]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
fix for 'falling' in a corner bug, thanks to Elric for finding the fix for this.
[xonotic/darkplaces.git] / r_sprites.c
index c34f5dbb741624c4d4933d082044feb9b52505c8..f7e8a8e2c86a088b9a0d73f227f0d5cac0eb7a0a 100644 (file)
@@ -1,32 +1,9 @@
+
 #include "quakedef.h"
 
-void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up)
-{
-       int i;
-       mspriteframe_t *frame;
-       vec3_t points[4];
-       float fleft, fright, fdown, fup;
-       frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[0].frame;
-       fleft  = frame->left;
-       fdown  = frame->down;
-       fright = frame->right;
-       fup    = frame->up;
-       for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
-       {
-               frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
-               fleft  = min(fleft , frame->left );
-               fdown  = min(fdown , frame->down );
-               fright = max(fright, frame->right);
-               fup    = max(fup   , frame->up   );
-       }
-       points[0][0] = origin[0] + fdown * up[0] + fleft  * right[0];points[0][1] = origin[1] + fdown * up[1] + fleft  * right[1];points[0][2] = origin[2] + fdown * up[2] + fleft  * right[2];
-       points[1][0] = origin[0] + fup   * up[0] + fleft  * right[0];points[1][1] = origin[1] + fup   * up[1] + fleft  * right[1];points[1][2] = origin[2] + fup   * up[2] + fleft  * right[2];
-       points[2][0] = origin[0] + fup   * up[0] + fright * right[0];points[2][1] = origin[1] + fup   * up[1] + fright * right[1];points[2][2] = origin[2] + fup   * up[2] + fright * right[2];
-       points[3][0] = origin[0] + fdown * up[0] + fright * right[0];points[3][1] = origin[1] + fdown * up[1] + fright * right[1];points[3][2] = origin[2] + fdown * up[2] + fright * right[2];
-       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
-}
+#define LERPSPRITES
 
-int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
+static int R_SpriteSetup (int type, float org[3], float left[3], float up[3])
 {
        float matrix1[3][3], matrix2[3][3], matrix3[3][3];
 
@@ -39,15 +16,25 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
                VectorNegate(vpn, matrix3[0]);
                matrix3[0][2] = 0;
                VectorNormalizeFast(matrix3[0]);
-               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               matrix3[1][0] = matrix3[0][1];
+               matrix3[1][1] = -matrix3[0][0];
+               matrix3[1][2] = 0;
+               matrix3[2][0] = 0;
+               matrix3[2][1] = 0;
+               matrix3[2][2] = 1;
                break;
        case SPR_FACING_UPRIGHT:
                // flames and such
                // vertical beam sprite, faces viewer's origin (not the view plane)
-               VectorSubtract(r_origin, currentrenderentity->origin, matrix3[0]);
+               VectorSubtract(currentrenderentity->origin, r_origin, matrix3[0]);
                matrix3[0][2] = 0;
                VectorNormalizeFast(matrix3[0]);
-               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               matrix3[1][0] = matrix3[0][1];
+               matrix3[1][1] = -matrix3[0][0];
+               matrix3[1][2] = 0;
+               matrix3[2][0] = 0;
+               matrix3[2][1] = 0;
+               matrix3[2][2] = 1;
                break;
        default:
                Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
@@ -56,13 +43,13 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
                // normal sprite
                // faces view plane
                VectorCopy(vpn, matrix3[0]);
-               VectorCopy(vright, matrix3[1]);
+               VectorNegate(vright, matrix3[1]);
                VectorCopy(vup, matrix3[2]);
                break;
        case SPR_ORIENTED:
                // bullet marks on walls
                // ignores viewer entirely
-               AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]);
+               AngleVectorsFLU (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]);
                // nudge it toward the view, so it will be infront of the wall
                VectorSubtract(org, vpn, org);
                break;
@@ -70,51 +57,33 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
                // I have no idea what people would use this for
                // oriented relative to view space
                // FIXME: test this and make sure it mimicks software
-               AngleVectors (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
+               AngleVectorsFLU (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
                VectorCopy(vpn, matrix2[0]);
-               VectorCopy(vright, matrix2[1]);
+               VectorNegate(vright, matrix2[1]);
                VectorCopy(vup, matrix2[2]);
-               R_ConcatRotations (matrix1, matrix2, matrix3);
+               R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
                break;
        }
 
-       // don't draw if view origin is behind it
-       if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f))
-               return true;
-
        if (currentrenderentity->scale != 1)
        {
-               VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
-               VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
+               VectorScale(matrix3[1], currentrenderentity->scale, left);
+               VectorScale(matrix3[2], currentrenderentity->scale, up);
+       }
+       else
+       {
+               VectorCopy(matrix3[1], left);
+               VectorCopy(matrix3[2], up);
        }
-
-       VectorCopy(matrix3[1], right);
-       VectorCopy(matrix3[2], up);
        return false;
 }
 
-void R_ClipSprite (void)
-{
-       vec3_t org, right, up;
+static int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
 
-       if (currentrenderentity->frameblend[0].frame < 0)
-               return;
-
-       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
-               return;
-
-       // LordHavoc: interpolated sprite rendering
-       R_ClipSpriteImage(org, right, up);
-}
-
-int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
-
-void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float alpha)
+static void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
 {
        rmeshinfo_t m;
        float v[4][4], st[4][2];
-       // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
-       // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
        memset(&m, 0, sizeof(m));
        m.transparent = true;
        m.blendfunc1 = GL_SRC_ALPHA;
@@ -136,18 +105,19 @@ void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t ori
        m.texcoords[0] = &st[0][0];
        m.texcoordstep[0] = sizeof(float[2]);
 
-       v[0][0] = origin[0] + frame->down * up[0] + frame->left  * right[0];
-       v[0][1] = origin[1] + frame->down * up[1] + frame->left  * right[1];
-       v[0][2] = origin[2] + frame->down * up[2] + frame->left  * right[2];
-       v[1][0] = origin[0] + frame->up   * up[0] + frame->left  * right[0];
-       v[1][1] = origin[1] + frame->up   * up[1] + frame->left  * right[1];
-       v[1][2] = origin[2] + frame->up   * up[2] + frame->left  * right[2];
-       v[2][0] = origin[0] + frame->up   * up[0] + frame->right * right[0];
-       v[2][1] = origin[1] + frame->up   * up[1] + frame->right * right[1];
-       v[2][2] = origin[2] + frame->up   * up[2] + frame->right * right[2];
-       v[3][0] = origin[0] + frame->down * up[0] + frame->right * right[0];
-       v[3][1] = origin[1] + frame->down * up[1] + frame->right * right[1];
-       v[3][2] = origin[2] + frame->down * up[2] + frame->right * right[2];
+       // FIXME: negate left and right in loader
+       v[0][0] = origin[0] + frame->down * up[0] - frame->left  * left[0];
+       v[0][1] = origin[1] + frame->down * up[1] - frame->left  * left[1];
+       v[0][2] = origin[2] + frame->down * up[2] - frame->left  * left[2];
+       v[1][0] = origin[0] + frame->up   * up[0] - frame->left  * left[0];
+       v[1][1] = origin[1] + frame->up   * up[1] - frame->left  * left[1];
+       v[1][2] = origin[2] + frame->up   * up[2] - frame->left  * left[2];
+       v[2][0] = origin[0] + frame->up   * up[0] - frame->right * left[0];
+       v[2][1] = origin[1] + frame->up   * up[1] - frame->right * left[1];
+       v[2][2] = origin[2] + frame->up   * up[2] - frame->right * left[2];
+       v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0];
+       v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1];
+       v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[2];
        st[0][0] = 0;
        st[0][1] = 1;
        st[1][0] = 0;
@@ -168,7 +138,7 @@ R_DrawSpriteModel
 void R_DrawSpriteModel ()
 {
        int                     i;
-       vec3_t          right, up, org, color;
+       vec3_t          left, up, org, color;
        mspriteframe_t *frame;
        vec3_t diff;
        float           fog, ifog;
@@ -176,7 +146,7 @@ void R_DrawSpriteModel ()
        if (currentrenderentity->frameblend[0].frame < 0)
                return;
 
-       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
+       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
                return;
 
        c_sprites++;
@@ -197,15 +167,27 @@ void R_DrawSpriteModel ()
                fog = 0;
        ifog = 1 - fog;
 
+#ifdef LERPSPRITES
        // LordHavoc: interpolated sprite rendering
        for (i = 0;i < 4;i++)
        {
                if (currentrenderentity->frameblend[i].lerp >= 0.01f)
                {
                        frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
-                       GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+                       GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
                        if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
-                               GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+                               GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
                }
        }
+#else
+       // LordHavoc: no interpolation
+       frame = NULL;
+       for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
+               frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+
+       GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha);
+       if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
+               GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha);
+#endif
 }
+