1
2 #include "quakedef.h"
3 #include "image.h"
4
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"};
12
13 rtexture_t *r_lightningbeamtexture;
14 rtexture_t *r_lightningbeamqmbtexture;
15 rtexturepool_t *r_lightningbeamtexturepool;
16
17 unsigned short r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
18
r_lightningbeams_start(void)19 void r_lightningbeams_start(void)
20 {
21 r_lightningbeamtexturepool = R_AllocTexturePool();
22 r_lightningbeamtexture = NULL;
23 r_lightningbeamqmbtexture = NULL;
24 }
25
r_lightningbeams_setupqmbtexture(void)26 void r_lightningbeams_setupqmbtexture(void)
27 {
28 r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, false);
29 if (r_lightningbeamqmbtexture == NULL)
30 Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
31 }
32
r_lightningbeams_setuptexture(void)33 void r_lightningbeams_setuptexture(void)
34 {
35 #if 0
36 #define BEAMWIDTH 128
37 #define BEAMHEIGHT 64
38 #define PATHPOINTS 8
39 int i, j, px, py, nearestpathindex, imagenumber;
40 float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
41 unsigned char *pixels;
42 int *image;
43 struct lightningpathnode_s
44 {
45 float x, y, strength;
46 }
47 path[PATHPOINTS], temppath;
48
49 image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
50 pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(unsigned char[4]));
51
52 for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
53 {
54 for (i = 0;i < PATHPOINTS;i++)
55 {
56 path[i].x = lhrandom(0, 1);
57 path[i].y = lhrandom(0.2, 0.8);
58 path[i].strength = lhrandom(0, 1);
59 }
60 for (i = 0;i < PATHPOINTS;i++)
61 {
62 for (j = i + 1;j < PATHPOINTS;j++)
63 {
64 if (path[j].x < path[i].x)
65 {
66 temppath = path[j];
67 path[j] = path[i];
68 path[i] = temppath;
69 }
70 }
71 }
72 particlex = path[0].x;
73 particley = path[0].y;
74 particlexv = lhrandom(0, 0.02);
75 particlexv = lhrandom(-0.02, 0.02);
76 memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
77 for (i = 0;i < 65536;i++)
78 {
79 for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
80 if (path[nearestpathindex].x > particlex)
81 break;
82 nearestpathindex %= PATHPOINTS;
83 dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
84 dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
85 s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
86 particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
87 particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
88 particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
89 particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
90 px = particlex * BEAMWIDTH;
91 py = particley * BEAMHEIGHT;
92 if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
93 image[py*BEAMWIDTH+px] += 16;
94 }
95
96 for (py = 0;py < BEAMHEIGHT;py++)
97 {
98 for (px = 0;px < BEAMWIDTH;px++)
99 {
100 pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
101 pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
102 pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
103 pixels[(py*BEAMWIDTH+px)*4+3] = 255;
104 }
105 }
106
107 Image_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
108 }
109
110 r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
111
112 Mem_Free(pixels);
113 Mem_Free(image);
114 #else
115 #define BEAMWIDTH 64
116 #define BEAMHEIGHT 128
117 float r, g, b, intensity, fx, width, center;
118 int x, y;
119 unsigned char *data, *noise1, *noise2;
120
121 data = (unsigned char *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
122 noise1 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
123 noise2 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
124 fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
125 fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
126
127 for (y = 0;y < BEAMHEIGHT;y++)
128 {
129 width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
130 center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
131 for (x = 0;x < BEAMWIDTH;x++, fx++)
132 {
133 fx = (((float) x / BEAMWIDTH) - center) / width;
134 intensity = 1.0f - sqrt(fx * fx);
135 if (intensity > 0)
136 intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
137 intensity = bound(0, intensity, 1);
138 r = intensity * 1.0f;
139 g = intensity * 1.0f;
140 b = intensity * 1.0f;
141 data[(y * BEAMWIDTH + x) * 4 + 2] = (unsigned char)(bound(0, r, 1) * 255.0f);
142 data[(y * BEAMWIDTH + x) * 4 + 1] = (unsigned char)(bound(0, g, 1) * 255.0f);
143 data[(y * BEAMWIDTH + x) * 4 + 0] = (unsigned char)(bound(0, b, 1) * 255.0f);
144 data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255;
145 }
146 }
147
148 r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
149 Mem_Free(noise1);
150 Mem_Free(noise2);
151 Mem_Free(data);
152 #endif
153 }
154
r_lightningbeams_shutdown(void)155 void r_lightningbeams_shutdown(void)
156 {
157 r_lightningbeamtexture = NULL;
158 r_lightningbeamqmbtexture = NULL;
159 R_FreeTexturePool(&r_lightningbeamtexturepool);
160 }
161
r_lightningbeams_newmap(void)162 void r_lightningbeams_newmap(void)
163 {
164 }
165
R_LightningBeams_Init(void)166 void R_LightningBeams_Init(void)
167 {
168 Cvar_RegisterVariable(&r_lightningbeam_thickness);
169 Cvar_RegisterVariable(&r_lightningbeam_scroll);
170 Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
171 Cvar_RegisterVariable(&r_lightningbeam_color_red);
172 Cvar_RegisterVariable(&r_lightningbeam_color_green);
173 Cvar_RegisterVariable(&r_lightningbeam_color_blue);
174 Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
175 R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
176 }
177
R_CalcLightningBeamPolygonVertex3f(float * v,const float * start,const float * end,const float * offset)178 void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
179 {
180 // near right corner
181 VectorAdd (start, offset, (v + 0));
182 // near left corner
183 VectorSubtract(start, offset, (v + 3));
184 // far left corner
185 VectorSubtract(end , offset, (v + 6));
186 // far right corner
187 VectorAdd (end , offset, (v + 9));
188 }
189
R_CalcLightningBeamPolygonTexCoord2f(float * tc,float t1,float t2)190 void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
191 {
192 if (r_lightningbeam_qmbtexture.integer)
193 {
194 // near right corner
195 tc[0] = t1;tc[1] = 0;
196 // near left corner
197 tc[2] = t1;tc[3] = 1;
198 // far left corner
199 tc[4] = t2;tc[5] = 1;
200 // far right corner
201 tc[6] = t2;tc[7] = 0;
202 }
203 else
204 {
205 // near right corner
206 tc[0] = 0;tc[1] = t1;
207 // near left corner
208 tc[2] = 1;tc[3] = t1;
209 // far left corner
210 tc[4] = 1;tc[5] = t2;
211 // far right corner
212 tc[6] = 0;tc[7] = t2;
213 }
214 }
215
R_FogLightningBeam_Vertex3f_Color4f(const float * v,float * c,int numverts,float r,float g,float b,float a)216 void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
217 {
218 int i;
219 float fog;
220 for (i = 0;i < numverts;i++, v += 3, c += 4)
221 {
222 fog = FogPoint_World(v);
223 c[0] = r * fog;
224 c[1] = g * fog;
225 c[2] = b * fog;
226 c[3] = a;
227 }
228 }
229
230 float beamrepeatscale;
231
R_DrawLightningBeam_TransparentCallback(const entity_render_t * ent,const rtlight_t * rtlight,int numsurfaces,int * surfacelist)232 void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
233 {
234 int surfacelistindex;
235 rmeshstate_t m;
236 float vertex3f[12*3];
237 float texcoord2f[12*2];
238 float color4f[12*4];
239 R_Mesh_Matrix(&identitymatrix);
240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
241 GL_DepthMask(false);
242 GL_DepthRange(0, 1);
243 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
244 GL_DepthTest(true);
245 GL_CullFace(GL_NONE);
246 if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
247 r_lightningbeams_setupqmbtexture();
248 if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
249 r_lightningbeams_setuptexture();
250
251 R_Mesh_VertexPointer(vertex3f, 0, 0);
252 R_SetupGenericShader(true);
253 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
254 if (r_refdef.fogenabled)
255 {
256 // per vertex colors if fog is used
257 R_Mesh_ColorPointer(color4f, 0, 0);
258 }
259 else
260 {
261 // solid color if fog is not used
262 R_Mesh_ColorPointer(NULL, 0, 0);
263 GL_Color(r_lightningbeam_color_red.value * r_refdef.view.colorscale, r_lightningbeam_color_green.value * r_refdef.view.colorscale, r_lightningbeam_color_blue.value * r_refdef.view.colorscale, 1);
264 }
265 memset(&m, 0, sizeof(m));
266 if (r_lightningbeam_qmbtexture.integer)
267 m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
268 else
269 m.tex[0] = R_GetTexture(r_lightningbeamtexture);
270 m.pointer_texcoord[0] = texcoord2f;
271 R_Mesh_TextureState(&m);
272
273 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
274 {
275 const beam_t *b = cl.beams + surfacelist[surfacelistindex];
276 vec3_t beamdir, right, up, offset, start, end;
277 float length, t1, t2;
278
279 CL_Beam_CalculatePositions(b, start, end);
280
281 // calculate beam direction (beamdir) vector and beam length
282 // get difference vector
283 VectorSubtract(end, start, beamdir);
284 // find length of difference vector
285 length = sqrt(DotProduct(beamdir, beamdir));
286 // calculate scale to make beamdir a unit vector (normalized)
287 t1 = 1.0f / length;
288 // scale beamdir so it is now normalized
289 VectorScale(beamdir, t1, beamdir);
290
291 // calculate up vector such that it points toward viewer, and rotates around the beamdir
292 // get direction from start of beam to viewer
293 VectorSubtract(r_refdef.view.origin, start, up);
294 // remove the portion of the vector that moves along the beam
295 // (this leaves only a vector pointing directly away from the beam)
296 t1 = -DotProduct(up, beamdir);
297 VectorMA(up, t1, beamdir, up);
298 // generate right vector from forward and up, the result is unnormalized
299 CrossProduct(beamdir, up, right);
300 // now normalize the right vector and up vector
301 VectorNormalize(right);
302 VectorNormalize(up);
303
304 // calculate T coordinate scrolling (start and end texcoord along the beam)
305 t1 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
306 t1 = t1 - (int) t1;
307 t2 = t1 + beamrepeatscale * length;
308
309 // the beam is 3 polygons in this configuration:
310 // * 2
311 // * *
312 // 1******
313 // * *
314 // * 3
315 // they are showing different portions of the beam texture, creating an
316 // illusion of a beam that appears to curl around in 3D space
317 // (and realize that the whole polygon assembly orients itself to face
318 // the viewer)
319
320 // polygon 1, verts 0-3
321 VectorScale(right, r_lightningbeam_thickness.value, offset);
322 R_CalcLightningBeamPolygonVertex3f(vertex3f + 0, start, end, offset);
323 // polygon 2, verts 4-7
324 VectorAdd(right, up, offset);
325 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
326 R_CalcLightningBeamPolygonVertex3f(vertex3f + 12, start, end, offset);
327 // polygon 3, verts 8-11
328 VectorSubtract(right, up, offset);
329 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
330 R_CalcLightningBeamPolygonVertex3f(vertex3f + 24, start, end, offset);
331 R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 0, t1, t2);
332 R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 8, t1 + 0.33, t2 + 0.33);
333 R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 16, t1 + 0.66, t2 + 0.66);
334 if (r_refdef.fogenabled)
335 {
336 // per vertex colors if fog is used
337 R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
338 }
339
340 // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
341 GL_LockArrays(0, 12);
342 R_Mesh_Draw(0, 12, 0, 6, NULL, r_lightningbeamelements, 0, 0);
343 GL_LockArrays(0, 0);
344 }
345 }
346
347 extern cvar_t cl_beams_polygons;
R_DrawLightningBeams(void)348 void R_DrawLightningBeams(void)
349 {
350 int i;
351 beam_t *b;
352
353 if (!cl_beams_polygons.integer)
354 return;
355
356 beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
357 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
358 {
359 if (b->model && b->lightning)
360 {
361 vec3_t org, start, end, dir;
362 vec_t dist;
363 CL_Beam_CalculatePositions(b, start, end);
364 // calculate the nearest point on the line (beam) for depth sorting
365 VectorSubtract(end, start, dir);
366 dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
367 dist = bound(0, dist, 1);
368 VectorLerp(start, dist, end, org);
369 // now we have the nearest point on the line, so sort with it
370 R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
371 }
372 }
373 }
374
375