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https://github.com/w23/xash3d-fwgs
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1309 lines
31 KiB
C
1309 lines
31 KiB
C
/*
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gl_beams.c - beams rendering
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Copyright (C) 2009 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "gl_local.h"
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#include "r_efx.h"
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#include "event_flags.h"
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#include "entity_types.h"
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#include "triangleapi.h"
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#include "customentity.h"
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#include "cl_tent.h"
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#include "pm_local.h"
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#include "studio.h"
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#define NOISE_DIVISIONS 64 // don't touch - many tripmines cause the crash when it equal 128
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typedef struct
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{
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vec3_t pos;
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float texcoord; // Y texture coordinate
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float width;
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} beamseg_t;
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/*
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==============================================================
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FRACTAL NOISE
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==============================================================
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*/
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static float rgNoise[NOISE_DIVISIONS+1]; // global noise array
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// freq2 += step * 0.1;
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// Fractal noise generator, power of 2 wavelength
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static void FracNoise( float *noise, int divs )
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{
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int div2;
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div2 = divs >> 1;
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if( divs < 2 ) return;
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// noise is normalized to +/- scale
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noise[div2] = ( noise[0] + noise[divs] ) * 0.5f + divs * COM_RandomFloat( -0.125f, 0.125f );
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if( div2 > 1 )
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{
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FracNoise( &noise[div2], div2 );
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FracNoise( noise, div2 );
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}
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}
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static void SineNoise( float *noise, int divs )
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{
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float freq = 0;
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float step = M_PI / (float)divs;
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int i;
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for( i = 0; i < divs; i++ )
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{
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noise[i] = sin( freq );
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freq += step;
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}
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}
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/*
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==============================================================
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BEAM MATHLIB
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==============================================================
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*/
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static void R_BeamComputePerpendicular( const vec3_t vecBeamDelta, vec3_t pPerp )
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{
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// direction in worldspace of the center of the beam
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vec3_t vecBeamCenter;
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VectorNormalize2( vecBeamDelta, vecBeamCenter );
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CrossProduct( RI.vforward, vecBeamCenter, pPerp );
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VectorNormalize( pPerp );
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}
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static void R_BeamComputeNormal( const vec3_t vStartPos, const vec3_t vNextPos, vec3_t pNormal )
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{
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// vTangentY = line vector for beam
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vec3_t vTangentY, vDirToBeam;
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VectorSubtract( vStartPos, vNextPos, vTangentY );
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// vDirToBeam = vector from viewer origin to beam
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VectorSubtract( vStartPos, RI.vieworg, vDirToBeam );
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// get a vector that is perpendicular to us and perpendicular to the beam.
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// this is used to fatten the beam.
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CrossProduct( vTangentY, vDirToBeam, pNormal );
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VectorNormalizeFast( pNormal );
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}
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/*
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==============
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R_BeamCull
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Cull the beam by bbox
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==============
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*/
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qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
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{
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vec3_t mins, maxs;
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int i;
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for( i = 0; i < 3; i++ )
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{
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if( start[i] < end[i] )
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{
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mins[i] = start[i];
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maxs[i] = end[i];
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}
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else
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{
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mins[i] = end[i];
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maxs[i] = start[i];
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}
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// don't let it be zero sized
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if( mins[i] == maxs[i] )
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maxs[i] += 1.0f;
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}
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// check bbox
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if( gEngfuncs.Mod_BoxVisible( mins, maxs, Mod_GetCurrentVis( )))
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{
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if( pvsOnly || !R_CullBox( mins, maxs ))
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{
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// beam is visible
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return false;
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}
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}
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// beam is culled
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return true;
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}
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/*
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================
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CL_AddCustomBeam
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Add the beam that encoded as custom entity
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================
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*/
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void CL_AddCustomBeam( cl_entity_t *pEnvBeam )
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{
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if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET )
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{
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gEngfuncs.Con_Printf( S_ERROR "Too many beams %d!\n", tr.draw_list->num_beam_entities );
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return;
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}
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if( pEnvBeam )
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{
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tr.draw_list->beam_entities[tr.draw_list->num_beam_entities] = pEnvBeam;
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tr.draw_list->num_beam_entities++;
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}
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}
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/*
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==============================================================
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BEAM DRAW METHODS
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==============================================================
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*/
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/*
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================
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R_DrawSegs
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general code for drawing beams
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================
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*/
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static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments, int flags )
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{
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int noiseIndex, noiseStep;
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int i, total_segs, segs_drawn;
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float div, length, fraction, factor;
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float flMaxWidth, vLast, vStep, brightness;
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vec3_t perp1, vLastNormal;
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beamseg_t curSeg;
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if( segments < 2 ) return;
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length = VectorLength( delta );
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flMaxWidth = width * 0.5f;
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div = 1.0f / ( segments - 1 );
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if( length * div < flMaxWidth * 1.414f )
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{
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// here, we have too many segments; we could get overlap... so lets have less segments
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segments = (int)( length / ( flMaxWidth * 1.414f )) + 1.0f;
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if( segments < 2 ) segments = 2;
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}
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if( segments > NOISE_DIVISIONS )
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segments = NOISE_DIVISIONS;
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div = 1.0f / (segments - 1);
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length *= 0.01f;
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vStep = length * div; // Texture length texels per space pixel
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// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
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vLast = fmod( freq * speed, 1 );
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if( flags & FBEAM_SINENOISE )
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{
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if( segments < 16 )
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{
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segments = 16;
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div = 1.0f / ( segments - 1 );
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}
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scale *= 100.0f;
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length = segments * 0.1f;
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}
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else
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{
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scale *= length * 2.0;
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}
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// Iterator to resample noise waveform (it needs to be generated in powers of 2)
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
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brightness = 1.0f;
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noiseIndex = 0;
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if( FBitSet( flags, FBEAM_SHADEIN ))
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brightness = 0;
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// Choose two vectors that are perpendicular to the beam
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R_BeamComputePerpendicular( delta, perp1 );
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total_segs = segments;
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segs_drawn = 0;
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// specify all the segments.
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for( i = 0; i < segments; i++ )
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{
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beamseg_t nextSeg;
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vec3_t vPoint1, vPoint2;
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Assert( noiseIndex < ( NOISE_DIVISIONS << 16 ));
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fraction = i * div;
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VectorMA( source, fraction, delta, nextSeg.pos );
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// distort using noise
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if( scale != 0 )
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{
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factor = rgNoise[noiseIndex>>16] * scale;
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if( FBitSet( flags, FBEAM_SINENOISE ))
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{
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float s, c;
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SinCos( fraction * M_PI * length + freq, &s, &c );
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VectorMA( nextSeg.pos, (factor * s), RI.vup, nextSeg.pos );
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
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VectorMA( nextSeg.pos, (factor * c), RI.vright, nextSeg.pos );
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}
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else
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{
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VectorMA( nextSeg.pos, factor, perp1, nextSeg.pos );
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}
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}
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// specify the next segment.
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nextSeg.width = width * 2.0f;
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nextSeg.texcoord = vLast;
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if( segs_drawn > 0 )
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{
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// Get a vector that is perpendicular to us and perpendicular to the beam.
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// This is used to fatten the beam.
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vec3_t vNormal, vAveNormal;
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R_BeamComputeNormal( curSeg.pos, nextSeg.pos, vNormal );
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if( segs_drawn > 1 )
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{
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// Average this with the previous normal
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VectorAdd( vNormal, vLastNormal, vAveNormal );
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VectorScale( vAveNormal, 0.5f, vAveNormal );
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VectorNormalizeFast( vAveNormal );
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}
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else
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{
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VectorCopy( vNormal, vAveNormal );
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}
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VectorCopy( vNormal, vLastNormal );
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// draw regular segment
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VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vAveNormal, vPoint1 );
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VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vAveNormal, vPoint2 );
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pglTexCoord2f( 0.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vAveNormal );
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pglVertex3fv( vPoint1 );
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pglTexCoord2f( 1.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vAveNormal );
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pglVertex3fv( vPoint2 );
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}
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curSeg = nextSeg;
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segs_drawn++;
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if( FBitSet( flags, FBEAM_SHADEIN ) && FBitSet( flags, FBEAM_SHADEOUT ))
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{
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if( fraction < 0.5f ) brightness = fraction;
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else brightness = ( 1.0f - fraction );
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}
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else if( FBitSet( flags, FBEAM_SHADEIN ))
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{
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brightness = fraction;
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}
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else if( FBitSet( flags, FBEAM_SHADEOUT ))
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{
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brightness = 1.0f - fraction;
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}
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if( segs_drawn == total_segs )
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{
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// draw the last segment
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VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vLastNormal, vPoint1 );
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VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vLastNormal, vPoint2 );
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// specify the points.
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pglTexCoord2f( 0.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vLastNormal );
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pglVertex3fv( vPoint1 );
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pglTexCoord2f( 1.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vLastNormal );
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pglVertex3fv( vPoint2 );
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}
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vLast += vStep; // Advance texture scroll (v axis only)
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noiseIndex += noiseStep;
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}
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}
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/*
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================
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R_DrawTorus
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Draw beamtours
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================
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*/
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void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
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{
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int i, noiseIndex, noiseStep;
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float div, length, fraction, factor, vLast, vStep;
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vec3_t last1, last2, point, screen, screenLast, tmp, normal;
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if( segments < 2 )
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return;
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if( segments > NOISE_DIVISIONS )
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segments = NOISE_DIVISIONS;
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length = VectorLength( delta ) * 0.01;
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if( length < 0.5 ) length = 0.5; // don't lose all of the noise/texture on short beams
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div = 1.0f / (segments - 1);
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vStep = length * div; // Texture length texels per space pixel
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// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
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vLast = fmod( freq * speed, 1 );
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scale = scale * length;
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// Iterator to resample noise waveform (it needs to be generated in powers of 2)
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
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noiseIndex = 0;
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for( i = 0; i < segments; i++ )
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{
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float s, c;
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fraction = i * div;
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SinCos( fraction * M_PI2, &s, &c );
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point[0] = s * freq * delta[2] + source[0];
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point[1] = c * freq * delta[2] + source[1];
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point[2] = source[2];
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// distort using noise
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if( scale != 0 )
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{
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if(( noiseIndex >> 16 ) < NOISE_DIVISIONS )
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{
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factor = rgNoise[noiseIndex>>16] * scale;
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VectorMA( point, factor, RI.vup, point );
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
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factor = rgNoise[noiseIndex>>16] * scale * cos( fraction * M_PI * 3 + freq );
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VectorMA( point, factor, RI.vright, point );
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}
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}
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// Transform point into screen space
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TriWorldToScreen( point, screen );
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if( i != 0 )
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{
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// build world-space normal to screen-space direction vector
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VectorSubtract( screen, screenLast, tmp );
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// we don't need Z, we're in screen space
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tmp[2] = 0;
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VectorNormalize( tmp );
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VectorScale( RI.vup, -tmp[0], normal ); // Build point along noraml line (normal is -y, x)
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VectorMA( normal, tmp[1], RI.vright, normal );
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// Make a wide line
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VectorMA( point, width, normal, last1 );
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VectorMA( point, -width, normal, last2 );
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vLast += vStep; // advance texture scroll (v axis only)
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TriTexCoord2f( 1, vLast );
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TriVertex3fv( last2 );
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TriTexCoord2f( 0, vLast );
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TriVertex3fv( last1 );
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}
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VectorCopy( screen, screenLast );
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noiseIndex += noiseStep;
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}
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}
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/*
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================
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R_DrawDisk
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Draw beamdisk
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================
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*/
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void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
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{
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float div, length, fraction;
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float w, vLast, vStep;
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vec3_t point;
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int i;
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if( segments < 2 )
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return;
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if( segments > NOISE_DIVISIONS ) // UNDONE: Allow more segments?
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segments = NOISE_DIVISIONS;
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length = VectorLength( delta ) * 0.01f;
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if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams
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div = 1.0f / (segments - 1);
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vStep = length * div; // Texture length texels per space pixel
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// scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
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vLast = fmod( freq * speed, 1 );
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scale = scale * length;
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// clamp the beam width
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w = fmod( freq, width ) * delta[2];
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// NOTE: we must force the degenerate triangles to be on the edge
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for( i = 0; i < segments; i++ )
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{
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float s, c;
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fraction = i * div;
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VectorCopy( source, point );
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TriBrightness( 1.0f );
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TriTexCoord2f( 1.0f, vLast );
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TriVertex3fv( point );
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SinCos( fraction * M_PI2, &s, &c );
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point[0] = s * w + source[0];
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point[1] = c * w + source[1];
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point[2] = source[2];
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TriBrightness( 1.0f );
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TriTexCoord2f( 0.0f, vLast );
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TriVertex3fv( point );
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vLast += vStep; // advance texture scroll (v axis only)
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}
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}
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/*
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================
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R_DrawCylinder
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Draw beam cylinder
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================
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*/
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void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
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{
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float div, length, fraction;
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float vLast, vStep;
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vec3_t point;
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int i;
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if( segments < 2 )
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return;
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if( segments > NOISE_DIVISIONS )
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segments = NOISE_DIVISIONS;
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length = VectorLength( delta ) * 0.01f;
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if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams
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div = 1.0f / (segments - 1);
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vStep = length * div; // texture length texels per space pixel
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// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
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vLast = fmod( freq * speed, 1 );
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scale = scale * length;
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for ( i = 0; i < segments; i++ )
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{
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float s, c;
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fraction = i * div;
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SinCos( fraction * M_PI2, &s, &c );
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point[0] = s * freq * delta[2] + source[0];
|
|
point[1] = c * freq * delta[2] + source[1];
|
|
point[2] = source[2] + width;
|
|
|
|
TriBrightness( 0 );
|
|
TriTexCoord2f( 1, vLast );
|
|
TriVertex3fv( point );
|
|
|
|
point[0] = s * freq * ( delta[2] + width ) + source[0];
|
|
point[1] = c * freq * ( delta[2] + width ) + source[1];
|
|
point[2] = source[2] - width;
|
|
|
|
TriBrightness( 1 );
|
|
TriTexCoord2f( 0, vLast );
|
|
TriVertex3fv( point );
|
|
|
|
vLast += vStep; // Advance texture scroll (v axis only)
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawBeamFollow
|
|
|
|
drawi followed beam
|
|
==============
|
|
*/
|
|
void R_DrawBeamFollow( BEAM *pbeam, float frametime )
|
|
{
|
|
particle_t *pnew, *particles;
|
|
float fraction, div, vLast, vStep;
|
|
vec3_t last1, last2, tmp, screen;
|
|
vec3_t delta, screenLast, normal;
|
|
|
|
gEngfuncs.R_FreeDeadParticles( &pbeam->particles );
|
|
|
|
particles = pbeam->particles;
|
|
pnew = NULL;
|
|
|
|
div = 0;
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ))
|
|
{
|
|
if( particles )
|
|
{
|
|
VectorSubtract( particles->org, pbeam->source, delta );
|
|
div = VectorLength( delta );
|
|
|
|
if( div >= 32 && cl_free_particles )
|
|
{
|
|
pnew = cl_free_particles;
|
|
cl_free_particles = pnew->next;
|
|
}
|
|
}
|
|
else if( cl_free_particles )
|
|
{
|
|
pnew = cl_free_particles;
|
|
cl_free_particles = pnew->next;
|
|
div = 0;
|
|
}
|
|
}
|
|
|
|
if( pnew )
|
|
{
|
|
VectorCopy( pbeam->source, pnew->org );
|
|
pnew->die = gpGlobals->time + pbeam->amplitude;
|
|
VectorClear( pnew->vel );
|
|
|
|
pnew->next = particles;
|
|
pbeam->particles = pnew;
|
|
particles = pnew;
|
|
}
|
|
|
|
// nothing to draw
|
|
if( !particles ) return;
|
|
|
|
if( !pnew && div != 0 )
|
|
{
|
|
VectorCopy( pbeam->source, delta );
|
|
TriWorldToScreen( pbeam->source, screenLast );
|
|
TriWorldToScreen( particles->org, screen );
|
|
}
|
|
else if( particles && particles->next )
|
|
{
|
|
VectorCopy( particles->org, delta );
|
|
TriWorldToScreen( particles->org, screenLast );
|
|
TriWorldToScreen( particles->next->org, screen );
|
|
particles = particles->next;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
// UNDONE: This won't work, screen and screenLast must be extrapolated here to fix the
|
|
// first beam segment for this trail
|
|
|
|
// build world-space normal to screen-space direction vector
|
|
VectorSubtract( screen, screenLast, tmp );
|
|
// we don't need Z, we're in screen space
|
|
tmp[2] = 0;
|
|
VectorNormalize( tmp );
|
|
|
|
// Build point along noraml line (normal is -y, x)
|
|
VectorScale( RI.vup, tmp[0], normal ); // Build point along normal line (normal is -y, x)
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( delta, pbeam->width, normal, last1 );
|
|
VectorMA( delta, -pbeam->width, normal, last2 );
|
|
|
|
div = 1.0 / pbeam->amplitude;
|
|
fraction = ( pbeam->die - gpGlobals->time ) * div;
|
|
|
|
vLast = 0.0;
|
|
vStep = 1.0;
|
|
|
|
while( particles )
|
|
{
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 1, 1 );
|
|
TriVertex3fv( last2 );
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 0, 1 );
|
|
TriVertex3fv( last1 );
|
|
|
|
// Transform point into screen space
|
|
TriWorldToScreen( particles->org, screen );
|
|
// Build world-space normal to screen-space direction vector
|
|
VectorSubtract( screen, screenLast, tmp );
|
|
|
|
// we don't need Z, we're in screen space
|
|
tmp[2] = 0;
|
|
VectorNormalize( tmp );
|
|
VectorScale( RI.vup, tmp[0], normal ); // Build point along noraml line (normal is -y, x)
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( particles->org, pbeam->width, normal, last1 );
|
|
VectorMA( particles->org, -pbeam->width, normal, last2 );
|
|
|
|
vLast += vStep; // Advance texture scroll (v axis only)
|
|
|
|
if( particles->next != NULL )
|
|
{
|
|
fraction = (particles->die - gpGlobals->time) * div;
|
|
}
|
|
else
|
|
{
|
|
fraction = 0.0;
|
|
}
|
|
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 0, 0 );
|
|
TriVertex3fv( last1 );
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 1, 0 );
|
|
TriVertex3fv( last2 );
|
|
|
|
VectorCopy( screen, screenLast );
|
|
|
|
particles = particles->next;
|
|
}
|
|
|
|
// drift popcorn trail if there is a velocity
|
|
particles = pbeam->particles;
|
|
|
|
while( particles )
|
|
{
|
|
VectorMA( particles->org, frametime, particles->vel, particles->org );
|
|
particles = particles->next;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawRing
|
|
|
|
Draw beamring
|
|
================
|
|
*/
|
|
void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments )
|
|
{
|
|
int i, j, noiseIndex, noiseStep;
|
|
float div, length, fraction, factor, vLast, vStep;
|
|
vec3_t last1, last2, point, screen, screenLast;
|
|
vec3_t tmp, normal, center, xaxis, yaxis;
|
|
float radius, x, y, scale;
|
|
|
|
if( segments < 2 )
|
|
return;
|
|
|
|
VectorClear( screenLast );
|
|
segments = segments * M_PI;
|
|
|
|
if( segments > NOISE_DIVISIONS * 8 )
|
|
segments = NOISE_DIVISIONS * 8;
|
|
|
|
length = VectorLength( delta ) * 0.01f * M_PI;
|
|
if( length < 0.5f ) length = 0.5f; // Don't lose all of the noise/texture on short beams
|
|
|
|
div = 1.0f / ( segments - 1 );
|
|
|
|
vStep = length * div / 8.0f; // texture length texels per space pixel
|
|
|
|
// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
|
|
vLast = fmod( freq * speed, 1.0f );
|
|
scale = amplitude * length / 8.0f;
|
|
|
|
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
|
|
noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f ) * 8;
|
|
noiseIndex = 0;
|
|
|
|
VectorScale( delta, 0.5f, delta );
|
|
VectorAdd( source, delta, center );
|
|
|
|
VectorCopy( delta, xaxis );
|
|
radius = VectorLength( xaxis );
|
|
|
|
// cull beamring
|
|
// --------------------------------
|
|
// Compute box center +/- radius
|
|
VectorSet( last1, radius, radius, scale );
|
|
VectorAdd( center, last1, tmp ); // maxs
|
|
VectorSubtract( center, last1, screen ); // mins
|
|
|
|
if( !WORLDMODEL )
|
|
return;
|
|
|
|
// is that box in PVS && frustum?
|
|
if( !gEngfuncs.Mod_BoxVisible( screen, tmp, Mod_GetCurrentVis( )) || R_CullBox( screen, tmp ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSet( yaxis, xaxis[1], -xaxis[0], 0.0f );
|
|
VectorNormalize( yaxis );
|
|
VectorScale( yaxis, radius, yaxis );
|
|
|
|
j = segments / 8;
|
|
|
|
for( i = 0; i < segments + 1; i++ )
|
|
{
|
|
fraction = i * div;
|
|
SinCos( fraction * M_PI2, &x, &y );
|
|
|
|
VectorMAMAM( x, xaxis, y, yaxis, 1.0f, center, point );
|
|
|
|
// distort using noise
|
|
factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale;
|
|
VectorMA( point, factor, RI.vup, point );
|
|
|
|
// Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
|
|
factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale;
|
|
factor *= cos( fraction * M_PI * 24 + freq );
|
|
VectorMA( point, factor, RI.vright, point );
|
|
|
|
// Transform point into screen space
|
|
TriWorldToScreen( point, screen );
|
|
|
|
if( i != 0 )
|
|
{
|
|
// build world-space normal to screen-space direction vector
|
|
VectorSubtract( screen, screenLast, tmp );
|
|
|
|
// we don't need Z, we're in screen space
|
|
tmp[2] = 0;
|
|
VectorNormalize( tmp );
|
|
|
|
// Build point along normal line (normal is -y, x)
|
|
VectorScale( RI.vup, tmp[0], normal );
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( point, width, normal, last1 );
|
|
VectorMA( point, -width, normal, last2 );
|
|
|
|
vLast += vStep; // Advance texture scroll (v axis only)
|
|
TriTexCoord2f( 1.0f, vLast );
|
|
TriVertex3fv( last2 );
|
|
TriTexCoord2f( 0.0f, vLast );
|
|
TriVertex3fv( last1 );
|
|
}
|
|
|
|
VectorCopy( screen, screenLast );
|
|
noiseIndex += noiseStep;
|
|
j--;
|
|
|
|
if( j == 0 && amplitude != 0 )
|
|
{
|
|
j = segments / 8;
|
|
FracNoise( rgNoise, NOISE_DIVISIONS );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamComputePoint
|
|
|
|
compute attachment point for beam
|
|
==============
|
|
*/
|
|
static qboolean R_BeamComputePoint( int beamEnt, vec3_t pt )
|
|
{
|
|
cl_entity_t *ent;
|
|
int attach;
|
|
|
|
ent = gEngfuncs.R_BeamGetEntity( beamEnt );
|
|
|
|
if( beamEnt < 0 )
|
|
attach = BEAMENT_ATTACHMENT( -beamEnt );
|
|
else attach = BEAMENT_ATTACHMENT( beamEnt );
|
|
|
|
if( !ent )
|
|
{
|
|
gEngfuncs.Con_DPrintf( S_ERROR "R_BeamComputePoint: invalid entity %i\n", BEAMENT_ENTITY( beamEnt ));
|
|
VectorClear( pt );
|
|
return false;
|
|
}
|
|
|
|
// get attachment
|
|
if( attach > 0 )
|
|
VectorCopy( ent->attachment[attach - 1], pt );
|
|
else if( ent->index == gEngfuncs.GetPlayerIndex() )
|
|
{
|
|
vec3_t simorg;
|
|
gEngfuncs.GetPredictedOrigin( simorg );
|
|
VectorCopy( simorg, pt );
|
|
}
|
|
else VectorCopy( ent->origin, pt );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamRecomputeEndpoints
|
|
|
|
Recomputes beam endpoints..
|
|
==============
|
|
*/
|
|
qboolean R_BeamRecomputeEndpoints( BEAM *pbeam )
|
|
{
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ))
|
|
{
|
|
cl_entity_t *start = gEngfuncs.R_BeamGetEntity( pbeam->startEntity );
|
|
|
|
if( R_BeamComputePoint( pbeam->startEntity, pbeam->source ))
|
|
{
|
|
if( !pbeam->pFollowModel )
|
|
pbeam->pFollowModel = start->model;
|
|
SetBits( pbeam->flags, FBEAM_STARTVISIBLE );
|
|
}
|
|
else if( !FBitSet( pbeam->flags, FBEAM_FOREVER ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_STARTENTITY );
|
|
}
|
|
}
|
|
|
|
if( FBitSet( pbeam->flags, FBEAM_ENDENTITY ))
|
|
{
|
|
cl_entity_t *end = gEngfuncs.R_BeamGetEntity( pbeam->endEntity );
|
|
|
|
if( R_BeamComputePoint( pbeam->endEntity, pbeam->target ))
|
|
{
|
|
if( !pbeam->pFollowModel )
|
|
pbeam->pFollowModel = end->model;
|
|
SetBits( pbeam->flags, FBEAM_ENDVISIBLE );
|
|
}
|
|
else if( !FBitSet( pbeam->flags, FBEAM_FOREVER ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ENDENTITY );
|
|
pbeam->die = gpGlobals->time;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ) && !FBitSet( pbeam->flags, FBEAM_STARTVISIBLE ))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_BeamDraw
|
|
|
|
Update beam vars and draw it
|
|
==============
|
|
*/
|
|
void R_BeamDraw( BEAM *pbeam, float frametime )
|
|
{
|
|
model_t *model;
|
|
vec3_t delta;
|
|
|
|
model = CL_ModelHandle( pbeam->modelIndex );
|
|
SetBits( pbeam->flags, FBEAM_ISACTIVE );
|
|
|
|
if( !model || model->type != mod_sprite )
|
|
{
|
|
pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore
|
|
pbeam->die = gpGlobals->time;
|
|
return;
|
|
}
|
|
|
|
// update frequency
|
|
pbeam->freq += frametime;
|
|
|
|
// generate fractal noise
|
|
if( frametime != 0.0f )
|
|
{
|
|
rgNoise[0] = 0;
|
|
rgNoise[NOISE_DIVISIONS] = 0;
|
|
}
|
|
|
|
if( pbeam->amplitude != 0 && frametime != 0.0f )
|
|
{
|
|
if( FBitSet( pbeam->flags, FBEAM_SINENOISE ))
|
|
SineNoise( rgNoise, NOISE_DIVISIONS );
|
|
else FracNoise( rgNoise, NOISE_DIVISIONS );
|
|
}
|
|
|
|
// update end points
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY|FBEAM_ENDENTITY ))
|
|
{
|
|
// makes sure attachment[0] + attachment[1] are valid
|
|
if( !R_BeamRecomputeEndpoints( pbeam ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE ); // force to ignore
|
|
return;
|
|
}
|
|
|
|
// compute segments from the new endpoints
|
|
VectorSubtract( pbeam->target, pbeam->source, delta );
|
|
VectorClear( pbeam->delta );
|
|
|
|
if( VectorLength( delta ) > 0.0000001f )
|
|
VectorCopy( delta, pbeam->delta );
|
|
|
|
if( pbeam->amplitude >= 0.50f )
|
|
pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels
|
|
else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels
|
|
}
|
|
|
|
if( pbeam->type == TE_BEAMPOINTS && R_BeamCull( pbeam->source, pbeam->target, 0 ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE );
|
|
return;
|
|
}
|
|
|
|
// don't draw really short or inactive beams
|
|
if( !FBitSet( pbeam->flags, FBEAM_ISACTIVE ) || VectorLength( pbeam->delta ) < 0.1f )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( pbeam->flags & ( FBEAM_FADEIN|FBEAM_FADEOUT ))
|
|
{
|
|
// update life cycle
|
|
pbeam->t = pbeam->freq + ( pbeam->die - gpGlobals->time );
|
|
if( pbeam->t != 0.0f ) pbeam->t = 1.0f - pbeam->freq / pbeam->t;
|
|
}
|
|
|
|
if( pbeam->type == TE_BEAMHOSE )
|
|
{
|
|
float flDot;
|
|
|
|
VectorSubtract( pbeam->target, pbeam->source, delta );
|
|
VectorNormalize( delta );
|
|
|
|
flDot = DotProduct( delta, RI.vforward );
|
|
|
|
// abort if the player's looking along it away from the source
|
|
if( flDot > 0 )
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
float flFade = pow( flDot, 10 );
|
|
vec3_t localDir, vecProjection, tmp;
|
|
float flDistance;
|
|
|
|
// fade the beam if the player's not looking at the source
|
|
VectorSubtract( RI.vieworg, pbeam->source, localDir );
|
|
flDot = DotProduct( delta, localDir );
|
|
VectorScale( delta, flDot, vecProjection );
|
|
VectorSubtract( localDir, vecProjection, tmp );
|
|
flDistance = VectorLength( tmp );
|
|
|
|
if( flDistance > 30 )
|
|
{
|
|
flDistance = 1.0f - (( flDistance - 30.0f ) / 64.0f );
|
|
if( flDistance <= 0 ) flFade = 0;
|
|
else flFade *= pow( flDistance, 3 );
|
|
}
|
|
|
|
if( flFade < ( 1.0f / 255.0f ))
|
|
return;
|
|
|
|
// FIXME: needs to be testing
|
|
pbeam->brightness *= flFade;
|
|
}
|
|
}
|
|
|
|
TriRenderMode( FBitSet( pbeam->flags, FBEAM_SOLID ) ? kRenderNormal : kRenderTransAdd );
|
|
|
|
if( !TriSpriteTexture( model, (int)(pbeam->frame + pbeam->frameRate * gpGlobals->time) % pbeam->frameCount ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE );
|
|
return;
|
|
}
|
|
|
|
if( pbeam->type == TE_BEAMFOLLOW )
|
|
{
|
|
cl_entity_t *pStart;
|
|
|
|
// XASH SPECIFIC: get brightness from head entity
|
|
pStart = gEngfuncs.R_BeamGetEntity( pbeam->startEntity );
|
|
if( pStart && pStart->curstate.rendermode != kRenderNormal )
|
|
pbeam->brightness = gEngfuncs.CL_FxBlend( pStart ) / 255.0f;
|
|
}
|
|
|
|
if( FBitSet( pbeam->flags, FBEAM_FADEIN ))
|
|
TriColor4f( pbeam->r, pbeam->g, pbeam->b, pbeam->t * pbeam->brightness );
|
|
else if( FBitSet( pbeam->flags, FBEAM_FADEOUT ))
|
|
TriColor4f( pbeam->r, pbeam->g, pbeam->b, ( 1.0f - pbeam->t ) * pbeam->brightness );
|
|
else TriColor4f( pbeam->r, pbeam->g, pbeam->b, pbeam->brightness );
|
|
|
|
switch( pbeam->type )
|
|
{
|
|
case TE_BEAMTORUS:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawTorus( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMDISK:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawDisk( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMCYLINDER:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawCylinder( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMPOINTS:
|
|
case TE_BEAMHOSE:
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawSegs( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, pbeam->flags );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMFOLLOW:
|
|
TriBegin( TRI_QUADS );
|
|
R_DrawBeamFollow( pbeam, frametime );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMRING:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawRing( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
}
|
|
|
|
GL_Cull( GL_FRONT );
|
|
r_stats.c_view_beams_count++;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamSetAttributes
|
|
|
|
set beam attributes
|
|
==============
|
|
*/
|
|
static void R_BeamSetAttributes( BEAM *pbeam, float r, float g, float b, float framerate, int startFrame )
|
|
{
|
|
pbeam->frame = (float)startFrame;
|
|
pbeam->frameRate = framerate;
|
|
pbeam->r = r;
|
|
pbeam->g = g;
|
|
pbeam->b = b;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamSetup
|
|
|
|
generic function. all beams must be
|
|
passed through this
|
|
==============
|
|
*/
|
|
static void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
|
|
{
|
|
model_t *sprite = CL_ModelHandle( modelIndex );
|
|
|
|
if( !sprite ) return;
|
|
|
|
pbeam->type = BEAM_POINTS;
|
|
pbeam->modelIndex = modelIndex;
|
|
pbeam->frame = 0;
|
|
pbeam->frameRate = 0;
|
|
pbeam->frameCount = sprite->numframes;
|
|
|
|
VectorCopy( start, pbeam->source );
|
|
VectorCopy( end, pbeam->target );
|
|
VectorSubtract( end, start, pbeam->delta );
|
|
|
|
pbeam->freq = speed * gpGlobals->time;
|
|
pbeam->die = life + gpGlobals->time;
|
|
pbeam->amplitude = amplitude;
|
|
pbeam->brightness = brightness;
|
|
pbeam->width = width;
|
|
pbeam->speed = speed;
|
|
|
|
if( amplitude >= 0.50f )
|
|
pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels
|
|
else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels
|
|
|
|
pbeam->pFollowModel = NULL;
|
|
pbeam->flags = 0;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
R_BeamDrawCustomEntity
|
|
|
|
initialize beam from server entity
|
|
==============
|
|
*/
|
|
void R_BeamDrawCustomEntity( cl_entity_t *ent )
|
|
{
|
|
BEAM beam;
|
|
float amp = ent->curstate.body / 100.0f;
|
|
float blend = gEngfuncs.CL_FxBlend( ent ) / 255.0f;
|
|
float r, g, b;
|
|
int beamFlags;
|
|
|
|
r = ent->curstate.rendercolor.r / 255.0f;
|
|
g = ent->curstate.rendercolor.g / 255.0f;
|
|
b = ent->curstate.rendercolor.b / 255.0f;
|
|
|
|
R_BeamSetup( &beam, ent->origin, ent->angles, ent->curstate.modelindex, 0, ent->curstate.scale, amp, blend, ent->curstate.animtime );
|
|
R_BeamSetAttributes( &beam, r, g, b, ent->curstate.framerate, ent->curstate.frame );
|
|
beam.pFollowModel = NULL;
|
|
|
|
switch( ent->curstate.rendermode & 0x0F )
|
|
{
|
|
case BEAM_ENTPOINT:
|
|
beam.type = TE_BEAMPOINTS;
|
|
if( ent->curstate.sequence )
|
|
{
|
|
SetBits( beam.flags, FBEAM_STARTENTITY );
|
|
beam.startEntity = ent->curstate.sequence;
|
|
}
|
|
if( ent->curstate.skin )
|
|
{
|
|
SetBits( beam.flags, FBEAM_ENDENTITY );
|
|
beam.endEntity = ent->curstate.skin;
|
|
}
|
|
break;
|
|
case BEAM_ENTS:
|
|
beam.type = TE_BEAMPOINTS;
|
|
SetBits( beam.flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
|
|
beam.startEntity = ent->curstate.sequence;
|
|
beam.endEntity = ent->curstate.skin;
|
|
break;
|
|
case BEAM_HOSE:
|
|
beam.type = TE_BEAMHOSE;
|
|
break;
|
|
case BEAM_POINTS:
|
|
// already set up
|
|
break;
|
|
}
|
|
|
|
beamFlags = ( ent->curstate.rendermode & 0xF0 );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSINE ))
|
|
SetBits( beam.flags, FBEAM_SINENOISE );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSOLID ))
|
|
SetBits( beam.flags, FBEAM_SOLID );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSHADEIN ))
|
|
SetBits( beam.flags, FBEAM_SHADEIN );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSHADEOUT ))
|
|
SetBits( beam.flags, FBEAM_SHADEOUT );
|
|
|
|
// draw it
|
|
R_BeamDraw( &beam, tr.frametime );
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_DrawBeams
|
|
|
|
draw beam loop
|
|
==============
|
|
*/
|
|
void CL_DrawBeams(int fTrans , BEAM *active_beams )
|
|
{
|
|
BEAM *pBeam, *pNext;
|
|
BEAM *pPrev = NULL;
|
|
int i, flags;
|
|
|
|
if( !CVAR_TO_BOOL( cl_draw_beams ))
|
|
return;
|
|
|
|
pglShadeModel( GL_SMOOTH );
|
|
pglDepthMask( fTrans ? GL_FALSE : GL_TRUE );
|
|
|
|
// server beams don't allocate beam chains
|
|
// all params are stored in cl_entity_t
|
|
for( i = 0; i < tr.draw_list->num_beam_entities; i++ )
|
|
{
|
|
RI.currentbeam = tr.draw_list->beam_entities[i];
|
|
flags = RI.currentbeam->curstate.rendermode & 0xF0;
|
|
|
|
if( fTrans && FBitSet( flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
if( !fTrans && !FBitSet( flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
R_BeamDrawCustomEntity( RI.currentbeam );
|
|
r_stats.c_view_beams_count++;
|
|
}
|
|
|
|
RI.currentbeam = NULL;
|
|
|
|
// draw temporary entity beams
|
|
for( pBeam = active_beams; pBeam; pBeam = pBeam->next )
|
|
{
|
|
if( fTrans && FBitSet( pBeam->flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
R_BeamDraw( pBeam, gpGlobals->time - gpGlobals->oldtime );
|
|
}
|
|
|
|
pglShadeModel( GL_FLAT );
|
|
pglDepthMask( GL_TRUE );
|
|
}
|