]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
fix shading seams along uv seams on compiled frame zero of mdl/md2/md3 models
[xonotic/darkplaces.git] / r_lightning.c
index 68f6b8f55b2b4f2e82b3c60414a2faa9255cc34a..9fb871e11f2e31b28d5ef893fd3827b8d5062a5d 100644 (file)
@@ -246,17 +246,18 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
                r_lightningbeams_setuptexture();
 
        R_Mesh_VertexPointer(vertex3f);
+       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
        if (r_refdef.fogenabled)
        {
                // per vertex colors if fog is used
                R_Mesh_ColorPointer(color4f);
-               R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+               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
                R_Mesh_ColorPointer(NULL);
-               GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+               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);
        }
        memset(&m, 0, sizeof(m));
        if (r_lightningbeam_qmbtexture.integer)
@@ -269,12 +270,14 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const beam_t *b = cl.beams + surfacelist[surfacelistindex];
-               vec3_t beamdir, right, up, offset;
+               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(b->end, b->start, beamdir);
+               VectorSubtract(end, start, beamdir);
                // find length of difference vector
                length = sqrt(DotProduct(beamdir, beamdir));
                // calculate scale to make beamdir a unit vector (normalized)
@@ -284,7 +287,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
 
                // 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, b->start, up);
+               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);
@@ -296,7 +299,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
                VectorNormalize(up);
 
                // calculate T coordinate scrolling (start and end texcoord along the beam)
-               t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
+               t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
                t1 = t1 - (int) t1;
                t2 = t1 + beamrepeatscale * length;
 
@@ -313,15 +316,15 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
 
                // polygon 1, verts 0-3
                VectorScale(right, r_lightningbeam_thickness.value, offset);
-               R_CalcLightningBeamPolygonVertex3f(vertex3f + 0, b->start, b->end, 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, b->start, b->end, 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, b->start, b->end, 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);
@@ -338,11 +341,11 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
        }
 }
 
+extern cvar_t cl_beams_polygons;
 void R_DrawLightningBeams(void)
 {
        int i;
        beam_t *b;
-       vec3_t org;
 
        if (!cl_beams_polygons.integer)
                return;
@@ -350,10 +353,17 @@ void R_DrawLightningBeams(void)
        beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
        for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
        {
-               if (b->model && b->endtime >= r_refdef.time && b->lightning)
+               if (b->model && b->lightning)
                {
-                       VectorAdd(b->start, b->end, org);
-                       VectorScale(org, 0.5f, org);
+                       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);
                }
        }