added bufferobject and bufferoffset parameters to all R_Mesh_*Pointer functions and...
[xonotic/darkplaces.git] / r_lightning.c
index e80216e..0d28794 100644 (file)
@@ -2,13 +2,13 @@
 #include "quakedef.h"
 #include "image.h"
 
-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", "128"};
-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"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
+cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4", "thickness of the lightning beam effect"};
+cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
+cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
+cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
 
 rtexture_t *r_lightningbeamtexture;
 rtexture_t *r_lightningbeamqmbtexture;
@@ -38,12 +38,16 @@ void r_lightningbeams_setuptexture(void)
 #define PATHPOINTS 8
        int i, j, px, py, nearestpathindex, imagenumber;
        float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
-       qbyte *pixels;
+       unsigned char *pixels;
        int *image;
-       struct {float x, y, strength;} path[PATHPOINTS], temppath;
+       struct lightningpathnode_s
+       {
+               float x, y, strength;
+       }
+       path[PATHPOINTS], temppath;
 
        image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
+       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(unsigned char[4]));
 
        for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
        {
@@ -112,11 +116,11 @@ void r_lightningbeams_setuptexture(void)
 #define BEAMHEIGHT 128
        float r, g, b, intensity, fx, width, center;
        int x, y;
-       qbyte *data, *noise1, *noise2;
+       unsigned char *data, *noise1, *noise2;
 
-       data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
-       noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+       data = (unsigned char *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
+       noise1 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+       noise2 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
        fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
        fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
 
@@ -134,10 +138,10 @@ void r_lightningbeams_setuptexture(void)
                        r = intensity * 1.0f;
                        g = intensity * 1.0f;
                        b = intensity * 1.0f;
-                       data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
+                       data[(y * BEAMWIDTH + x) * 4 + 0] = (unsigned char)(bound(0, r, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 1] = (unsigned char)(bound(0, g, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 2] = (unsigned char)(bound(0, b, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255;
                }
        }
 
@@ -212,12 +216,10 @@ void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
 void R_FogLightningBeam_Vertex3f_Color4f(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 += 3, c += 4)
        {
-               VectorSubtract(v, r_vieworigin, fogvec);
-               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+               ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
                c[0] = r * ifog;
                c[1] = g * ifog;
                c[2] = b * ifog;
@@ -227,62 +229,14 @@ void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts,
 
 float beamrepeatscale;
 
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       const beam_t *b = calldata1;
+       int surfacelistindex;
        rmeshstate_t m;
-       vec3_t beamdir, right, up, offset;
-       float length, t1, t2;
-
-       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_vieworigin, 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)
-
-       memset(&m, 0, sizeof(m));
-       if (r_lightningbeam_qmbtexture.integer)
-               m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
-       else
-               m.tex[0] = R_GetTexture(r_lightningbeamtexture);
-       m.pointer_texcoord[0] = varray_texcoord2f[0];
-       m.pointer_vertex = varray_vertex3f;
-
+       float vertex3f[12*3];
+       float texcoord2f[12*2];
+       float color4f[12*4];
+       R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -291,57 +245,126 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
                r_lightningbeams_setuptexture();
 
-       // polygon 1, verts 0-3
-       VectorScale(right, r_lightningbeam_thickness.value, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
-       // polygon 2, verts 4-7
-       VectorAdd(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
-       // polygon 3, verts 8-11
-       VectorSubtract(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
-
-       if (fogenabled)
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+       if (r_refdef.fogenabled)
        {
                // per vertex colors if fog is used
-               m.pointer_color = varray_color4f;
-               R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+               R_Mesh_ColorPointer(color4f, 0, 0);
+               R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 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);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_Color(r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
        }
-       R_Mesh_State(&m);
+       memset(&m, 0, sizeof(m));
+       if (r_lightningbeam_qmbtexture.integer)
+               m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+       else
+               m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+       m.pointer_texcoord[0] = texcoord2f;
+       R_Mesh_TextureState(&m);
 
-       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
-       GL_LockArrays(0, 12);
-       R_Mesh_Draw(12, 6, r_lightningbeamelements);
-       GL_LockArrays(0, 0);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               const beam_t *b = cl.beams + surfacelist[surfacelistindex];
+               vec3_t beamdir, right, up, offset, start, end;
+               float length, t1, t2;
+
+               CL_Beam_CalculatePositions(b, start, end);
+
+               // calculate beam direction (beamdir) vector and beam length
+               // get difference vector
+               VectorSubtract(end, 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_view.origin, 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);
+               // generate right vector from forward and up, the result is unnormalized
+               CrossProduct(beamdir, up, right);
+               // now normalize the right vector and up vector
+               VectorNormalize(right);
+               VectorNormalize(up);
+
+               // calculate T coordinate scrolling (start and end texcoord along the beam)
+               t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(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_CalcLightningBeamPolygonVertex3f(vertex3f + 0, start, end, offset);
+               // polygon 2, verts 4-7
+               VectorAdd(right, up, offset);
+               VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+               R_CalcLightningBeamPolygonVertex3f(vertex3f + 12, start, end, offset);
+               // polygon 3, verts 8-11
+               VectorSubtract(right, up, offset);
+               VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+               R_CalcLightningBeamPolygonVertex3f(vertex3f + 24, start, end, offset);
+               R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 0, t1, t2);
+               R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 8, t1 + 0.33, t2 + 0.33);
+               R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 16, t1 + 0.66, t2 + 0.66);
+               if (r_refdef.fogenabled)
+               {
+                       // per vertex colors if fog is used
+                       R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, 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
+               GL_LockArrays(0, 12);
+               R_Mesh_Draw(0, 12, 6, r_lightningbeamelements, 0, 0);
+               GL_LockArrays(0, 0);
+       }
 }
 
+extern cvar_t cl_beams_polygons;
 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++)
+       for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
        {
-               if (b->model && b->endtime >= cl.time && b->lightning)
+               if (b->model && b->lightning)
                {
-                       VectorAdd(b->start, b->end, org);
-                       VectorScale(org, 0.5f, org);
-                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+                       vec3_t org, start, end, dir;
+                       vec_t dist;
+                       CL_Beam_CalculatePositions(b, start, end);
+                       // calculate the nearest point on the line (beam) for depth sorting
+                       VectorSubtract(end, start, dir);
+                       dist = (DotProduct(r_view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
+                       dist = bound(0, dist, 1);
+                       VectorLerp(start, dist, end, org);
+                       // now we have the nearest point on the line, so sort with it
+                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
                }
        }
 }