X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_lightning.c;h=e3d050124e50ab1ec192336a744a3d77f5c12e77;hp=fd2daa4a1dbada79c0960545685bec10b8df6918;hb=1da6c44635f21581e349b289a47c5f7fc715b398;hpb=29bbda554097d5c45cd5b9ba2d7f01d2c13de8e6 diff --git a/r_lightning.c b/r_lightning.c index fd2daa4a..e3d05012 100644 --- a/r_lightning.c +++ b/r_lightning.c @@ -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; -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) +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", false, TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, 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; - } - - for (py = 0;py < BEAMHEIGHT;py++) - { - 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_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels); + 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]; - r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL); - - 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); + data = (unsigned char *)Mem_Alloc(tempmempool, texwidth * texheight * 4); - 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 + 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; + { + 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_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, 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) @@ -172,203 +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; - } -} - -void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a) -{ - 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; - } + R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL); } -float beamrepeatscale; - -void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +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 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); - 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); - 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 - 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_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) - 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_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); - 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, 0, 6, NULL, r_lightningbeamelements, 0, 0); - GL_LockArrays(0, 0); - } + 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); } -extern cvar_t cl_beams_polygons; -void R_DrawLightningBeams(void) +void CL_Beam_AddPolygons(const beam_t *b) { - 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_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); - } - } + 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); } -