5 cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4", "thickness of the lightning beam effect"};
6 cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
7 cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
8 cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
9 cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
10 cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
11 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"};
13 skinframe_t *r_lightningbeamtexture;
14 skinframe_t *r_lightningbeamqmbtexture;
16 int r_lightningbeamelement3i[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
17 unsigned short r_lightningbeamelement3s[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
19 static void r_lightningbeams_start(void)
21 r_lightningbeamtexture = NULL;
22 r_lightningbeamqmbtexture = NULL;
25 static void r_lightningbeams_setupqmbtexture(void)
27 r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_FORCELINEAR, false);
28 if (r_lightningbeamqmbtexture == NULL)
29 Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
32 static void r_lightningbeams_setuptexture(void)
38 int i, j, px, py, nearestpathindex, imagenumber;
39 float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
40 unsigned char *pixels;
42 struct lightningpathnode_s
46 path[PATHPOINTS], temppath;
48 image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
49 pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(unsigned char[4]));
51 for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
53 for (i = 0;i < PATHPOINTS;i++)
55 path[i].x = lhrandom(0, 1);
56 path[i].y = lhrandom(0.2, 0.8);
57 path[i].strength = lhrandom(0, 1);
59 for (i = 0;i < PATHPOINTS;i++)
61 for (j = i + 1;j < PATHPOINTS;j++)
63 if (path[j].x < path[i].x)
71 particlex = path[0].x;
72 particley = path[0].y;
73 particlexv = lhrandom(0, 0.02);
74 particlexv = lhrandom(-0.02, 0.02);
75 memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
76 for (i = 0;i < 65536;i++)
78 for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
79 if (path[nearestpathindex].x > particlex)
81 nearestpathindex %= PATHPOINTS;
82 dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
83 dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
84 s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
85 particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
86 particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
87 particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
88 particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
89 px = particlex * BEAMWIDTH;
90 py = particley * BEAMHEIGHT;
91 if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
92 image[py*BEAMWIDTH+px] += 16;
95 for (py = 0;py < BEAMHEIGHT;py++)
97 for (px = 0;px < BEAMWIDTH;px++)
99 pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
100 pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
101 pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
102 pixels[(py*BEAMWIDTH+px)*4+3] = 255;
106 Image_WriteTGABGRA(va(vabuf, sizeof(vabuf), "lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
109 r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
115 #define BEAMHEIGHT 128
116 float r, g, b, intensity, fx, width, center;
118 unsigned char *data, *noise1, *noise2;
120 data = (unsigned char *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
121 noise1 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
122 noise2 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
123 fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
124 fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
126 for (y = 0;y < BEAMHEIGHT;y++)
128 width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
129 center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
130 for (x = 0;x < BEAMWIDTH;x++, fx++)
132 fx = (((float) x / BEAMWIDTH) - center) / width;
133 intensity = 1.0f - sqrt(fx * fx);
135 intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
136 intensity = bound(0, intensity, 1);
137 r = intensity * 1.0f;
138 g = intensity * 1.0f;
139 b = intensity * 1.0f;
140 data[(y * BEAMWIDTH + x) * 4 + 2] = (unsigned char)(bound(0, r, 1) * 255.0f);
141 data[(y * BEAMWIDTH + x) * 4 + 1] = (unsigned char)(bound(0, g, 1) * 255.0f);
142 data[(y * BEAMWIDTH + x) * 4 + 0] = (unsigned char)(bound(0, b, 1) * 255.0f);
143 data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255;
147 r_lightningbeamtexture = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, BEAMWIDTH, BEAMHEIGHT, false);
154 static void r_lightningbeams_shutdown(void)
156 r_lightningbeamtexture = NULL;
157 r_lightningbeamqmbtexture = NULL;
160 static void r_lightningbeams_newmap(void)
162 if (r_lightningbeamtexture)
163 R_SkinFrame_MarkUsed(r_lightningbeamtexture);
164 if (r_lightningbeamqmbtexture)
165 R_SkinFrame_MarkUsed(r_lightningbeamqmbtexture);
168 void R_LightningBeams_Init(void)
170 Cvar_RegisterVariable(&r_lightningbeam_thickness);
171 Cvar_RegisterVariable(&r_lightningbeam_scroll);
172 Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
173 Cvar_RegisterVariable(&r_lightningbeam_color_red);
174 Cvar_RegisterVariable(&r_lightningbeam_color_green);
175 Cvar_RegisterVariable(&r_lightningbeam_color_blue);
176 Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
177 R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
180 static void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
183 VectorAdd (start, offset, (v + 0));
185 VectorSubtract(start, offset, (v + 3));
187 VectorSubtract(end , offset, (v + 6));
189 VectorAdd (end , offset, (v + 9));
192 static void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
194 if (r_lightningbeam_qmbtexture.integer)
197 tc[0] = t1;tc[1] = 0;
199 tc[2] = t1;tc[3] = 1;
201 tc[4] = t2;tc[5] = 1;
203 tc[6] = t2;tc[7] = 0;
208 tc[0] = 0;tc[1] = t1;
210 tc[2] = 1;tc[3] = t1;
212 tc[4] = 1;tc[5] = t2;
214 tc[6] = 0;tc[7] = t2;
218 float beamrepeatscale;
220 static void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
222 int surfacelistindex;
223 float vertex3f[12*3];
224 float texcoord2f[12*2];
226 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1, 12, vertex3f, texcoord2f, NULL, NULL, NULL, NULL, 6, r_lightningbeamelement3i, r_lightningbeamelement3s, false, false);
228 if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
229 r_lightningbeams_setupqmbtexture();
230 if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
231 r_lightningbeams_setuptexture();
233 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
235 const beam_t *b = cl.beams + surfacelist[surfacelistindex];
236 vec3_t beamdir, right, up, offset, start, end;
237 float length, t1, t2;
239 CL_Beam_CalculatePositions(b, start, end);
241 // calculate beam direction (beamdir) vector and beam length
242 // get difference vector
243 VectorSubtract(end, start, beamdir);
244 // find length of difference vector
245 length = sqrt(DotProduct(beamdir, beamdir));
246 // calculate scale to make beamdir a unit vector (normalized)
248 // scale beamdir so it is now normalized
249 VectorScale(beamdir, t1, beamdir);
251 // calculate up vector such that it points toward viewer, and rotates around the beamdir
252 // get direction from start of beam to viewer
253 VectorSubtract(r_refdef.view.origin, start, up);
254 // remove the portion of the vector that moves along the beam
255 // (this leaves only a vector pointing directly away from the beam)
256 t1 = -DotProduct(up, beamdir);
257 VectorMA(up, t1, beamdir, up);
258 // generate right vector from forward and up, the result is unnormalized
259 CrossProduct(beamdir, up, right);
260 // now normalize the right vector and up vector
261 VectorNormalize(right);
264 // calculate T coordinate scrolling (start and end texcoord along the beam)
265 t1 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
267 t2 = t1 + beamrepeatscale * length;
269 // the beam is 3 polygons in this configuration:
275 // they are showing different portions of the beam texture, creating an
276 // illusion of a beam that appears to curl around in 3D space
277 // (and realize that the whole polygon assembly orients itself to face
280 // polygon 1, verts 0-3
281 VectorScale(right, r_lightningbeam_thickness.value, offset);
282 R_CalcLightningBeamPolygonVertex3f(vertex3f + 0, start, end, offset);
283 // polygon 2, verts 4-7
284 VectorAdd(right, up, offset);
285 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
286 R_CalcLightningBeamPolygonVertex3f(vertex3f + 12, start, end, offset);
287 // polygon 3, verts 8-11
288 VectorSubtract(right, up, offset);
289 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
290 R_CalcLightningBeamPolygonVertex3f(vertex3f + 24, start, end, offset);
291 R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 0, t1, t2);
292 R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 8, t1 + 0.33, t2 + 0.33);
293 R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 16, t1 + 0.66, t2 + 0.66);
295 // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
296 R_DrawCustomSurface(r_lightningbeam_qmbtexture.integer ? r_lightningbeamqmbtexture : r_lightningbeamtexture, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 12, 0, 6, false, false);
300 extern cvar_t cl_beams_polygons;
301 void R_DrawLightningBeams(void)
306 if (!cl_beams_polygons.integer)
309 beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
310 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
312 if (b->model && b->lightning)
314 vec3_t org, start, end, dir;
316 CL_Beam_CalculatePositions(b, start, end);
317 // calculate the nearest point on the line (beam) for depth sorting
318 VectorSubtract(end, start, dir);
319 dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
320 dist = bound(0, dist, 1);
321 VectorLerp(start, dist, end, org);
322 // now we have the nearest point on the line, so sort with it
323 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);