#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;
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);
}
}
}