1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374
|
#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_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;
rtexturepool_t *r_lightningbeamtexturepool;
unsigned short r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
void r_lightningbeams_start(void)
{
r_lightningbeamtexturepool = R_AllocTexturePool();
r_lightningbeamtexture = NULL;
r_lightningbeamqmbtexture = NULL;
}
void r_lightningbeams_setupqmbtexture(void)
{
r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, false);
if (r_lightningbeamqmbtexture == NULL)
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
void r_lightningbeams_setuptexture(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]));
for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
{
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("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
}
r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE | 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);
for (y = 0;y < BEAMHEIGHT;y++)
{
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++)
{
fx = (((float) x / BEAMWIDTH) - center) / width;
intensity = 1.0f - sqrt(fx * fx);
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;
}
}
r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
Mem_Free(noise1);
Mem_Free(noise2);
Mem_Free(data);
#endif
}
void r_lightningbeams_shutdown(void)
{
r_lightningbeamtexture = NULL;
r_lightningbeamqmbtexture = NULL;
R_FreeTexturePool(&r_lightningbeamtexturepool);
}
void r_lightningbeams_newmap(void)
{
}
void R_LightningBeams_Init(void)
{
Cvar_RegisterVariable(&r_lightningbeam_thickness);
Cvar_RegisterVariable(&r_lightningbeam_scroll);
Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
Cvar_RegisterVariable(&r_lightningbeam_color_red);
Cvar_RegisterVariable(&r_lightningbeam_color_green);
Cvar_RegisterVariable(&r_lightningbeam_color_blue);
Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
}
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));
}
void R_CalcLightningBeamPolygonTexCoord2f(float *tc, 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;
}
}
void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
{
int i;
float fog;
for (i = 0;i < numverts;i++, v += 3, c += 4)
{
fog = FogPoint_World(v);
c[0] = r * fog;
c[1] = g * fog;
c[2] = b * fog;
c[3] = a;
}
}
float beamrepeatscale;
void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int surfacelistindex;
rmeshstate_t m;
float vertex3f[12*3];
float texcoord2f[12*2];
float color4f[12*4];
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
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, 0, 0);
R_SetupGenericShader(true);
// FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
if (r_refdef.fogenabled)
{
// per vertex colors if fog is used
R_Mesh_ColorPointer(color4f, 0, 0);
}
else
{
// solid color if fog is not used
R_Mesh_ColorPointer(NULL, 0, 0);
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);
}
memset(&m, 0, sizeof(m));
if (r_lightningbeam_qmbtexture.integer)
m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
else
m.tex[0] = R_GetTexture(r_lightningbeamtexture);
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_TextureState(&m);
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);
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);
}
// draw the 3 polygons as one batch of 6 triangles using the 12 vertices
GL_LockArrays(0, 12);
R_Mesh_Draw(0, 12, 0, 6, NULL, r_lightningbeamelements, 0, 0);
GL_LockArrays(0, 0);
}
}
extern cvar_t cl_beams_polygons;
void R_DrawLightningBeams(void)
{
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(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
}
}
}
|