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https://github.com/DrBeef/QVR.git
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327 lines
12 KiB
C
327 lines
12 KiB
C
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#include "quakedef.h"
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#include "image.h"
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cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4", "thickness of the lightning beam effect"};
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cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
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cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
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cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
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cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
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cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
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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"};
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skinframe_t *r_lightningbeamtexture;
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skinframe_t *r_lightningbeamqmbtexture;
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int r_lightningbeamelement3i[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
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unsigned short r_lightningbeamelement3s[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
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static void r_lightningbeams_start(void)
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{
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r_lightningbeamtexture = NULL;
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r_lightningbeamqmbtexture = NULL;
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}
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static void r_lightningbeams_setupqmbtexture(void)
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{
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r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_FORCELINEAR, false);
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if (r_lightningbeamqmbtexture == NULL)
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Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
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}
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static void r_lightningbeams_setuptexture(void)
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{
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#if 0
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#define BEAMWIDTH 128
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#define BEAMHEIGHT 64
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#define PATHPOINTS 8
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int i, j, px, py, nearestpathindex, imagenumber;
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float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
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unsigned char *pixels;
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int *image;
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struct lightningpathnode_s
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{
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float x, y, strength;
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}
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path[PATHPOINTS], temppath;
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image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
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pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(unsigned char[4]));
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for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
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{
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for (i = 0;i < PATHPOINTS;i++)
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{
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path[i].x = lhrandom(0, 1);
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path[i].y = lhrandom(0.2, 0.8);
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path[i].strength = lhrandom(0, 1);
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}
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for (i = 0;i < PATHPOINTS;i++)
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{
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for (j = i + 1;j < PATHPOINTS;j++)
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{
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if (path[j].x < path[i].x)
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{
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temppath = path[j];
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path[j] = path[i];
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path[i] = temppath;
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}
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}
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}
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particlex = path[0].x;
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particley = path[0].y;
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particlexv = lhrandom(0, 0.02);
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particlexv = lhrandom(-0.02, 0.02);
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memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
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for (i = 0;i < 65536;i++)
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{
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for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
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if (path[nearestpathindex].x > particlex)
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break;
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nearestpathindex %= PATHPOINTS;
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dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
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dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
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s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
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particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
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particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
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particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
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particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
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px = particlex * BEAMWIDTH;
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py = particley * BEAMHEIGHT;
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if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
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image[py*BEAMWIDTH+px] += 16;
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}
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for (py = 0;py < BEAMHEIGHT;py++)
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{
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for (px = 0;px < BEAMWIDTH;px++)
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{
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pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
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pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
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pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
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pixels[(py*BEAMWIDTH+px)*4+3] = 255;
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}
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}
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Image_WriteTGABGRA(va(vabuf, sizeof(vabuf), "lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
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}
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r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
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Mem_Free(pixels);
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Mem_Free(image);
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#else
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#define BEAMWIDTH 64
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#define BEAMHEIGHT 128
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float r, g, b, intensity, fx, width, center;
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int x, y;
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unsigned char *data, *noise1, *noise2;
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data = (unsigned char *)Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
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noise1 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
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noise2 = (unsigned char *)Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
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fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
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fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
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for (y = 0;y < BEAMHEIGHT;y++)
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{
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width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
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center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
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for (x = 0;x < BEAMWIDTH;x++, fx++)
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{
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fx = (((float) x / BEAMWIDTH) - center) / width;
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intensity = 1.0f - sqrt(fx * fx);
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if (intensity > 0)
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intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
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intensity = bound(0, intensity, 1);
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r = intensity * 1.0f;
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g = intensity * 1.0f;
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b = intensity * 1.0f;
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data[(y * BEAMWIDTH + x) * 4 + 2] = (unsigned char)(bound(0, r, 1) * 255.0f);
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data[(y * BEAMWIDTH + x) * 4 + 1] = (unsigned char)(bound(0, g, 1) * 255.0f);
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data[(y * BEAMWIDTH + x) * 4 + 0] = (unsigned char)(bound(0, b, 1) * 255.0f);
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data[(y * BEAMWIDTH + x) * 4 + 3] = (unsigned char)255;
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}
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}
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r_lightningbeamtexture = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, BEAMWIDTH, BEAMHEIGHT, false);
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Mem_Free(noise1);
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Mem_Free(noise2);
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Mem_Free(data);
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#endif
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}
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static void r_lightningbeams_shutdown(void)
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{
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r_lightningbeamtexture = NULL;
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r_lightningbeamqmbtexture = NULL;
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}
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static void r_lightningbeams_newmap(void)
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{
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if (r_lightningbeamtexture)
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R_SkinFrame_MarkUsed(r_lightningbeamtexture);
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if (r_lightningbeamqmbtexture)
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R_SkinFrame_MarkUsed(r_lightningbeamqmbtexture);
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}
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void R_LightningBeams_Init(void)
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{
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Cvar_RegisterVariable(&r_lightningbeam_thickness);
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Cvar_RegisterVariable(&r_lightningbeam_scroll);
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Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
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Cvar_RegisterVariable(&r_lightningbeam_color_red);
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Cvar_RegisterVariable(&r_lightningbeam_color_green);
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Cvar_RegisterVariable(&r_lightningbeam_color_blue);
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Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
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R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
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}
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static void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
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{
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// near right corner
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VectorAdd (start, offset, (v + 0));
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// near left corner
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VectorSubtract(start, offset, (v + 3));
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// far left corner
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VectorSubtract(end , offset, (v + 6));
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// far right corner
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VectorAdd (end , offset, (v + 9));
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}
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static void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
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{
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if (r_lightningbeam_qmbtexture.integer)
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{
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// near right corner
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tc[0] = t1;tc[1] = 0;
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// near left corner
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tc[2] = t1;tc[3] = 1;
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// far left corner
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tc[4] = t2;tc[5] = 1;
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// far right corner
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tc[6] = t2;tc[7] = 0;
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}
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else
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{
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// near right corner
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tc[0] = 0;tc[1] = t1;
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// near left corner
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tc[2] = 1;tc[3] = t1;
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// far left corner
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tc[4] = 1;tc[5] = t2;
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// far right corner
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tc[6] = 0;tc[7] = t2;
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}
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}
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float beamrepeatscale;
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static void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
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{
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int surfacelistindex;
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float vertex3f[12*3];
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float texcoord2f[12*2];
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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);
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if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
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r_lightningbeams_setupqmbtexture();
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if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
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r_lightningbeams_setuptexture();
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for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
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{
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const beam_t *b = cl.beams + surfacelist[surfacelistindex];
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vec3_t beamdir, right, up, offset, start, end;
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float length, t1, t2;
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CL_Beam_CalculatePositions(b, start, end);
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// calculate beam direction (beamdir) vector and beam length
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// get difference vector
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VectorSubtract(end, start, beamdir);
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// find length of difference vector
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length = sqrt(DotProduct(beamdir, beamdir));
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// calculate scale to make beamdir a unit vector (normalized)
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t1 = 1.0f / length;
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// scale beamdir so it is now normalized
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VectorScale(beamdir, t1, beamdir);
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// calculate up vector such that it points toward viewer, and rotates around the beamdir
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// get direction from start of beam to viewer
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VectorSubtract(r_refdef.view.origin, start, up);
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// remove the portion of the vector that moves along the beam
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// (this leaves only a vector pointing directly away from the beam)
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t1 = -DotProduct(up, beamdir);
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VectorMA(up, t1, beamdir, up);
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// generate right vector from forward and up, the result is unnormalized
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CrossProduct(beamdir, up, right);
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// now normalize the right vector and up vector
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VectorNormalize(right);
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VectorNormalize(up);
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// calculate T coordinate scrolling (start and end texcoord along the beam)
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t1 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
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t1 = t1 - (int) t1;
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t2 = t1 + beamrepeatscale * length;
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// the beam is 3 polygons in this configuration:
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// * 2
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// * *
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// 1******
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// * *
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// * 3
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// they are showing different portions of the beam texture, creating an
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// illusion of a beam that appears to curl around in 3D space
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// (and realize that the whole polygon assembly orients itself to face
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// the viewer)
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// polygon 1, verts 0-3
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VectorScale(right, r_lightningbeam_thickness.value, offset);
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R_CalcLightningBeamPolygonVertex3f(vertex3f + 0, start, end, offset);
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// polygon 2, verts 4-7
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VectorAdd(right, up, offset);
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VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
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R_CalcLightningBeamPolygonVertex3f(vertex3f + 12, start, end, offset);
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// polygon 3, verts 8-11
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VectorSubtract(right, up, offset);
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VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
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R_CalcLightningBeamPolygonVertex3f(vertex3f + 24, start, end, offset);
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R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 0, t1, t2);
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R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 8, t1 + 0.33, t2 + 0.33);
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R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 16, t1 + 0.66, t2 + 0.66);
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// draw the 3 polygons as one batch of 6 triangles using the 12 vertices
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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);
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}
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}
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extern cvar_t cl_beams_polygons;
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void R_DrawLightningBeams(void)
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{
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int i;
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beam_t *b;
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if (!cl_beams_polygons.integer)
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return;
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beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
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for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
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{
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if (b->model && b->lightning)
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{
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vec3_t org, start, end, dir;
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vec_t dist;
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CL_Beam_CalculatePositions(b, start, end);
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// calculate the nearest point on the line (beam) for depth sorting
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VectorSubtract(end, start, dir);
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dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
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dist = bound(0, dist, 1);
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VectorLerp(start, dist, end, org);
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// now we have the nearest point on the line, so sort with it
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R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
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}
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}
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}
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