cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "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;
mempool_t *cl_entities_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);
}
}
dlightsetup:
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
- //dl->ent = ent;
+ dl->ent = ent;
VectorCopy(org, dl->origin);
dl->radius = radius;
dl->color[0] = red;
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)
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities()
+extern qboolean Nehahrademcompatibility;
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
+static void CL_RelinkNetworkEntities(void)
{
entity_t *ent;
int i, effects, temp;
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)
+ if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
VectorCopy(neworg, oldorg);
VectorCopy (neworg, ent->render.origin);
ent->render.flags = ent->state_current.flags;
+ if (i == cl.viewentity)
+ ent->render.flags |= RENDER_EXTERIORMODEL;
ent->render.effects = effects = ent->state_current.effects;
if (ent->state_current.flags & RENDER_COLORMAPPED)
ent->render.colormap = ent->state_current.colormap;
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 (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)
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;
- CL_TraceLine(neworg, v2, v, NULL, 0, true);
+ 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);
ent->persistent.muzzleflash -= cl.frametime * 1000;
// 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)
{
{
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&d_8to24table[ent->state_current.glowcolor], dlightcolor);
+ VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
}
// LordHavoc: customizable trail
if (ent->render.flags & RENDER_GLOWTRAIL)
{
VectorCopy(neworg, v);
// hack to make glowing player light shine on their gun
- if (i == cl.viewentity && !chase_active.integer)
+ if (i == cl.viewentity/* && !chase_active.integer*/)
v[2] += 30;
- CL_AllocDlight (NULL, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
}
- if (chase_active.integer)
- {
- if (ent->render.flags & RENDER_VIEWMODEL)
- continue;
- }
- else
- {
- if (i == cl.viewentity || (ent->render.flags & RENDER_EXTERIORMODEL))
- continue;
- }
+ if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
+ continue;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
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;
+ // 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 && !cl_noplayershadow.integer)))
+ ent->render.flags |= RENDER_SHADOW;
+
if (r_refdef.numentities < r_refdef.maxentities)
r_refdef.entities[r_refdef.numentities++] = &ent->render;
}
}
-static void CL_RelinkEffects()
+static void CL_RelinkEffects(void)
{
int i, intframe;
cl_effect_t *e;
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 (b->lightning && cl_beams_polygons.integer)
+ continue;
+
// calculate pitch and yaw
VectorSubtract (b->end, b->start, dist);
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;
}
}
+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;
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_beams_polygons);
+ Cvar_RegisterVariable(&cl_beams_relative);
+ Cvar_RegisterVariable(&cl_noplayershadow);
+
+ R_LightningBeams_Init();
CL_Parse_Init();
CL_Particles_Init();