]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
Add more CHECKGLERROR calls, and clean up a few obsolete code scraps.
[xonotic/darkplaces.git] / r_lightning.c
index 0b92492084328f68b59fb922977d52d99a042727..e3d050124e50ab1ec192336a744a3d77f5c12e77 100644 (file)
@@ -2,7 +2,7 @@
 #include "quakedef.h"
 #include "image.h"
 
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4", "thickness of the lightning beam effect"};
+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"};
@@ -10,157 +10,87 @@ cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green",
 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;
+static texture_t cl_beams_externaltexture;
+static texture_t cl_beams_builtintexture;
 
-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)
+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, false);
-       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;
-       unsigned char *pixels;
-       int *image;
-       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(unsigned char[4]));
+       // 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 (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
+       // make a repeating noise pattern for the beam path
+       for (x = 0; x < 16; x++)
        {
-       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;
+               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];
 
-       for (py = 0;py < BEAMHEIGHT;py++)
-       {
-               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;
-               }
-       }
-
-       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);
+       data = (unsigned char *)Mem_Alloc(tempmempool, texwidth * texheight * 4);
 
-       Mem_Free(pixels);
-       Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
-       float r, g, b, intensity, fx, width, center;
-       int x, y;
-       unsigned char *data, *noise1, *noise2;
-
-       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);
-
-       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] = (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 + 2] = (unsigned char)(bound(0, b, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)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, false);
+       Mod_LoadCustomMaterial(r_main_mempool, &cl_beams_builtintexture, "cl_beams_builtintexture", 0, MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR, 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)
@@ -172,201 +102,93 @@ 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);
-}
-
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
-{
-       // 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));
-}
-
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
-{
-       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;
-       }
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
 }
 
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
+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)
 {
-       int i;
-       float fog;
-       for (i = 0;i < numverts;i++, v += 3, c += 4)
-       {
-               fog = FogPoint_World(v);
-               c[0] = r * fog;
-               c[1] = g * fog;
-               c[2] = b * fog;
-               c[3] = a;
-       }
+       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);
 }
 
-float beamrepeatscale;
-
-void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+void CL_Beam_AddPolygons(const beam_t *b)
 {
-       int surfacelistindex;
-       rmeshstate_t m;
-       float vertex3f[12*3];
-       float texcoord2f[12*2];
-       float color4f[12*4];
-       R_Mesh_Matrix(&identitymatrix);
-       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();
-
-       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
-               R_Mesh_ColorPointer(color4f, 0, 0);
-       }
-       else
-       {
-               // solid color if fog is not used
-               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);
-       }
-       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);
-
-       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;
-
-       if (!cl_beams_polygons.integer)
-               return;
-
-       beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
-       for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
-       {
-               if (b->model && b->lightning)
-               {
-                       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);
-               }
-       }
+       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;
+
+       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
+       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)
+       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 = beamscroll;
+       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)
+
+       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);
 }
-