X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=ec481291a1f25c06a01b30e99390855c0e222601;hp=ad2f92c9d5fd362d577f2bb55c4a35bb82c853f6;hb=ec75d8a0c69a51a017a58cc706ebb9d0bba11012;hpb=6521035efebc6902c1bcf97c171c456af2b719be diff --git a/cl_main.c b/cl_main.c index ad2f92c9..ec481291 100644 --- a/cl_main.c +++ b/cl_main.c @@ -53,6 +53,11 @@ cvar_t r_draweffects = {0, "r_draweffects", "1"}; cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"}; cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; +cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; +cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; + +cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; + mempool_t *cl_scores_mempool; mempool_t *cl_refdef_mempool; mempool_t *cl_entities_mempool; @@ -473,6 +478,7 @@ static void CL_RelinkStaticEntities(void) CL_RelinkEntities =============== */ +extern qboolean Nehahrademcompatibility; static void CL_RelinkNetworkEntities(void) { entity_t *ent; @@ -750,6 +756,16 @@ static void CL_RelinkNetworkEntities(void) if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush) cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; + // note: the cl.viewentity and intermission check is to hide player + // shadow during intermission and during the Nehahra movie and + // Nehahra cinematics + if (!(ent->state_current.effects & EF_NOSHADOW) + && !(ent->state_current.effects & EF_ADDITIVE) + && (ent->state_current.alpha == 255) + && !(ent->render.flags & RENDER_VIEWMODEL) + && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer))) + ent->render.flags |= RENDER_SHADOW; + if (r_refdef.numentities < r_refdef.maxentities) r_refdef.entities[r_refdef.numentities++] = &ent->render; @@ -855,12 +871,44 @@ void CL_RelinkBeams (void) // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - if (b->entity && cl_entities[b->entity].state_current.active) + if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { - VectorCopy (cl_entities[b->entity].render.origin, b->start); - b->start[2] += 16; + entity_state_t *p = &cl_entities[b->entity].state_previous; + //entity_state_t *c = &cl_entities[b->entity].state_current; + entity_render_t *r = &cl_entities[b->entity].render; + matrix4x4_t matrix, imatrix; + if (b->relativestartvalid == 2) + { + // not really valid yet, we need to get the orientation now + // (ParseBeam flagged this because it is received before + // entities are received, by now they have been received) + // note: because players create lightning in their think + // function (which occurs before movement), they actually + // have some lag in it's location, so compare to the + // previous player state, not the latest + if (b->entity == cl.viewentity) + Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); + else + Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1); + Matrix4x4_Invert_Simple(&imatrix, &matrix); + Matrix4x4_Transform(&imatrix, b->start, b->relativestart); + Matrix4x4_Transform(&imatrix, b->end, b->relativeend); + b->relativestartvalid = 1; + } + else + { + if (b->entity == cl.viewentity) + Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); + else + Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1); + Matrix4x4_Transform(&matrix, b->relativestart, b->start); + Matrix4x4_Transform(&matrix, b->relativeend, b->end); + } } + if (b->lightning && cl_beams_polygons.integer) + continue; + // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); @@ -905,6 +953,210 @@ void CL_RelinkBeams (void) } } +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"}; + +rtexture_t *r_lightningbeamtexture; +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) +{ + float r, g, b, intensity, fx, width, center; + int x, y; + qbyte *data, *noise1, *noise2; + data = Mem_Alloc(tempmempool, 32 * 512 * 4); + noise1 = Mem_Alloc(tempmempool, 512 * 512); + noise2 = Mem_Alloc(tempmempool, 512 * 512); + fractalnoise(noise1, 512, 8); + fractalnoise(noise2, 512, 16); + + for (y = 0;y < 512;y++) + { + width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f; + center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f); + for (x = 0;x < 32;x++, fx++) + { + fx = (x - center) / width; + intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f); + intensity = bound(0, intensity, 1); + r = intensity * 2.0f - 1.0f; + g = intensity * 3.0f - 1.0f; + b = intensity * 3.0f; + data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f); + data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f); + data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f); + data[(y * 32 + x) * 4 + 3] = (qbyte)255; + } + } + + r_lightningbeamtexturepool = R_AllocTexturePool(); + r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + Mem_Free(noise1); + Mem_Free(noise2); + Mem_Free(data); +} + +void r_lightningbeams_shutdown(void) +{ + r_lightningbeamtexture = NULL; + R_FreeTexturePool(&r_lightningbeamtexturepool); +} + +void r_lightningbeams_newmap(void) +{ +} + +void R_LightningBeams_Init(void) +{ + Cvar_RegisterVariable(&r_lightningbeam_thickness); + Cvar_RegisterVariable(&r_lightningbeam_scroll); + Cvar_RegisterVariable(&r_lightningbeam_repeatdistance); + Cvar_RegisterVariable(&r_lightningbeam_color_red); + Cvar_RegisterVariable(&r_lightningbeam_color_green); + Cvar_RegisterVariable(&r_lightningbeam_color_blue); + R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap); +} + +void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2) +{ + // near right corner + VectorAdd (start, offset, (v + 0));tc[ 0] = 0;tc[ 1] = t1; + // near left corner + VectorSubtract(start, offset, (v + 4));tc[ 4] = 1;tc[ 5] = t1; + // far left corner + VectorSubtract(end , offset, (v + 8));tc[ 8] = 1;tc[ 9] = t2; + // far right corner + VectorAdd (end , offset, (v + 12));tc[12] = 0;tc[13] = t2; +} + +void R_FogLightningBeamColors(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 += 4, 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; + float length, t1, t2; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(r_lightningbeamtexture); + R_Mesh_State(&m); + 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_origin, 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); + // 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) + CrossProduct(beamdir, up, right); + + // 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; + 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_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2); + + // polygon 2, verts 4-7 + VectorAdd(right, up, offset); + VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset); + R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33); + + // polygon 3, verts 8-11 + VectorSubtract(right, up, offset); + VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset); + R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66); + + if (fogenabled) + { + // per vertex colors if fog is used + GL_UseColorArray(); + R_FogLightningBeamColors(varray_vertex, varray_color, 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); + } + } +} + + void CL_LerpPlayer(float frac) { int i; @@ -917,7 +1169,11 @@ void CL_LerpPlayer(float frac) cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]); } else + { + VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold); + VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew); VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin); + } cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); @@ -952,10 +1208,11 @@ void CL_RelinkEntities (void) CL_RelinkStaticEntities(); CL_RelinkNetworkEntities(); CL_RelinkEffects(); - CL_RelinkBeams(); CL_MoveParticles(); CL_LerpPlayer(frac); + + CL_RelinkBeams(); } @@ -1223,6 +1480,11 @@ void CL_Init (void) Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions); Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_beams_polygons); + Cvar_RegisterVariable(&cl_beams_relative); + Cvar_RegisterVariable(&cl_noplayershadow); + + R_LightningBeams_Init(); CL_Parse_Init(); CL_Particles_Init();