float ifog;
for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
+ ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
c[0] = r * ifog;
c[1] = g * ifog;
c[2] = b * ifog;
r_lightningbeams_setuptexture();
R_Mesh_VertexPointer(vertex3f);
- if (fogenabled)
+ // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+ if (r_refdef.fogenabled)
{
// per vertex colors if fog is used
R_Mesh_ColorPointer(color4f);
- R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+ R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
}
else
{
// solid color if fog is not used
R_Mesh_ColorPointer(NULL);
- GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+ GL_Color(r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
}
memset(&m, 0, sizeof(m));
if (r_lightningbeam_qmbtexture.integer)
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const beam_t *b = cl.beams + surfacelist[surfacelistindex];
- vec3_t beamdir, right, up, offset;
+ 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(b->end, b->start, beamdir);
+ VectorSubtract(end, start, beamdir);
// find length of difference vector
length = sqrt(DotProduct(beamdir, beamdir));
// calculate scale to make beamdir a unit vector (normalized)
// calculate up vector such that it points toward viewer, and rotates around the beamdir
// get direction from start of beam to viewer
- VectorSubtract(r_vieworigin, b->start, up);
+ VectorSubtract(r_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);
VectorNormalize(up);
// calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
+ t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
t1 = t1 - (int) t1;
t2 = t1 + beamrepeatscale * length;
// polygon 1, verts 0-3
VectorScale(right, r_lightningbeam_thickness.value, offset);
- R_CalcLightningBeamPolygonVertex3f(vertex3f + 0, b->start, b->end, 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, b->start, b->end, 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, b->start, b->end, 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 (fogenabled)
+ 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);
}
}
+extern cvar_t cl_beams_polygons;
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.num_beams;i++, b++)
{
- if (b->model && b->endtime >= r_refdef.time && b->lightning)
+ if (b->model && b->lightning)
{
- VectorAdd(b->start, b->end, org);
- VectorScale(org, 0.5f, org);
+ 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_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);
}
}