X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_lightning.c;h=7226b8a1381512aaf1a031155f851977c6756fe6;hb=ac4cb312f454a6097b0f152c947cb8c9698d4bd1;hp=9cc7d0eb892332a4506d69fcb100a1d424145783;hpb=452858bbdaf67f5e1a13486f0abb24baffe7ea20;p=xonotic%2Fdarkplaces.git diff --git a/r_lightning.c b/r_lightning.c index 9cc7d0eb..7226b8a1 100644 --- a/r_lightning.c +++ b/r_lightning.c @@ -2,13 +2,13 @@ #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", "1024"}; -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; @@ -38,12 +38,16 @@ void r_lightningbeams_setuptexture(void) #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 {float x, y, strength;} path[PATHPOINTS], temppath; + 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(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) { @@ -112,11 +116,11 @@ void r_lightningbeams_setuptexture(void) #define BEAMHEIGHT 128 float r, g, b, intensity, fx, width, center; int x, y; - qbyte *data, *noise1, *noise2; + unsigned char *data, *noise1, *noise2; - data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4); - noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); - noise2 = 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); @@ -134,10 +138,10 @@ void r_lightningbeams_setuptexture(void) 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; } } @@ -212,12 +216,10 @@ void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2) void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a) { int i; - vec3_t fogvec; float ifog; for (i = 0;i < numverts;i++, v += 3, c += 4) { - VectorSubtract(v, r_vieworigin, fogvec); - ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec)); + ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); c[0] = r * ifog; c[1] = g * ifog; c[2] = b * ifog; @@ -227,9 +229,9 @@ void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, 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 = calldata1; + const beam_t *b = cl_beams + surfacenumber; rmeshstate_t m; vec3_t beamdir, right, up, offset; float length, t1, t2; @@ -253,14 +255,14 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) // (this leaves only a vector pointing directly away from the beam) t1 = -DotProduct(up, beamdir); VectorMA(up, t1, beamdir, up); - // now we have a vector pointing away from the beam, now we need to normalize it - VectorNormalizeFast(up); - // generate right vector from forward and up, the result is already normalized - // (CrossProduct returns a vector of multiplied length of the two inputs) + // 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 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir); + t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir); t1 = t1 - (int) t1; t2 = t1 + beamrepeatscale * length; @@ -281,7 +283,7 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) else m.tex[0] = R_GetTexture(r_lightningbeamtexture); m.pointer_texcoord[0] = varray_texcoord2f[0]; - R_Mesh_State_Texture(&m); + m.pointer_vertex = varray_vertex3f; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); @@ -305,12 +307,11 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2); R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33); R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66); - GL_VertexPointer(varray_vertex3f); if (fogenabled) { // per vertex colors if fog is used - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); } else @@ -318,9 +319,12 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) // solid color if fog is not used GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); } + R_Mesh_State(&m); // draw the 3 polygons as one batch of 6 triangles using the 12 vertices - R_Mesh_Draw(12, 6, r_lightningbeamelements); + GL_LockArrays(0, 12); + R_Mesh_Draw(0, 12, 6, r_lightningbeamelements); + GL_LockArrays(0, 0); } void R_DrawLightningBeams(void) @@ -335,11 +339,11 @@ void R_DrawLightningBeams(void) beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { - if (b->model && b->endtime >= cl.time && b->lightning) + 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); } } }