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;
&& !(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)
// 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
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();