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"};
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
+cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
+
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
mempool_t *cl_scores_mempool;
mempool_t *cl_refdef_mempool;
}
}
-static const vec3_t nomodelmins = {-16, -16, -16};
-static const vec3_t nomodelmaxs = {16, 16, 16};
+//static const vec3_t nomodelmins = {-16, -16, -16};
+//static const vec3_t nomodelmaxs = {16, 16, 16};
void CL_BoundingBoxForEntity(entity_render_t *ent)
{
if (ent->model)
{
- if (ent->angles[0] || ent->angles[2])
+ //if (ent->angles[0] || ent->angles[2])
+ if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
{
// pitch or roll
- VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
- VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+ ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
+ ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
+ ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
+ ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
+ ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
+ ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
+ //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
+ //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
}
- else if (ent->angles[1])
+ //else if (ent->angles[1])
+ else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
{
// yaw
- VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
- VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+ ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
+ ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
+ ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
+ ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
+ ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
+ ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
+ //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
+ //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
}
else
{
- VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
- VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
+ ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
+ ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
+ ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
+ ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
+ ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
+ ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
+ //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
+ //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
}
}
else
{
- VectorAdd(ent->origin, nomodelmins, ent->mins);
- VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+ ent->mins[0] = ent->matrix.m[0][3] - 16;
+ ent->mins[1] = ent->matrix.m[1][3] - 16;
+ ent->mins[2] = ent->matrix.m[2][3] - 16;
+ ent->maxs[0] = ent->matrix.m[0][3] + 16;
+ ent->maxs[1] = ent->matrix.m[1][3] + 16;
+ ent->maxs[2] = ent->matrix.m[2][3] + 16;
+ //VectorAdd(ent->origin, nomodelmins, ent->mins);
+ //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
}
}
void CL_RelinkWorld (void)
{
+ entity_t *ent = &cl_entities[0];
if (cl_num_entities < 1)
cl_num_entities = 1;
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
- CL_BoundingBoxForEntity(&cl_entities[0].render);
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ CL_BoundingBoxForEntity(&ent->render);
}
static void CL_RelinkStaticEntities(void)
===============
*/
extern qboolean Nehahrademcompatibility;
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
static void CL_RelinkNetworkEntities(void)
{
entity_t *ent;
float d, bobjrotate, bobjoffset, lerp;
vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
+ numviewmodels = 0;
+
bobjrotate = ANGLEMOD(100*cl.time);
if (cl_itembobheight.value)
bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
}
}
+ if (!ent->render.model || ent->render.model->type != mod_brush)
+ ent->render.angles[0] = -ent->render.angles[0];
+
VectorCopy (neworg, ent->persistent.trail_origin);
// persistent.modelindex will be updated by CL_LerpUpdate
if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ if (ent->render.model && ent->render.model->flags & EF_ROTATE)
+ {
+ ent->render.angles[1] = bobjrotate;
+ ent->render.origin[2] += bobjoffset;
+ }
+
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
+
// update interpolation info
CL_LerpUpdate(ent);
if (ent->persistent.muzzleflash > 0)
{
- AngleVectors (ent->render.angles, v, NULL, NULL);
-
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
+ v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
+ v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
+ v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
// LordHavoc: if the model has no flags, don't check each
if (ent->render.model && ent->render.model->flags)
{
- if (ent->render.model->flags & EF_ROTATE)
- {
- ent->render.angles[1] = bobjrotate;
- ent->render.origin[2] += bobjoffset;
- }
+ // note: EF_ROTATE handled above, above matrix calculation
// only do trails if present in the previous frame as well
if (ent->state_previous.active)
{
if (effects & EF_NODRAW)
continue;
+ // store a list of view-relative entities for later adjustment in view code
+ if (ent->render.flags & RENDER_VIEWMODEL)
+ {
+ if (numviewmodels < MAXVIEWMODELS)
+ viewmodels[numviewmodels++] = ent;
+ continue;
+ }
+
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+
CL_BoundingBoxForEntity(&ent->render);
if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
&& !(ent->state_current.effects & EF_ADDITIVE)
&& (ent->state_current.alpha == 255)
&& !(ent->render.flags & RENDER_VIEWMODEL)
- && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility)))
+ && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
ent->render.flags |= RENDER_SHADOW;
if (r_refdef.numentities < r_refdef.maxentities)
ent->render.frame2time = e->frame2time;
// normal stuff
- VectorCopy(e->origin, ent->render.origin);
+ //VectorCopy(e->origin, ent->render.origin);
ent->render.model = cl.model_precache[e->modelindex];
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
- ent->render.scale = 1;
+ //ent->render.scale = 1;
ent->render.alpha = 1;
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_BoundingBoxForEntity(&ent->render);
}
}
// if coming from the player, update the start position
//if (b->entity == cl.viewentity)
// VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
- if (b->entity && cl_entities[b->entity].state_current.active)
+ if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
{
- VectorCopy (cl_entities[b->entity].render.origin, b->start);
- b->start[2] += 16;
+ entity_state_t *p = &cl_entities[b->entity].state_previous;
+ //entity_state_t *c = &cl_entities[b->entity].state_current;
+ entity_render_t *r = &cl_entities[b->entity].render;
+ matrix4x4_t matrix, imatrix;
+ if (b->relativestartvalid == 2)
+ {
+ // not really valid yet, we need to get the orientation now
+ // (ParseBeam flagged this because it is received before
+ // entities are received, by now they have been received)
+ // note: because players create lightning in their think
+ // function (which occurs before movement), they actually
+ // have some lag in it's location, so compare to the
+ // previous player state, not the latest
+ if (b->entity == cl.viewentity)
+ Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+ else
+ Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
+ Matrix4x4_Invert_Simple(&imatrix, &matrix);
+ Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
+ Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
+ b->relativestartvalid = 1;
+ }
+ else
+ {
+ if (b->entity == cl.viewentity)
+ Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+ else
+ Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
+ Matrix4x4_Transform(&matrix, b->relativestart, b->start);
+ Matrix4x4_Transform(&matrix, b->relativeend, b->end);
+ }
}
- if (cl_beampolygons.integer)
+ if (b->lightning && cl_beams_polygons.integer)
continue;
// calculate pitch and yaw
ent = CL_NewTempEntity ();
if (!ent)
return;
- VectorCopy (org, ent->render.origin);
+ //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;
+ //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;
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;
}
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);
- //VectorVectors(beamdir, right, up);
- t1 = cl.time * -r_lightningbeam_scroll.value;
+ // 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;
- // horizontal
+ // 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)
+
+ // 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);
- // diagonal up-right/down-left
+
+ // 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);
- // diagonal down-right/up-left
+
+ // 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);
+ }
- //qglDisable(GL_CULL_FACE);
+ // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
R_Mesh_Draw(12, 6, r_lightningbeamelements);
- //qglEnable(GL_CULL_FACE);
}
void R_DrawLightningBeams (void)
beam_t *b;
vec3_t org;
- if (!cl_beampolygons.integer)
+ 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)
+ if (b->model && b->endtime >= cl.time && b->lightning)
{
VectorAdd(b->start, b->end, org);
VectorScale(org, 0.5f, org);
cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
}
else
+ {
+ VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold);
+ VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
+ }
cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
CL_RelinkStaticEntities();
CL_RelinkNetworkEntities();
CL_RelinkEffects();
- CL_RelinkBeams();
CL_MoveParticles();
CL_LerpPlayer(frac);
+
+ CL_RelinkBeams();
}
Cvar_RegisterVariable(&r_draweffects);
Cvar_RegisterVariable(&cl_explosions);
Cvar_RegisterVariable(&cl_stainmaps);
- Cvar_RegisterVariable(&cl_beampolygons);
+ Cvar_RegisterVariable(&cl_beams_polygons);
+ Cvar_RegisterVariable(&cl_beams_relative);
+ Cvar_RegisterVariable(&cl_noplayershadow);
R_LightningBeams_Init();