X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=5530a591be9f98ea92fd352257828d2aa67169f9;hb=886dd05c5ec12e07954ebe6ceff05fac41cdfe13;hp=d215d4940556bc4f393b32a08d157b7fd5c7c934;hpb=a91c58e82c486825b0e7a2c400002a4cf80175de;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index d215d494..5530a591 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,22 +1,27 @@ #include "quakedef.h" +#include "r_shadow.h" -static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + int i; + model_t *model = ent->model; + vec3_t left, up, org, color, diffusecolor, diffusenormal; + mspriteframe_t *frame; float scale; // nudge it toward the view to make sure it isn't in a wall - org[0] = ent->matrix.m[0][3] - r_viewforward[0]; - org[1] = ent->matrix.m[1][3] - r_viewforward[1]; - org[2] = ent->matrix.m[2][3] - r_viewforward[2]; - switch(type) + org[0] = ent->matrix.m[0][3] - r_view.forward[0]; + org[1] = ent->matrix.m[1][3] - r_view.forward[1]; + org[2] = ent->matrix.m[2][3] - r_view.forward[2]; + switch(model->sprite.sprnum_type) { case SPR_VP_PARALLEL_UPRIGHT: // flames and such // vertical beam sprite, faces view plane - scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]); - left[0] = -r_viewforward[1] * scale; - left[1] = r_viewforward[0] * scale; + scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]); + left[0] = -r_view.forward[1] * scale; + left[1] = r_view.forward[0] * scale; left[2] = 0; up[0] = 0; up[1] = 0; @@ -25,26 +30,26 @@ static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], fl case SPR_FACING_UPRIGHT: // flames and such // vertical beam sprite, faces viewer's origin (not the view plane) - scale = ent->scale / sqrt((org[0] - r_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1])); - left[0] = (org[1] - r_vieworigin[1]) * scale; - left[1] = -(org[0] - r_vieworigin[0]) * scale; + scale = ent->scale / sqrt((org[0] - r_view.origin[0])*(org[0] - r_view.origin[0])+(org[1] - r_view.origin[1])*(org[1] - r_view.origin[1])); + left[0] = (org[1] - r_view.origin[1]) * scale; + left[1] = -(org[0] - r_view.origin[0]) * scale; left[2] = 0; up[0] = 0; up[1] = 0; up[2] = ent->scale; break; default: - Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type); + Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type); // fall through to normal sprite case SPR_VP_PARALLEL: // normal sprite // faces view plane - left[0] = r_viewleft[0] * ent->scale; - left[1] = r_viewleft[1] * ent->scale; - left[2] = r_viewleft[2] * ent->scale; - up[0] = r_viewup[0] * ent->scale; - up[1] = r_viewup[1] * ent->scale; - up[2] = r_viewup[2] * ent->scale; + left[0] = r_view.left[0] * ent->scale; + left[1] = r_view.left[1] * ent->scale; + left[2] = r_view.left[2] * ent->scale; + up[0] = r_view.up[0] * ent->scale; + up[1] = r_view.up[1] * ent->scale; + up[2] = r_view.up[2] * ent->scale; break; case SPR_ORIENTED: // bullet marks on walls @@ -60,82 +65,36 @@ static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], fl // I have no idea what people would use this for... // oriented relative to view space // FIXME: test this and make sure it mimicks software - left[0] = ent->matrix.m[0][1] * r_viewforward[0] + ent->matrix.m[1][1] * r_viewleft[0] + ent->matrix.m[2][1] * r_viewup[0]; - left[1] = ent->matrix.m[0][1] * r_viewforward[1] + ent->matrix.m[1][1] * r_viewleft[1] + ent->matrix.m[2][1] * r_viewup[1]; - left[2] = ent->matrix.m[0][1] * r_viewforward[2] + ent->matrix.m[1][1] * r_viewleft[2] + ent->matrix.m[2][1] * r_viewup[2]; - up[0] = ent->matrix.m[0][2] * r_viewforward[0] + ent->matrix.m[1][2] * r_viewleft[0] + ent->matrix.m[2][2] * r_viewup[0]; - up[1] = ent->matrix.m[0][2] * r_viewforward[1] + ent->matrix.m[1][2] * r_viewleft[1] + ent->matrix.m[2][2] * r_viewup[1]; - up[2] = ent->matrix.m[0][2] * r_viewforward[2] + ent->matrix.m[1][2] * r_viewleft[2] + ent->matrix.m[2][2] * r_viewup[2]; + left[0] = ent->matrix.m[0][1] * r_view.forward[0] + ent->matrix.m[1][1] * r_view.left[0] + ent->matrix.m[2][1] * r_view.up[0]; + left[1] = ent->matrix.m[0][1] * r_view.forward[1] + ent->matrix.m[1][1] * r_view.left[1] + ent->matrix.m[2][1] * r_view.up[1]; + left[2] = ent->matrix.m[0][1] * r_view.forward[2] + ent->matrix.m[1][1] * r_view.left[2] + ent->matrix.m[2][1] * r_view.up[2]; + up[0] = ent->matrix.m[0][2] * r_view.forward[0] + ent->matrix.m[1][2] * r_view.left[0] + ent->matrix.m[2][2] * r_view.up[0]; + up[1] = ent->matrix.m[0][2] * r_view.forward[1] + ent->matrix.m[1][2] * r_view.left[1] + ent->matrix.m[2][2] * r_view.up[1]; + up[2] = ent->matrix.m[0][2] * r_view.forward[2] + ent->matrix.m[1][2] * r_view.left[2] + ent->matrix.m[2][2] * r_view.up[2]; break; } - return false; -} - -static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) -{ - // FIXME: negate left and right in loader - R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, false, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha); -} -void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - int i; - vec3_t left, up, org, color, diffusecolor, diffusenormal; - mspriteframe_t *frame; - vec3_t diff; - float fog, ifog; - - if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) - return; + R_Mesh_Matrix(&identitymatrix); - R_Mesh_Matrix(&r_identitymatrix); - - if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) + if (!(ent->flags & RENDER_LIGHT)) color[0] = color[1] = color[2] = 1; else { - R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL); + R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true); VectorMA(color, 0.5f, diffusecolor, color); } + color[0] *= ent->colormod[0]; + color[1] *= ent->colormod[1]; + color[2] *= ent->colormod[2]; - if (fogenabled) - { - VectorSubtract(ent->origin, r_vieworigin, diff); - fog = exp(fogdensity/DotProduct(diff,diff)); - if (fog > 1) - fog = 1; - } - else - fog = 0; - ifog = 1 - fog; - - if (r_lerpsprites.integer) - { - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) - { - if (ent->frameblend[i].lerp >= 0.01f) - { - frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; - R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp); - if (fog * ent->frameblend[i].lerp >= 0.01f) - R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); - } - } - } - else + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - // LordHavoc: no interpolation - frame = NULL; - for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) - frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; - - if (frame) + if (ent->frameblend[i].lerp >= 0.01f) { - R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha); - if (fog * ent->frameblend[i].lerp >= 0.01f) - R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); + frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + // FIXME: negate left and right in loader + R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->skin.base, frame->skin.fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp); } } } @@ -145,8 +104,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent) if (ent->frameblend[0].frame < 0) return; - c_sprites++; - - R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); }