]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
added cl_noplayershadow cvar to allow disabling player shadow
[xonotic/darkplaces.git] / cl_main.c
index 0a084b9dd1d137a96ca2dbfb4a6dffbca8139451..ec481291a1f25c06a01b30e99390855c0e222601 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -53,7 +53,10 @@ 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"};
+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;
@@ -760,7 +763,7 @@ static void CL_RelinkNetworkEntities(void)
                 && !(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)
@@ -868,13 +871,42 @@ void CL_RelinkBeams (void)
                // 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
@@ -993,9 +1025,13 @@ void R_LightningBeams_Init(void)
 
 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;
 }
 
@@ -1029,44 +1065,74 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        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)
@@ -1075,13 +1141,13 @@ 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);
@@ -1103,7 +1169,11 @@ void CL_LerpPlayer(float frac)
                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);
 
@@ -1138,10 +1208,11 @@ void CL_RelinkEntities (void)
        CL_RelinkStaticEntities();
        CL_RelinkNetworkEntities();
        CL_RelinkEffects();
-       CL_RelinkBeams();
        CL_MoveParticles();
 
        CL_LerpPlayer(frac);
+
+       CL_RelinkBeams();
 }
 
 
@@ -1409,7 +1480,9 @@ void CL_Init (void)
        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();