]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / r_lightning.c
index be535c85f2666790c8306f52e3f69c2be6992fd7..bbffbef441122a8c5b52e3762e586901048d48fa 100644 (file)
 #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", "1024"};
-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"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
+cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "8", "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"};
+
+static texture_t cl_beams_externaltexture;
+static texture_t cl_beams_builtintexture;
+
+static void r_lightningbeams_start(void)
 {
-       r_lightningbeamtexturepool = R_AllocTexturePool();
-       r_lightningbeamtexture = NULL;
-       r_lightningbeamqmbtexture = NULL;
+       memset(&cl_beams_externaltexture, 0, sizeof(cl_beams_externaltexture));
+       memset(&cl_beams_builtintexture, 0, sizeof(cl_beams_builtintexture));
 }
 
-void r_lightningbeams_setupqmbtexture(void)
+static void CL_Beams_SetupExternalTexture(void)
 {
-       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (r_lightningbeamqmbtexture == NULL)
+       if (Mod_LoadTextureFromQ3Shader(r_main_mempool, "r_lightning.c", &cl_beams_externaltexture, "textures/particles/lightning", false, false, TEXF_ALPHA | TEXF_FORCELINEAR, MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE))
                Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
 }
 
-void r_lightningbeams_setuptexture(void)
+static void CL_Beams_SetupBuiltinTexture(void)
 {
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
-       int i, j, px, py, nearestpathindex, imagenumber;
-       float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
-       qbyte *pixels;
-       int *image;
-       struct {float x, y, strength;} path[PATHPOINTS], temppath;
-
-       image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
-
-       for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
-       {
-       for (i = 0;i < PATHPOINTS;i++)
-       {
-               path[i].x = lhrandom(0, 1);
-               path[i].y = lhrandom(0.2, 0.8);
-               path[i].strength = lhrandom(0, 1);
-       }
-       for (i = 0;i < PATHPOINTS;i++)
-       {
-               for (j = i + 1;j < PATHPOINTS;j++)
-               {
-                       if (path[j].x < path[i].x)
-                       {
-                               temppath = path[j];
-                               path[j] = path[i];
-                               path[i] = temppath;
-                       }
-               }
-       }
-       particlex = path[0].x;
-       particley = path[0].y;
-       particlexv = lhrandom(0, 0.02);
-       particlexv = lhrandom(-0.02, 0.02);
-       memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       for (i = 0;i < 65536;i++)
-       {
-               for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
-                       if (path[nearestpathindex].x > particlex)
-                               break;
-               nearestpathindex %= PATHPOINTS;
-               dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
-               dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
-               s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
-               particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
-               particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
-               particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
-               particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
-               px = particlex * BEAMWIDTH;
-               py = particley * BEAMHEIGHT;
-               if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
-                       image[py*BEAMWIDTH+px] += 16;
-       }
+       // beam direction is horizontal in the lightning texture
+       int texwidth = 128;
+       int texheight = 64;
+       float r, g, b, intensity, thickness = texheight * 0.25f, border = thickness + 2.0f, ithickness = 1.0f / thickness, center, n;
+       int x, y;
+       unsigned char *data;
+       skinframe_t *skinframe;
+       float centersamples[17][2];
 
-       for (py = 0;py < BEAMHEIGHT;py++)
+       // make a repeating noise pattern for the beam path
+       for (x = 0; x < 16; x++)
        {
-               for (px = 0;px < BEAMWIDTH;px++)
-               {
-                       pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+3] = 255;
-               }
+               centersamples[x][0] = lhrandom(border, texheight - border);
+               centersamples[x][1] = lhrandom(0.2f, 1.00f);
        }
+       centersamples[16][0] = centersamples[0][0];
+       centersamples[16][1] = centersamples[0][1];
 
-       Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
-       }
-
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-
-       Mem_Free(pixels);
-       Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
-       float r, g, b, intensity, fx, width, center;
-       int x, y;
-       qbyte *data, *noise1, *noise2;
-
-       data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
-       noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
-       fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
+       data = (unsigned char *)Mem_Alloc(tempmempool, texwidth * texheight * 4);
 
-       for (y = 0;y < BEAMHEIGHT;y++)
+       // iterate by columns and draw the entire column of pixels
+       for (x = 0; x < texwidth; x++)
        {
-               width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
-               center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
-               for (x = 0;x < BEAMWIDTH;x++, fx++)
+               r = x * 16.0f / texwidth;
+               y = (int)r;
+               g = r - y;
+               center = centersamples[y][0] * (1.0f - g) + centersamples[y+1][0] * g;
+               n = centersamples[y][1] * (1.0f - g) + centersamples[y + 1][1] * g;
+               for (y = 0; y < texheight; y++)
                {
-                       fx = (((float) x / BEAMWIDTH) - center) / width;
-                       intensity = 1.0f - sqrt(fx * fx);
+                       intensity = 1.0f - fabs((y - center) * ithickness);
                        if (intensity > 0)
-                               intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
-                       intensity = bound(0, intensity, 1);
-                       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;
+                       {
+                               intensity = pow(intensity * n, 2);
+                               r = intensity * 1.000f * 255.0f;
+                               g = intensity * 2.000f * 255.0f;
+                               b = intensity * 4.000f * 255.0f;
+                               data[(y * texwidth + x) * 4 + 2] = (unsigned char)(bound(0, r, 255));
+                               data[(y * texwidth + x) * 4 + 1] = (unsigned char)(bound(0, g, 255));
+                               data[(y * texwidth + x) * 4 + 0] = (unsigned char)(bound(0, b, 255));
+                       }
+                       else
+                               intensity = 0.0f;
+                       data[(y * texwidth + x) * 4 + 3] = (unsigned char)255;
                }
        }
 
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       Mem_Free(noise1);
-       Mem_Free(noise2);
+       skinframe = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, texwidth, texheight, 0, 0, 0, false);
+       Mod_LoadCustomMaterial(r_main_mempool, &cl_beams_builtintexture, "cl_beams_builtintexture", 0, MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX, skinframe);
        Mem_Free(data);
-#endif
 }
 
-void r_lightningbeams_shutdown(void)
+static void r_lightningbeams_shutdown(void)
 {
-       r_lightningbeamtexture = NULL;
-       r_lightningbeamqmbtexture = NULL;
-       R_FreeTexturePool(&r_lightningbeamtexturepool);
+       memset(&cl_beams_externaltexture, 0, sizeof(cl_beams_externaltexture));
+       memset(&cl_beams_builtintexture, 0, sizeof(cl_beams_builtintexture));
 }
 
-void r_lightningbeams_newmap(void)
+static void r_lightningbeams_newmap(void)
 {
+       if (cl_beams_externaltexture.currentskinframe)
+               R_SkinFrame_MarkUsed(cl_beams_externaltexture.currentskinframe);
+       if (cl_beams_builtintexture.currentskinframe)
+               R_SkinFrame_MarkUsed(cl_beams_builtintexture.currentskinframe);
 }
 
 void R_LightningBeams_Init(void)
@@ -168,77 +102,48 @@ void R_LightningBeams_Init(void)
        Cvar_RegisterVariable(&r_lightningbeam_color_green);
        Cvar_RegisterVariable(&r_lightningbeam_color_blue);
        Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
-       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
 }
 
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
+static void CL_Beam_AddQuad(dp_model_t *mod, msurface_t *surf, const vec3_t start, const vec3_t end, const vec3_t offset, float t1, float t2)
 {
-       // near right corner
-       VectorAdd     (start, offset, (v + 0));
-       // near left corner
-       VectorSubtract(start, offset, (v + 3));
-       // far left corner
-       VectorSubtract(end  , offset, (v + 6));
-       // far right corner
-       VectorAdd     (end  , offset, (v + 9));
+       int e0, e1, e2, e3;
+       vec3_t n;
+       vec3_t dir;
+       float c[4];
+
+       Vector4Set(c, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1.0f);
+
+       VectorSubtract(end, start, dir);
+       CrossProduct(dir, offset, n);
+       VectorNormalize(n);
+
+       e0 = Mod_Mesh_IndexForVertex(mod, surf, start[0] + offset[0], start[1] + offset[1], start[2] + offset[2], n[0], n[1], n[2], t1, 0, 0, 0, c[0], c[1], c[2], c[3]);
+       e1 = Mod_Mesh_IndexForVertex(mod, surf, start[0] - offset[0], start[1] - offset[1], start[2] - offset[2], n[0], n[1], n[2], t1, 1, 0, 0, c[0], c[1], c[2], c[3]);
+       e2 = Mod_Mesh_IndexForVertex(mod, surf, end[0] - offset[0], end[1] - offset[1], end[2] - offset[2], n[0], n[1], n[2], t2, 1, 0, 0, c[0], c[1], c[2], c[3]);
+       e3 = Mod_Mesh_IndexForVertex(mod, surf, end[0] + offset[0], end[1] + offset[1], end[2] + offset[2], n[0], n[1], n[2], t2, 0, 0, 0, c[0], c[1], c[2], c[3]);
+       Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
+       Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
 }
 
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+void CL_Beam_AddPolygons(const beam_t *b)
 {
-       if (r_lightningbeam_qmbtexture.integer)
-       {
-               // near right corner
-               tc[0] = t1;tc[1] = 0;
-               // near left corner
-               tc[2] = t1;tc[3] = 1;
-               // far left corner
-               tc[4] = t2;tc[5] = 1;
-               // far right corner
-               tc[6] = t2;tc[7] = 0;
-       }
-       else
-       {
-               // near right corner
-               tc[0] = 0;tc[1] = t1;
-               // near left corner
-               tc[2] = 1;tc[3] = t1;
-               // far left corner
-               tc[4] = 1;tc[5] = t2;
-               // far right corner
-               tc[6] = 0;tc[7] = 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_origin, fogvec);
-               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
-               c[0] = r * ifog;
-               c[1] = g * ifog;
-               c[2] = b * ifog;
-               c[3] = a;
-       }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
-       const beam_t *b = calldata1;
-       rmeshstate_t m;
-       vec3_t beamdir, right, up, offset;
+       vec3_t beamdir, right, up, offset, start, end;
+       vec_t beamscroll = r_refdef.scene.time * -r_lightningbeam_scroll.value;
+       vec_t beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
        float length, t1, t2;
+       dp_model_t *mod;
+       msurface_t *surf;
 
-       R_Mesh_Matrix(&r_identitymatrix);
+       if (r_lightningbeam_qmbtexture.integer && cl_beams_externaltexture.currentskinframe == NULL)
+               CL_Beams_SetupExternalTexture();
+       if (!r_lightningbeam_qmbtexture.integer && cl_beams_builtintexture.currentskinframe == NULL)
+               CL_Beams_SetupBuiltinTexture();
 
        // calculate beam direction (beamdir) vector and beam length
        // get difference vector
-       VectorSubtract(b->end, b->start, beamdir);
+       CL_Beam_CalculatePositions(b, start, end);
+       VectorSubtract(end, start, beamdir);
        // find length of difference vector
        length = sqrt(DotProduct(beamdir, beamdir));
        // calculate scale to make beamdir a unit vector (normalized)
@@ -248,26 +153,26 @@ 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_refdef.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);
-       // 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 = t1 - (int) t1;
+       t1 = beamscroll;
+       t1 = t1 - (int)t1;
        t2 = t1 + beamrepeatscale * length;
 
        // the beam is 3 polygons in this configuration:
        //  *   2
        //   * *
-       // 1******
+       // 1*****
        //   * *
        //  *   3
        // they are showing different portions of the beam texture, creating an
@@ -275,72 +180,15 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        // (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];
-       R_Mesh_State_Texture(&m);
-
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
-               r_lightningbeams_setupqmbtexture();
-       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);
-       GL_VertexPointer(varray_vertex3f);
-
-       if (fogenabled)
-       {
-               // per vertex colors if fog is used
-               GL_ColorPointer(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
-       {
-               // 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);
-       }
-
-       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
-       R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-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++)
-       {
-               if (b->model && b->endtime >= cl.time && b->lightning)
-               {
-                       VectorAdd(b->start, b->end, org);
-                       VectorScale(org, 0.5f, org);
-                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
-               }
-       }
+       mod = &cl_meshentitymodels[MESH_PARTICLES];
+       surf = Mod_Mesh_AddSurface(mod, r_lightningbeam_qmbtexture.integer ? &cl_beams_externaltexture : &cl_beams_builtintexture, false);
+       // polygon 1
+       VectorM(r_lightningbeam_thickness.value, right, offset);
+       CL_Beam_AddQuad(mod, surf, start, end, offset, t1, t2);
+       // polygon 2
+       VectorMAM(r_lightningbeam_thickness.value * 0.70710681f, right, r_lightningbeam_thickness.value * 0.70710681f, up, offset);
+       CL_Beam_AddQuad(mod, surf, start, end, offset, t1 + 0.33f, t2 + 0.33f);
+       // polygon 3
+       VectorMAM(r_lightningbeam_thickness.value * 0.70710681f, right, r_lightningbeam_thickness.value * -0.70710681f, up, offset);
+       CL_Beam_AddQuad(mod, surf, start, end, offset, t1 + 0.66f, t2 + 0.66f);
 }
-