cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
+skinframe_t *r_lightningbeamtexture;
+skinframe_t *r_lightningbeamqmbtexture;
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+int r_lightningbeamelement3i[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+unsigned short r_lightningbeamelement3s[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
void r_lightningbeams_start(void)
{
- r_lightningbeamtexturepool = R_AllocTexturePool();
r_lightningbeamtexture = NULL;
r_lightningbeamqmbtexture = NULL;
}
void r_lightningbeams_setupqmbtexture(void)
{
- r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE, false);
+ r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_FORCELINEAR, false);
if (r_lightningbeamqmbtexture == NULL)
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
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++)
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_FORCELINEAR, NULL);
Mem_Free(pixels);
Mem_Free(image);
}
}
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+ r_lightningbeamtexture = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, BEAMWIDTH, BEAMHEIGHT);
Mem_Free(noise1);
Mem_Free(noise2);
Mem_Free(data);
{
r_lightningbeamtexture = NULL;
r_lightningbeamqmbtexture = NULL;
- R_FreeTexturePool(&r_lightningbeamtexturepool);
}
void r_lightningbeams_newmap(void)
{
+ if (r_lightningbeamtexture)
+ R_SkinFrame_MarkUsed(r_lightningbeamtexture);
+ if (r_lightningbeamqmbtexture)
+ R_SkinFrame_MarkUsed(r_lightningbeamqmbtexture);
}
void R_LightningBeams_Init(void)
Cvar_RegisterVariable(&r_lightningbeam_color_green);
Cvar_RegisterVariable(&r_lightningbeam_color_blue);
Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
- R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+ R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
}
void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
}
}
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
- int i;
- float fog;
- for (i = 0;i < numverts;i++, v += 3, c += 4)
- {
- fog = FogPoint_World(v);
- c[0] = r * fog;
- c[1] = g * fog;
- c[2] = b * fog;
- c[3] = a;
- }
-}
-
float beamrepeatscale;
void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int surfacelistindex;
- rmeshstate_t m;
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_DepthRange(0, 1);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- GL_DepthTest(true);
+
+ RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1, 12, vertex3f, texcoord2f, NULL, NULL, NULL, NULL, 6, r_lightningbeamelement3i, r_lightningbeamelement3s, false, false);
+
if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
r_lightningbeams_setupqmbtexture();
if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
r_lightningbeams_setuptexture();
- 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
- R_Mesh_ColorPointer(color4f, 0, 0);
- }
- else
- {
- // solid color if fog is not used
- 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);
- }
- 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];
// 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);
+ VectorSubtract(r_refdef.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);
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 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
t1 = t1 - (int) t1;
t2 = t1 + beamrepeatscale * length;
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, 0, 0);
- GL_LockArrays(0, 0);
+ R_DrawCustomSurface(r_lightningbeam_qmbtexture.integer ? r_lightningbeamqmbtexture : r_lightningbeamtexture, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 12, 0, 6, false, false);
}
}
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 = (DotProduct(r_refdef.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