]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
corrected numbering of polygons in comment (oops)
[xonotic/darkplaces.git] / cl_main.c
index 59babb2cb46263a0933b613521f5eb2fdf092ba0..4d209bcd5821edad70a2ead14884e62f18c6f078 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -53,6 +53,8 @@ cvar_t r_draweffects = {0, "r_draweffects", "1"};
 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
 
+cvar_t cl_beampolygons = {CVAR_SAVE, "cl_beampolygons", "1"};
+
 mempool_t *cl_scores_mempool;
 mempool_t *cl_refdef_mempool;
 mempool_t *cl_entities_mempool;
@@ -473,7 +475,8 @@ static void CL_RelinkStaticEntities(void)
 CL_RelinkEntities
 ===============
 */
-static void CL_RelinkNetworkEntities()
+extern qboolean Nehahrademcompatibility;
+static void CL_RelinkNetworkEntities(void)
 {
        entity_t *ent;
        int i, effects, temp;
@@ -541,7 +544,7 @@ static void CL_RelinkNetworkEntities()
 
                VectorCopy (neworg, ent->persistent.trail_origin);
                // persistent.modelindex will be updated by CL_LerpUpdate
-               if (ent->state_current.modelindex != ent->persistent.modelindex)
+               if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
                        VectorCopy(neworg, oldorg);
 
                VectorCopy (neworg, ent->render.origin);
@@ -571,7 +574,19 @@ static void CL_RelinkNetworkEntities()
                if (effects)
                {
                        if (effects & EF_BRIGHTFIELD)
-                               CL_EntityParticles (ent);
+                       {
+                               if (gamemode == GAME_NEXIUZ)
+                               {
+                                       dlightcolor[0] += 100.0f;
+                                       dlightcolor[1] += 200.0f;
+                                       dlightcolor[2] += 400.0f;
+                                       // don't do trail if we have no previous location
+                                       if (ent->state_previous.active)
+                                               CL_RocketTrail (oldorg, neworg, 8, ent);
+                               }
+                               else
+                                       CL_EntityParticles (ent);
+                       }
                        if (effects & EF_MUZZLEFLASH)
                                ent->persistent.muzzleflash = 100.0f;
                        if (effects & EF_DIMLIGHT)
@@ -738,6 +753,16 @@ static void CL_RelinkNetworkEntities()
                if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
                        cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
 
+               // note: the cl.viewentity and intermission check is to hide player
+               // shadow during intermission and during the Nehahra movie and
+               // Nehahra cinematics
+               if (!(ent->state_current.effects & EF_NOSHADOW)
+                && !(ent->state_current.effects & EF_ADDITIVE)
+                && (ent->state_current.alpha == 255)
+                && !(ent->render.flags & RENDER_VIEWMODEL)
+                && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility)))
+                       ent->render.flags |= RENDER_SHADOW;
+
                if (r_refdef.numentities < r_refdef.maxentities)
                        r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
@@ -771,7 +796,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-static void CL_RelinkEffects()
+static void CL_RelinkEffects(void)
 {
        int i, intframe;
        cl_effect_t *e;
@@ -849,6 +874,9 @@ void CL_RelinkBeams (void)
                        b->start[2] += 16;
                }
 
+               if (cl_beampolygons.integer)
+                       continue;
+
                // calculate pitch and yaw
                VectorSubtract (b->end, b->start, dist);
 
@@ -893,6 +921,210 @@ void CL_RelinkBeams (void)
        }
 }
 
+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"};
+
+rtexture_t *r_lightningbeamtexture;
+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)
+{
+       float r, g, b, intensity, fx, width, center;
+       int x, y;
+       qbyte *data, *noise1, *noise2;
+       data = Mem_Alloc(tempmempool, 32 * 512 * 4);
+       noise1 = Mem_Alloc(tempmempool, 512 * 512);
+       noise2 = Mem_Alloc(tempmempool, 512 * 512);
+       fractalnoise(noise1, 512, 8);
+       fractalnoise(noise2, 512, 16);
+
+       for (y = 0;y < 512;y++)
+       {
+               width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
+               center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
+               for (x = 0;x < 32;x++, fx++)
+               {
+                       fx = (x - center) / width;
+                       intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
+                       intensity = bound(0, intensity, 1);
+                       r = intensity * 2.0f - 1.0f;
+                       g = intensity * 3.0f - 1.0f;
+                       b = intensity * 3.0f;
+                       data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
+                       data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
+                       data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
+                       data[(y * 32 + x) * 4 + 3] = (qbyte)255;
+               }
+       }
+
+       r_lightningbeamtexturepool = R_AllocTexturePool();
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       Mem_Free(noise1);
+       Mem_Free(noise2);
+       Mem_Free(data);
+}
+
+void r_lightningbeams_shutdown(void)
+{
+       r_lightningbeamtexture = 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);
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+}
+
+void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
+{
+       // near right corner
+       VectorAdd     (start, offset, (v +  0));tc[ 0] = 0;tc[ 1] = t1;
+       // near left corner
+       VectorSubtract(start, offset, (v +  4));tc[ 4] = 1;tc[ 5] = t1;
+       // far left corner
+       VectorSubtract(end  , offset, (v +  8));tc[ 8] = 1;tc[ 9] = t2;
+       // far right corner
+       VectorAdd     (end  , offset, (v + 12));tc[12] = 0;tc[13] = t2;
+}
+
+void R_FogLightningBeamColors(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 += 4, 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;
+       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;
+       t1 = t1 - (int) t1;
+       t2 = t1 + beamrepeatscale * length;
+
+       // the beam is 3 polygons in this configuration:
+       //  3   2
+       //   * *
+       // 1******
+       //   * *
+       //  *   *
+       // 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_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
+
+       // polygon 2, verts 4-7
+       VectorAdd(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, 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_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
+
+       if (fogenabled)
+       {
+               // per vertex colors if fog is used
+               GL_UseColorArray();
+               R_FogLightningBeamColors(varray_vertex, varray_color, 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_beampolygons.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)
+               {
+                       VectorAdd(b->start, b->end, org);
+                       VectorScale(org, 0.5f, org);
+                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+               }
+       }
+}
+
+
 void CL_LerpPlayer(float frac)
 {
        int i;
@@ -1211,6 +1443,9 @@ void CL_Init (void)
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions);
        Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_beampolygons);
+
+       R_LightningBeams_Init();
 
        CL_Parse_Init();
        CL_Particles_Init();