#include "quakedef.h"
#include "image.h"
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4", "thickness of the lightning beam effect"};
+cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "8", "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_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"};
-skinframe_t *r_lightningbeamtexture;
-skinframe_t *r_lightningbeamqmbtexture;
-
-int r_lightningbeamelement3i[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-unsigned short r_lightningbeamelement3s[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+static texture_t cl_beams_externaltexture;
+static texture_t cl_beams_builtintexture;
static void r_lightningbeams_start(void)
{
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
+ memset(&cl_beams_externaltexture, 0, sizeof(cl_beams_externaltexture));
+ memset(&cl_beams_builtintexture, 0, sizeof(cl_beams_builtintexture));
}
-static void r_lightningbeams_setupqmbtexture(void)
+static void CL_Beams_SetupExternalTexture(void)
{
- r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_FORCELINEAR, false);
- if (r_lightningbeamqmbtexture == NULL)
+ if (Mod_LoadTextureFromQ3Shader(&cl_beams_externaltexture, "textures/particles/lightning", false, false, TEXF_ALPHA | TEXF_FORCELINEAR))
+ cl_beams_externaltexture.basematerialflags = cl_beams_externaltexture.currentmaterialflags = MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE;
+ else
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
-static void r_lightningbeams_setuptexture(void)
+static void CL_Beams_SetupBuiltinTexture(void)
{
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
- int i, j, px, py, nearestpathindex, imagenumber;
- float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
- unsigned char *pixels;
- int *image;
- 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(unsigned char[4]));
+ // beam direction is horizontal in the lightning texture
+ int texwidth = 128;
+ int texheight = 64;
+ float r, g, b, intensity, thickness = texheight * 0.25f, border = thickness + 2.0f, ithickness = 1.0f / thickness, center, n;
+ int x, y;
+ unsigned char *data;
+ skinframe_t *skinframe;
+ float centersamples[17][2];
- for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
+ // make a repeating noise pattern for the beam path
+ for (x = 0; x < 16; x++)
{
- for (i = 0;i < PATHPOINTS;i++)
- {
- path[i].x = lhrandom(0, 1);
- path[i].y = lhrandom(0.2, 0.8);
- path[i].strength = lhrandom(0, 1);
- }
- for (i = 0;i < PATHPOINTS;i++)
- {
- for (j = i + 1;j < PATHPOINTS;j++)
- {
- if (path[j].x < path[i].x)
- {
- temppath = path[j];
- path[j] = path[i];
- path[i] = temppath;
- }
- }
- }
- particlex = path[0].x;
- particley = path[0].y;
- particlexv = lhrandom(0, 0.02);
- particlexv = lhrandom(-0.02, 0.02);
- memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- for (i = 0;i < 65536;i++)
- {
- for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
- if (path[nearestpathindex].x > particlex)
- break;
- nearestpathindex %= PATHPOINTS;
- dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
- dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
- s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
- particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
- particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
- particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
- particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
- px = particlex * BEAMWIDTH;
- py = particley * BEAMHEIGHT;
- if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
- image[py*BEAMWIDTH+px] += 16;
- }
-
- for (py = 0;py < BEAMHEIGHT;py++)
- {
- for (px = 0;px < BEAMWIDTH;px++)
- {
- pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+3] = 255;
- }
- }
-
- Image_WriteTGABGRA(va(vabuf, sizeof(vabuf), "lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
+ centersamples[x][0] = lhrandom(border, texheight - border);
+ centersamples[x][1] = lhrandom(0.2f, 1.00f);
}
+ centersamples[16][0] = centersamples[0][0];
+ centersamples[16][1] = centersamples[0][1];
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
-
- Mem_Free(pixels);
- Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
- float r, g, b, intensity, fx, width, center;
- int x, y;
- unsigned char *data, *noise1, *noise2;
-
- 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);
+ data = (unsigned char *)Mem_Alloc(tempmempool, texwidth * texheight * 4);
- for (y = 0;y < BEAMHEIGHT;y++)
+ // iterate by columns and draw the entire column of pixels
+ for (x = 0; x < texwidth; x++)
{
- width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
- center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
- for (x = 0;x < BEAMWIDTH;x++, fx++)
+ r = x * 16.0f / texwidth;
+ y = (int)r;
+ g = r - y;
+ center = centersamples[y][0] * (1.0f - g) + centersamples[y+1][0] * g;
+ n = centersamples[y][1] * (1.0f - g) + centersamples[y + 1][1] * g;
+ for (y = 0; y < texheight; y++)
{
- fx = (((float) x / BEAMWIDTH) - center) / width;
- intensity = 1.0f - sqrt(fx * fx);
+ intensity = 1.0f - fabs((y - center) * ithickness);
if (intensity > 0)
- intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
- intensity = bound(0, intensity, 1);
- r = intensity * 1.0f;
- g = intensity * 1.0f;
- b = intensity * 1.0f;
- data[(y * BEAMWIDTH + x) * 4 + 2] = (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 + 0] = (unsigned char)(bound(0, b, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255;
+ {
+ intensity = pow(intensity * n, 2);
+ r = intensity * 1.000f * 255.0f;
+ g = intensity * 2.000f * 255.0f;
+ b = intensity * 4.000f * 255.0f;
+ data[(y * texwidth + x) * 4 + 2] = (unsigned char)(bound(0, r, 255));
+ data[(y * texwidth + x) * 4 + 1] = (unsigned char)(bound(0, g, 255));
+ data[(y * texwidth + x) * 4 + 0] = (unsigned char)(bound(0, b, 255));
+ }
+ else
+ intensity = 0.0f;
+ data[(y * texwidth + x) * 4 + 3] = (unsigned char)255;
}
}
- r_lightningbeamtexture = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, BEAMWIDTH, BEAMHEIGHT, false);
- Mem_Free(noise1);
- Mem_Free(noise2);
+ skinframe = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, texwidth, texheight, false);
+ Mod_LoadCustomMaterial(&cl_beams_builtintexture, "cl_beams_builtintexture", 0, MATERIALFLAG_WALL | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOCULLFACE, skinframe);
Mem_Free(data);
-#endif
}
static void r_lightningbeams_shutdown(void)
{
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
+ memset(&cl_beams_externaltexture, 0, sizeof(cl_beams_externaltexture));
+ memset(&cl_beams_builtintexture, 0, sizeof(cl_beams_builtintexture));
}
static void r_lightningbeams_newmap(void)
{
- if (r_lightningbeamtexture)
- R_SkinFrame_MarkUsed(r_lightningbeamtexture);
- if (r_lightningbeamqmbtexture)
- R_SkinFrame_MarkUsed(r_lightningbeamqmbtexture);
+ if (cl_beams_externaltexture.currentskinframe)
+ R_SkinFrame_MarkUsed(cl_beams_externaltexture.currentskinframe);
+ if (cl_beams_builtintexture.currentskinframe)
+ R_SkinFrame_MarkUsed(cl_beams_builtintexture.currentskinframe);
}
void R_LightningBeams_Init(void)
R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
}
-static void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
-{
- // near right corner
- VectorAdd (start, offset, (v + 0));
- // near left corner
- VectorSubtract(start, offset, (v + 3));
- // far left corner
- VectorSubtract(end , offset, (v + 6));
- // far right corner
- VectorAdd (end , offset, (v + 9));
-}
-
-static void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+static void CL_Beam_AddQuad(dp_model_t *mod, msurface_t *surf, const vec3_t start, const vec3_t end, const vec3_t offset, float t1, float t2)
{
- if (r_lightningbeam_qmbtexture.integer)
- {
- // near right corner
- tc[0] = t1;tc[1] = 0;
- // near left corner
- tc[2] = t1;tc[3] = 1;
- // far left corner
- tc[4] = t2;tc[5] = 1;
- // far right corner
- tc[6] = t2;tc[7] = 0;
- }
- else
- {
- // near right corner
- tc[0] = 0;tc[1] = t1;
- // near left corner
- tc[2] = 1;tc[3] = t1;
- // far left corner
- tc[4] = 1;tc[5] = t2;
- // far right corner
- tc[6] = 0;tc[7] = t2;
- }
-}
-
-float beamrepeatscale;
-
-static void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
-{
- int surfacelistindex;
- float vertex3f[12*3];
- float texcoord2f[12*2];
-
- 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);
-
- if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
- r_lightningbeams_setupqmbtexture();
- if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
- r_lightningbeams_setuptexture();
-
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- const beam_t *b = cl.beams + surfacelist[surfacelistindex];
- 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(end, start, beamdir);
- // find length of difference vector
- length = sqrt(DotProduct(beamdir, beamdir));
- // calculate scale to make beamdir a unit vector (normalized)
- t1 = 1.0f / length;
- // scale beamdir so it is now normalized
- VectorScale(beamdir, t1, beamdir);
-
- // calculate up vector such that it points toward viewer, and rotates around the beamdir
- // get direction from start of beam to viewer
- VectorSubtract(r_refdef.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);
- VectorMA(up, t1, beamdir, up);
- // 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 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
- t1 = t1 - (int) t1;
- t2 = t1 + beamrepeatscale * length;
-
- // the beam is 3 polygons in this configuration:
- // * 2
- // * *
- // 1******
- // * *
- // * 3
- // they are showing different portions of the beam texture, creating an
- // illusion of a beam that appears to curl around in 3D space
- // (and realize that the whole polygon assembly orients itself to face
- // the viewer)
-
- // polygon 1, verts 0-3
- VectorScale(right, r_lightningbeam_thickness.value, 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, 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, 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);
-
- // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
- 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);
- }
+ int e0, e1, e2, e3;
+ vec3_t n;
+ vec3_t dir;
+ float c[4];
+
+ Vector4Set(c, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1.0f);
+
+ VectorSubtract(end, start, dir);
+ CrossProduct(dir, offset, n);
+ VectorNormalize(n);
+
+ e0 = Mod_Mesh_IndexForVertex(mod, surf, start[0] + offset[0], start[1] + offset[1], start[2] + offset[2], n[0], n[1], n[2], t1, 0, 0, 0, c[0], c[1], c[2], c[3]);
+ e1 = Mod_Mesh_IndexForVertex(mod, surf, start[0] - offset[0], start[1] - offset[1], start[2] - offset[2], n[0], n[1], n[2], t1, 1, 0, 0, c[0], c[1], c[2], c[3]);
+ e2 = Mod_Mesh_IndexForVertex(mod, surf, end[0] - offset[0], end[1] - offset[1], end[2] - offset[2], n[0], n[1], n[2], t2, 1, 0, 0, c[0], c[1], c[2], c[3]);
+ e3 = Mod_Mesh_IndexForVertex(mod, surf, end[0] + offset[0], end[1] + offset[1], end[2] + offset[2], n[0], n[1], n[2], t2, 0, 0, 0, c[0], c[1], c[2], c[3]);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
}
-extern cvar_t cl_beams_polygons;
-void R_DrawLightningBeams(void)
+void CL_Beam_AddPolygons(const beam_t *b)
{
- int i;
- beam_t *b;
-
- 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->lightning)
- {
- 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_refdef.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(TRANSPARENTSORT_DISTANCE, org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
- }
- }
+ vec3_t beamdir, right, up, offset, start, end;
+ vec_t beamscroll = r_refdef.scene.time * -r_lightningbeam_scroll.value;
+ vec_t beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
+ float length, t1, t2;
+ dp_model_t *mod;
+ msurface_t *surf;
+
+ if (r_lightningbeam_qmbtexture.integer && cl_beams_externaltexture.currentskinframe == NULL)
+ CL_Beams_SetupExternalTexture();
+ if (!r_lightningbeam_qmbtexture.integer && cl_beams_builtintexture.currentskinframe == NULL)
+ CL_Beams_SetupBuiltinTexture();
+
+ // calculate beam direction (beamdir) vector and beam length
+ // get difference vector
+ CL_Beam_CalculatePositions(b, start, end);
+ VectorSubtract(end, start, beamdir);
+ // find length of difference vector
+ length = sqrt(DotProduct(beamdir, beamdir));
+ // calculate scale to make beamdir a unit vector (normalized)
+ t1 = 1.0f / length;
+ // scale beamdir so it is now normalized
+ VectorScale(beamdir, t1, beamdir);
+
+ // calculate up vector such that it points toward viewer, and rotates around the beamdir
+ // get direction from start of beam to viewer
+ VectorSubtract(r_refdef.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);
+ VectorMA(up, t1, beamdir, up);
+ // 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 = beamscroll;
+ t1 = t1 - (int)t1;
+ t2 = t1 + beamrepeatscale * length;
+
+ // the beam is 3 polygons in this configuration:
+ // * 2
+ // * *
+ // 1*****
+ // * *
+ // * 3
+ // they are showing different portions of the beam texture, creating an
+ // illusion of a beam that appears to curl around in 3D space
+ // (and realize that the whole polygon assembly orients itself to face
+ // the viewer)
+
+ mod = &cl_meshentitymodels[MESH_PARTICLES];
+ surf = Mod_Mesh_AddSurface(mod, r_lightningbeam_qmbtexture.integer ? &cl_beams_externaltexture : &cl_beams_builtintexture);
+ // polygon 1
+ VectorM(r_lightningbeam_thickness.value, right, offset);
+ CL_Beam_AddQuad(mod, surf, start, end, offset, t1, t2);
+ // polygon 2
+ VectorMAM(r_lightningbeam_thickness.value * 0.70710681f, right, r_lightningbeam_thickness.value * 0.70710681f, up, offset);
+ CL_Beam_AddQuad(mod, surf, start, end, offset, t1 + 0.33f, t2 + 0.33f);
+ // polygon 3
+ VectorMAM(r_lightningbeam_thickness.value * 0.70710681f, right, r_lightningbeam_thickness.value * -0.70710681f, up, offset);
+ CL_Beam_AddQuad(mod, surf, start, end, offset, t1 + 0.66f, t2 + 0.66f);
}
-