#include "quakedef.h" #include "image.h" cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4", "thickness of the lightning beam effect"}; cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"}; cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"}; cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"}; cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"}; 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; 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) { r_lightningbeamtexturepool = R_AllocTexturePool(); r_lightningbeamtexture = NULL; r_lightningbeamqmbtexture = NULL; } void r_lightningbeams_setupqmbtexture(void) { r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE); if (r_lightningbeamqmbtexture == NULL) Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false); } void r_lightningbeams_setuptexture(void) { #if 0 #define BEAMWIDTH 128 #define BEAMHEIGHT 64 #define PATHPOINTS 8 int i, j, px, py, nearestpathindex, imagenumber; float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength; unsigned char *pixels; int *image; struct lightningpathnode_s { float x, y, strength; } path[PATHPOINTS], temppath; image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int)); pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(unsigned char[4])); for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01) { for (i = 0;i < PATHPOINTS;i++) { path[i].x = lhrandom(0, 1); path[i].y = lhrandom(0.2, 0.8); path[i].strength = lhrandom(0, 1); } for (i = 0;i < PATHPOINTS;i++) { for (j = i + 1;j < PATHPOINTS;j++) { if (path[j].x < path[i].x) { temppath = path[j]; path[j] = path[i]; path[i] = temppath; } } } particlex = path[0].x; particley = path[0].y; particlexv = lhrandom(0, 0.02); particlexv = lhrandom(-0.02, 0.02); memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int)); for (i = 0;i < 65536;i++) { for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++) if (path[nearestpathindex].x > particlex) break; nearestpathindex %= PATHPOINTS; dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1; dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley; s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy); particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s; particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s; particlex += particlexv * maxpathstrength;particlex -= (int) particlex; particley += particleyv * maxpathstrength;particley = bound(0, particley, 1); px = particlex * BEAMWIDTH; py = particley * BEAMHEIGHT; 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+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); pixels[(py*BEAMWIDTH+px)*4+3] = 255; } } Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels); } r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); Mem_Free(pixels); Mem_Free(image); #else #define BEAMWIDTH 64 #define BEAMHEIGHT 128 float r, g, b, intensity, fx, width, center; int x, y; unsigned char *data, *noise1, *noise2; data = (unsigned char *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4); noise1 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); noise2 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8); fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16); for (y = 0;y < BEAMHEIGHT;y++) { width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f); center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width; for (x = 0;x < BEAMWIDTH;x++, fx++) { fx = (((float) x / BEAMWIDTH) - center) / width; intensity = 1.0f - sqrt(fx * fx); if (intensity > 0) intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f); intensity = bound(0, intensity, 1); r = intensity * 1.0f; g = intensity * 1.0f; b = intensity * 1.0f; data[(y * BEAMWIDTH + x) * 4 + 0] = (unsigned char)(bound(0, r, 1) * 255.0f); data[(y * BEAMWIDTH + x) * 4 + 1] = (unsigned char)(bound(0, g, 1) * 255.0f); data[(y * BEAMWIDTH + x) * 4 + 2] = (unsigned char)(bound(0, b, 1) * 255.0f); data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255; } } r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); Mem_Free(noise1); Mem_Free(noise2); Mem_Free(data); #endif } void r_lightningbeams_shutdown(void) { r_lightningbeamtexture = NULL; r_lightningbeamqmbtexture = 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); Cvar_RegisterVariable(&r_lightningbeam_qmbtexture); R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap); } void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset) { // near right corner VectorAdd (start, offset, (v + 0)); // near left corner VectorSubtract(start, offset, (v + 3)); // far left corner VectorSubtract(end , offset, (v + 6)); // far right corner VectorAdd (end , offset, (v + 9)); } void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2) { if (r_lightningbeam_qmbtexture.integer) { // near right corner tc[0] = t1;tc[1] = 0; // near left corner tc[2] = t1;tc[3] = 1; // far left corner tc[4] = t2;tc[5] = 1; // far right corner tc[6] = t2;tc[7] = 0; } else { // near right corner tc[0] = 0;tc[1] = t1; // near left corner tc[2] = 1;tc[3] = t1; // far left corner tc[4] = 1;tc[5] = t2; // far right corner tc[6] = 0;tc[7] = t2; } } void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a) { int i; float ifog; for (i = 0;i < numverts;i++, v += 3, c += 4) { ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); c[0] = r * ifog; c[1] = g * ifog; c[2] = b * ifog; c[3] = a; } } float beamrepeatscale; void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { const beam_t *b = cl_beams + surfacenumber; 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; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL) r_lightningbeams_setupqmbtexture(); 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) { // 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); } 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_State(&m); // 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); } 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 >= r_refdef.time && b->lightning) { VectorAdd(b->start, b->end, org); VectorScale(org, 0.5f, org); R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL); } } }