]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/source/darkplaces-src/r_lightning.c
Include the source of the Darkplaces engine too
[voretournament/voretournament.git] / misc / source / darkplaces-src / r_lightning.c
diff --git a/misc/source/darkplaces-src/r_lightning.c b/misc/source/darkplaces-src/r_lightning.c
new file mode 100644 (file)
index 0000000..67d32ae
--- /dev/null
@@ -0,0 +1,327 @@
+
+#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_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"};
+
+skinframe_t *r_lightningbeamtexture;
+skinframe_t *r_lightningbeamqmbtexture;
+
+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_lightningbeamtexture = NULL;
+       r_lightningbeamqmbtexture = NULL;
+}
+
+void r_lightningbeams_setupqmbtexture(void)
+{
+       r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_FORCELINEAR, false);
+       if (r_lightningbeamqmbtexture == NULL)
+               Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
+}
+
+void r_lightningbeams_setuptexture(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]));
+
+       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++)
+                       {
+                               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);
+       }
+
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, 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);
+
+       for (y = 0;y < BEAMHEIGHT;y++)
+       {
+               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++)
+               {
+                       fx = (((float) x / BEAMWIDTH) - center) / width;
+                       intensity = 1.0f - sqrt(fx * fx);
+                       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;
+               }
+       }
+
+       r_lightningbeamtexture = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, BEAMWIDTH, BEAMHEIGHT, false);
+       Mem_Free(noise1);
+       Mem_Free(noise2);
+       Mem_Free(data);
+#endif
+}
+
+void r_lightningbeams_shutdown(void)
+{
+       r_lightningbeamtexture = NULL;
+       r_lightningbeamqmbtexture = NULL;
+}
+
+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)
+{
+       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);
+       Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
+}
+
+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;
+       }
+}
+
+float beamrepeatscale;
+
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int surfacelistindex;
+       float vertex3f[12*3];
+       float texcoord2f[12*2];
+
+       RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1, 12, vertex3f, texcoord2f, NULL, NULL, NULL, NULL, 6, r_lightningbeamelement3i, r_lightningbeamelement3s, false, false);
+
+       if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
+               r_lightningbeams_setupqmbtexture();
+       if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
+               r_lightningbeams_setuptexture();
+
+       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);
+
+               // 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, false);
+       }
+}
+
+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_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);
+               }
+       }
+}
+