, false);
        if (r_lightningbeamqmbtexture == NULL)
                Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
 }
@@ -92,7 +92,7 @@ void r_lightningbeams_setuptexture(void)
                        if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
                                image[py*BEAMWIDTH+px] += 16;
                }
-       
+
                for (py = 0;py < BEAMHEIGHT;py++)
                {
                        for (px = 0;px < BEAMWIDTH;px++)
@@ -103,11 +103,11 @@ void r_lightningbeams_setuptexture(void)
                                pixels[(py*BEAMWIDTH+px)*4+3] = 255;
                        }
                }
-       
+
                Image_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
        }
 
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
 
        Mem_Free(pixels);
        Mem_Free(image);
@@ -145,7 +145,7 @@ void r_lightningbeams_setuptexture(void)
                }
        }
 
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
        Mem_Free(noise1);
        Mem_Free(noise2);
        Mem_Free(data);
@@ -219,7 +219,7 @@ void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts,
        float fog;
        for (i = 0;i < numverts;i++, v += 3, c += 4)
        {
-               fog = FogPoint_World(v);
+               fog = RSurf_FogVertex(v);
                c[0] = r * fog;
                c[1] = g * fog;
                c[2] = b * fog;
@@ -236,12 +236,17 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
        float vertex3f[12*3];
        float texcoord2f[12*2];
        float color4f[12*4];
+
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
        if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
                r_lightningbeams_setupqmbtexture();
        if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
@@ -338,7 +343,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
 
                // 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);
+               R_Mesh_Draw(0, 12, 0, 6, NULL, r_lightningbeamelements, 0, 0);
                GL_LockArrays(0, 0);
        }
 }