]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
laid groundwork for a new decal system
[xonotic/darkplaces.git] / r_lightning.c
index 15ac59335db2684f2278cd548d9658b2e6589f44..cc3afdbf6871b63cb95ab07dffb55e74fa63c9f4 100644 (file)
@@ -2,30 +2,29 @@
 #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;
-rtexturepool_t *r_lightningbeamtexturepool;
+skinframe_t *r_lightningbeamtexture;
+skinframe_t *r_lightningbeamqmbtexture;
 
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+int r_lightningbeamelement3i[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+unsigned short r_lightningbeamelement3s[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
 
 void r_lightningbeams_start(void)
 {
-       r_lightningbeamtexturepool = R_AllocTexturePool();
        r_lightningbeamtexture = NULL;
        r_lightningbeamqmbtexture = NULL;
 }
 
 void r_lightningbeams_setupqmbtexture(void)
 {
-       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, false);
        if (r_lightningbeamqmbtexture == NULL)
                Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
 }
@@ -38,72 +37,76 @@ 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)
        {
-       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++)
+               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++)
                {
-                       if (path[j].x < path[i].x)
+                       for (j = i + 1;j < PATHPOINTS;j++)
                        {
-                               temppath = path[j];
-                               path[j] = path[i];
-                               path[i] = temppath;
+                               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;
-       }
+               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;
+               }
 
-       for (py = 0;py < BEAMHEIGHT;py++)
-       {
-               for (px = 0;px < BEAMWIDTH;px++)
+               for (py = 0;py < BEAMHEIGHT;py++)
                {
-                       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;
+                       for (px = 0;px < BEAMWIDTH;px++)
+                       {
+                               pixels[(py*BEAMWIDTH+px)*4+2] = 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+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                               pixels[(py*BEAMWIDTH+px)*4+3] = 255;
+                       }
                }
-       }
 
-       Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
+               Image_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
        }
 
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
 
        Mem_Free(pixels);
        Mem_Free(image);
@@ -112,11 +115,11 @@ 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 = (qbyte *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
-       noise1 = (qbyte *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       noise2 = (qbyte *)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);
 
@@ -134,14 +137,14 @@ 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 + 2] = (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 + 0] = (unsigned char)(bound(0, b, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255;
                }
        }
 
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_lightningbeamtexture = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_PRECACHE | TEXF_FORCELINEAR, data, BEAMWIDTH, BEAMHEIGHT);
        Mem_Free(noise1);
        Mem_Free(noise2);
        Mem_Free(data);
@@ -152,11 +155,14 @@ void r_lightningbeams_shutdown(void)
 {
        r_lightningbeamtexture = NULL;
        r_lightningbeamqmbtexture = NULL;
-       R_FreeTexturePool(&r_lightningbeamtexturepool);
 }
 
 void r_lightningbeams_newmap(void)
 {
+       if (r_lightningbeamtexture)
+               R_SkinFrame_MarkUsed(r_lightningbeamtexture);
+       if (r_lightningbeamqmbtexture)
+               R_SkinFrame_MarkUsed(r_lightningbeamqmbtexture);
 }
 
 void R_LightningBeams_Init(void)
@@ -209,139 +215,112 @@ 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));
-               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)
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       const beam_t *b = (beam_t *)calldata1;
-       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);
-       // 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;
+       int surfacelistindex;
+       float vertex3f[12*3];
+       float texcoord2f[12*2];
+
+       RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, r_lightningbeam_color_red.value * r_refdef.view.colorscale, r_lightningbeam_color_green.value * r_refdef.view.colorscale, r_lightningbeam_color_blue.value * r_refdef.view.colorscale, 1, 12, vertex3f, texcoord2f, NULL, NULL, NULL, NULL, 6, r_lightningbeamelement3i, r_lightningbeamelement3s, false, false);
 
-       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);
-
-       if (fogenabled)
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               // 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);
+               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_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);
+               // 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.scene.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);
+
+               // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
+               R_DrawCustomSurface(r_lightningbeam_qmbtexture.integer ? r_lightningbeamqmbtexture : r_lightningbeamtexture, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 12, 0, 6, false);
        }
-       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_State(&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);
 }
 
+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 >= r_refdef.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_refdef.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);
                }
        }
 }