#include "quakedef.h"
#include "image.h"
-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", "128"};
-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"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
+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"};
rtexture_t *r_lightningbeamtexture;
rtexture_t *r_lightningbeamqmbtexture;
#define PATHPOINTS 8
int i, j, px, py, nearestpathindex, imagenumber;
float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
- qbyte *pixels;
+ unsigned char *pixels;
int *image;
struct lightningpathnode_s
{
path[PATHPOINTS], temppath;
image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
+ pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(unsigned char[4]));
for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
{
#define BEAMHEIGHT 128
float r, g, b, intensity, fx, width, center;
int x, y;
- qbyte *data, *noise1, *noise2;
+ unsigned char *data, *noise1, *noise2;
- data = (qbyte *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
- noise1 = (qbyte *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- noise2 = (qbyte *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+ 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);
r = intensity * 1.0f;
g = intensity * 1.0f;
b = intensity * 1.0f;
- data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
+ 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;
}
}
float beamrepeatscale;
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const beam_t *b = (beam_t *)calldata1;
+ const beam_t *b = cl.beams + surfacenumber;
rmeshstate_t m;
vec3_t beamdir, right, up, offset;
float length, t1, t2;
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
// calculate beam direction (beamdir) vector and beam length
// get difference vector
return;
beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
{
if (b->model && b->endtime >= r_refdef.time && b->lightning)
{
VectorAdd(b->start, b->end, org);
VectorScale(org, 0.5f, org);
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+ R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
}
}
}