+ // add new entities for the lightning
+ VectorCopy (b->start, org);
+ d = VectorNormalizeLength(dist);
+ while (d > 0)
+ {
+ ent = CL_NewTempEntity ();
+ if (!ent)
+ return;
+ //VectorCopy (org, ent->render.origin);
+ ent->render.model = b->model;
+ ent->render.effects = EF_FULLBRIGHT;
+ //ent->render.angles[0] = pitch;
+ //ent->render.angles[1] = yaw;
+ //ent->render.angles[2] = rand()%360;
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], pitch, yaw, lhrandom(0, 360), 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ CL_BoundingBoxForEntity(&ent->render);
+ VectorMA(org, 30, dist, org);
+ d -= 30;
+ }
+ }
+}
+
+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"};
+cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
+
+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;
+ qbyte *pixels;
+ int *image;
+ struct {float x, y, strength;} path[PATHPOINTS], temppath;
+
+ image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+ pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[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;
+ qbyte *data, *noise1, *noise2;
+
+ data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
+ noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+ noise2 = 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] = (qbyte)(bound(0, r, 1) * 255.0f);
+ data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
+ data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
+ data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)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;
+ vec3_t fogvec;
+ float ifog;
+ for (i = 0;i < numverts;i++, v += 3, 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;
+ if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
+ r_lightningbeams_setupqmbtexture();
+ if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
+ r_lightningbeams_setuptexture();
+ if (r_lightningbeam_qmbtexture.integer)
+ m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+ else
+ 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)
+
+ R_Mesh_GetSpace(12);
+
+ // polygon 1, verts 0-3
+ VectorScale(right, r_lightningbeam_thickness.value, offset);
+ R_CalcLightningBeamPolygonVertex3f(varray_vertex3f, b->start, b->end, offset);
+ R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0], t1, t2);
+
+ // 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);
+ R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, 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_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
+ R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
+
+ if (fogenabled)
+ {
+ // per vertex colors if fog is used
+ GL_UseColorArray();
+ 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);
+ }
+
+ // 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)