]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
added a firstvertex parameter to R_Mesh_DrawMesh
[xonotic/darkplaces.git] / r_lightning.c
index be535c85f2666790c8306f52e3f69c2be6992fd7..639df83f4a18bee36c0806ce2ab89c5044e865d4 100644 (file)
@@ -4,7 +4,7 @@
 
 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_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"};
@@ -216,7 +216,7 @@ void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts,
        float ifog;
        for (i = 0;i < numverts;i++, v += 3, c += 4)
        {
-               VectorSubtract(v, r_origin, fogvec);
+               VectorSubtract(v, r_vieworigin, fogvec);
                ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
                c[0] = r * ifog;
                c[1] = g * ifog;
@@ -248,19 +248,19 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
 
        // 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);
+       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)
+       // 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 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
+       t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
        t1 = t1 - (int) t1;
        t2 = t1 + beamrepeatscale * length;
 
@@ -281,7 +281,7 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        else
                m.tex[0] = R_GetTexture(r_lightningbeamtexture);
        m.pointer_texcoord[0] = varray_texcoord2f[0];
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = varray_vertex3f;
 
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
@@ -305,12 +305,11 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        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);
-       GL_VertexPointer(varray_vertex3f);
 
        if (fogenabled)
        {
                // per vertex colors if fog is used
-               GL_ColorPointer(varray_color4f);
+               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);
        }
        else
@@ -318,9 +317,12 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
                // 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_State(&m);
 
        // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
-       R_Mesh_Draw(12, 6, r_lightningbeamelements);
+       GL_LockArrays(0, 12);
+       R_Mesh_Draw(0, 12, 6, r_lightningbeamelements);
+       GL_LockArrays(0, 0);
 }
 
 void R_DrawLightningBeams(void)
@@ -335,7 +337,7 @@ void R_DrawLightningBeams(void)
        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)
+               if (b->model && b->endtime >= r_refdef.time && b->lightning)
                {
                        VectorAdd(b->start, b->end, org);
                        VectorScale(org, 0.5f, org);