]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
made particle PVS culling only take the origin into account; that way, it actually...
[xonotic/darkplaces.git] / r_lightning.c
index dae55398f105e2b465845b11a0d036af8445edb8..ee4cee39da77fe8bcfad2a46386d1d0c8989cfda 100644 (file)
@@ -14,7 +14,7 @@ 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};
+unsigned short 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)
 {
@@ -92,7 +92,7 @@ void r_lightningbeams_setuptexture(void)
                        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++)
@@ -103,7 +103,7 @@ void r_lightningbeams_setuptexture(void)
                                pixels[(py*BEAMWIDTH+px)*4+3] = 255;
                        }
                }
-       
+
                Image_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
        }
 
@@ -242,13 +242,15 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
        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
+       R_SetupGenericShader(true);
+       // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
        if (r_refdef.fogenabled)
        {
                // per vertex colors if fog is used
@@ -258,7 +260,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
        {
                // 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);
+               GL_Color(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);
        }
        memset(&m, 0, sizeof(m));
        if (r_lightningbeam_qmbtexture.integer)
@@ -288,7 +290,7 @@ 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, 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);
@@ -300,7 +302,7 @@ 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(start, beamdir);
+               t1 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
                t1 = t1 - (int) t1;
                t2 = t1 + beamrepeatscale * length;
 
@@ -337,7 +339,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
 
                // 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);
+               R_Mesh_Draw(0, 12, 0, 6, NULL, r_lightningbeamelements, 0, 0);
                GL_LockArrays(0, 0);
        }
 }
@@ -361,7 +363,7 @@ void R_DrawLightningBeams(void)
                        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 = (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