+ // calculate pitch and yaw
+ VectorSubtract (b->end, b->start, dist);
+
+ if (dist[1] == 0 && dist[0] == 0)
+ {
+ yaw = 0;
+ if (dist[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
+ }
+ else
+ {
+ yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+
+ forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
+ pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+ if (pitch < 0)
+ pitch += 360;
+ }
+
+ // 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"};
+
+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 + 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)
+
+ // 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_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)
+ {
+ 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;
+ float d;
+
+ if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
+ {
+ cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
+ cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
+ 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);
+
+ for (i = 0;i < 3;i++)
+ cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+
+ if (cls.demoplayback)
+ {
+ // interpolate the angles
+ for (i = 0;i < 3;i++)