X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_lightning.c;h=76c8ff24f5986bfce3d80e70f34a2c928df6388a;hb=94111fd0728fed089c8a74f9471e61f38bafbe0c;hp=8bc56007122e4435bd0920e6ee3cb116f32b7b7d;hpb=5d04684b45d2ebb6f28f7ab0d2563b1de9d713cc;p=xonotic%2Fdarkplaces.git diff --git a/r_lightning.c b/r_lightning.c index 8bc56007..76c8ff24 100644 --- a/r_lightning.c +++ b/r_lightning.c @@ -216,13 +216,13 @@ 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; - float ifog; + float fog; for (i = 0;i < numverts;i++, v += 3, c += 4) { - ifog = 1 - VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); - c[0] = r * ifog; - c[1] = g * ifog; - c[2] = b * ifog; + fog = FogPoint_World(v); + c[0] = r * fog; + c[1] = g * fog; + c[2] = b * fog; c[3] = a; } } @@ -239,24 +239,26 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); + GL_DepthRange(0, 1); GL_DepthTest(true); if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL) r_lightningbeams_setupqmbtexture(); if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL) r_lightningbeams_setuptexture(); - R_Mesh_VertexPointer(vertex3f); - if (fogenabled) + R_Mesh_VertexPointer(vertex3f, 0, 0); + // 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_Mesh_ColorPointer(color4f, 0, 0); + 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); + R_Mesh_ColorPointer(NULL, 0, 0); + 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) @@ -269,12 +271,14 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r 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) @@ -284,7 +288,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r // 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); @@ -296,7 +300,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r 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; @@ -313,19 +317,19 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r // 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); @@ -333,16 +337,16 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r // draw the 3 polygons as one batch of 6 triangles using the 12 vertices GL_LockArrays(0, 12); - R_Mesh_Draw(0, 12, 6, r_lightningbeamelements); + R_Mesh_Draw(0, 12, 6, r_lightningbeamelements, 0, 0); GL_LockArrays(0, 0); } } +extern cvar_t cl_beams_polygons; void R_DrawLightningBeams(void) { int i; beam_t *b; - vec3_t org; if (!cl_beams_polygons.integer) return; @@ -350,10 +354,17 @@ void R_DrawLightningBeams(void) 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); } }