]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
added polygonoffset as a texture property, used on submodels (such as
[xonotic/darkplaces.git] / r_lightning.c
index 54caa07c63f46557d04131ac3fac4358a1950d54..c8ff41f4eb8107dab90ba66459505ef257d23106 100644 (file)
@@ -216,122 +216,138 @@ 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;
-       float ifog;
+       float fog;
        for (i = 0;i < numverts;i++, v += 3, c += 4)
        {
-               ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
-               c[0] = r * ifog;
-               c[1] = g * ifog;
-               c[2] = b * ifog;
+               fog = FogPoint_World(v);
+               c[0] = r * fog;
+               c[1] = g * fog;
+               c[2] = b * fog;
                c[3] = a;
        }
 }
 
 float beamrepeatscale;
 
-void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       const beam_t *b = cl.beams + surfacenumber;
+       int surfacelistindex;
        rmeshstate_t m;
-       vec3_t beamdir, right, up, offset;
-       float length, t1, t2;
-
+       float vertex3f[12*3];
+       float texcoord2f[12*2];
+       float color4f[12*4];
        R_Mesh_Matrix(&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);
-       // 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(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;
-
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        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);
-
-       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(0, 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;
@@ -339,10 +355,17 @@ 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);
                }
        }