X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=5c621da4a588431cf23c6aaf5d86e56bf6d10382;hb=d65ddd94d473b4925aa589ae2c32a3cf1c250e31;hp=b41041bdc9d2df4954ba588c6875aa22da742f4f;hpb=92bf206f9d564780e4f7689c01b48e935afde55f;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index b41041bd..5c621da4 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -8,6 +8,10 @@ extern cvar_t r_track_sprites; extern cvar_t r_track_sprites_flags; extern cvar_t r_track_sprites_scalew; extern cvar_t r_track_sprites_scaleh; +extern cvar_t r_overheadsprites_perspective; +extern cvar_t r_overheadsprites_pushback; +extern cvar_t r_overheadsprites_scalex; +extern cvar_t r_overheadsprites_scaley; #define TSF_ROTATE 1 #define TSF_ROTATE_CONTINOUSLY 2 @@ -31,23 +35,23 @@ extern cvar_t r_track_sprites_scaleh; #define SIDE_BOTTOM 3 #define SIDE_RIGHT 4 -void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle) +static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle) { float distance; vec3_t bCoord; // body coordinates of object unsigned int i; // temporarily abuse bCoord as the vector player->sprite-origin - VectorSubtract(origin, r_view.origin, bCoord); + VectorSubtract(origin, r_refdef.view.origin, bCoord); distance = VectorLength(bCoord); // Now get the bCoords :) - Matrix4x4_Transform(&r_view.inverse_matrix, origin, bCoord); + Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord); *edge = 0; // FIXME::should assume edge == 0, which is correct currently for(i = 0; i < 4; ++i) { - if(PlaneDiff(origin, &r_view.frustum[i]) < -EPSILON) + if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON) break; } @@ -58,8 +62,8 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_ float ax, ay; // absolute coords, used for division // I divide x and y by the greater absolute value to get ranges -1.0 to +1.0 - bCoord[2] *= r_view.frustum_x; - bCoord[1] *= r_view.frustum_y; + bCoord[2] *= r_refdef.view.frustum_x; + bCoord[1] *= r_refdef.view.frustum_y; //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]); @@ -107,16 +111,16 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_ // d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb)) // thus: distance = sqrt((distance*distance) / (1.0 + - r_view.frustum_x*r_view.frustum_x * x*x * ax*ax + - r_view.frustum_y*r_view.frustum_y * y*y * ay*ay)); + r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax + + r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay)); // ^ the one we want ^ the one we have ^ our factors // Place the sprite a few units ahead of the player - VectorCopy(r_view.origin, origin); - VectorMA(origin, distance, r_view.forward, origin); + VectorCopy(r_refdef.view.origin, origin); + VectorMA(origin, distance, r_refdef.view.forward, origin); // Move the sprite left / up the screeen height - VectorMA(origin, distance * r_view.frustum_x * x * ax, left, origin); - VectorMA(origin, distance * r_view.frustum_y * y * ay, up, origin); + VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin); + VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin); if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY) { @@ -137,7 +141,7 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_ } } -void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle) +static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle) { if(!(r_track_sprites_flags.integer & TSF_ROTATE)) { @@ -186,7 +190,7 @@ void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec angle += 180.0f; // Rotate around rotation_angle - frame_angle - // The axis SHOULD equal r_view.forward, but let's generalize this: + // The axis SHOULD equal r_refdef.view.forward, but let's generalize this: CrossProduct(up, left, axis); if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY) Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]); @@ -199,26 +203,29 @@ void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec } } -void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; + +static 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; + dp_model_t *model = ent->model; vec3_t left, up, org, mforward, mleft, mup, middle; float scale, dx, dy, hud_vs_screen; int edge = 0; float dir_angle = 0.0f; + float vertex3f[12]; // nudge it toward the view to make sure it isn't in a wall Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); - VectorSubtract(org, r_view.forward, org); + VectorSubtract(org, r_refdef.view.forward, org); switch(model->sprite.sprnum_type) { case SPR_VP_PARALLEL_UPRIGHT: // flames and such // vertical beam sprite, faces view plane - 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; + scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]); + left[0] = -r_refdef.view.forward[1] * scale; + left[1] = r_refdef.view.forward[0] * scale; left[2] = 0; up[0] = 0; up[1] = 0; @@ -227,9 +234,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r 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_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; + scale = ent->scale / sqrt((org[0] - r_refdef.view.origin[0])*(org[0] - r_refdef.view.origin[0])+(org[1] - r_refdef.view.origin[1])*(org[1] - r_refdef.view.origin[1])); + left[0] = (org[1] - r_refdef.view.origin[1]) * scale; + left[1] = -(org[0] - r_refdef.view.origin[0]) * scale; left[2] = 0; up[0] = 0; up[1] = 0; @@ -241,8 +248,8 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r case SPR_VP_PARALLEL: // normal sprite // faces view plane - VectorScale(r_view.left, ent->scale, left); - VectorScale(r_view.up, ent->scale, up); + VectorScale(r_refdef.view.left, ent->scale, left); + VectorScale(r_refdef.view.up, ent->scale, up); break; case SPR_LABEL_SCALE: // normal sprite @@ -250,17 +257,20 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // fixed HUD pixel size specified in sprite // honors scale // honors a global label scaling cvar + + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections + return; // See the R_TrackSprite definition for a reason for this copying - VectorCopy(r_view.left, left); - VectorCopy(r_view.up, up); + VectorCopy(r_refdef.view.left, left); + VectorCopy(r_refdef.view.up, up); // It has to be done before the calculations, because it moves the origin. if(r_track_sprites.integer) R_TrackSprite(ent, org, left, up, &edge, &dir_angle); - scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value; - VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px - VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px + scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value; + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px break; case SPR_LABEL: // normal sprite @@ -271,20 +281,23 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // honors a global label scaling cvar before the rounding // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though. + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections + return; + // See the R_TrackSprite definition for a reason for this copying - VectorCopy(r_view.left, left); - VectorCopy(r_view.up, up); + VectorCopy(r_refdef.view.left, left); + VectorCopy(r_refdef.view.up, up); // It has to be done before the calculations, because it moves the origin. if(r_track_sprites.integer) R_TrackSprite(ent, org, left, up, &edge, &dir_angle); - scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)); + scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)); if(r_labelsprites_roundtopixels.integer) { hud_vs_screen = max( - vid_conwidth.integer / (float) r_view.width, - vid_conheight.integer / (float) r_view.height + vid_conwidth.integer / (float) r_refdef.view.width, + vid_conheight.integer / (float) r_refdef.view.height ) / max(0.125, r_labelsprites_scale.value); // snap to "good sizes" @@ -302,29 +315,29 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r if(hud_vs_screen) { // use screen pixels - VectorScale(left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px - VectorScale(up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px + VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px } else { // use HUD pixels - VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px - VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px } if(hud_vs_screen == 1) { - VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale - dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); - dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); + VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale + dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); + dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); VectorMAMAM(1, org, dx, left, dy, up, org); } } else { // use HUD pixels - VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px - VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px } break; case SPR_ORIENTED: @@ -337,28 +350,57 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // 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] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0]; - left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1]; - left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2]; - up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0]; - up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1]; - up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2]; + left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0]; + left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1]; + left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2]; + up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0]; + up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1]; + up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2]; + break; + case SPR_OVERHEAD: + // Overhead games sprites, have some special hacks to look good + VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left); + VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up); + VectorSubtract(org, r_refdef.view.origin, middle); + VectorNormalize(middle); + // offset and rotate + dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward))); + up[2] = up[2] + dir_angle; + VectorNormalize(up); + VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up); + // offset (move nearer to player, yz is camera plane) + org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value; + org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value; + org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value; + // little perspective effect + up[2] = up[2] + dir_angle * 0.3; + // a bit of counter-camera rotation + up[0] = up[0] + r_refdef.view.forward[0] * 0.07; + up[1] = up[1] + r_refdef.view.forward[1] * 0.07; + up[2] = up[2] + r_refdef.view.forward[2] * 0.07; break; } - R_Mesh_Matrix(&identitymatrix); - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) + for (i = 0;i < MAX_FRAMEBLENDS;i++) { if (ent->frameblend[i].lerp >= 0.01f) { - mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; - texture_t *texture = model->data_textures + ent->frameblend[i].frame; -#if 0 - vec3_t o, l, u; -#endif - R_UpdateTextureInfo(ent, texture); + mspriteframe_t *frame; + texture_t *texture; + RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, ent->flags, 0, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha * ent->frameblend[i].lerp, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); + frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe; + texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe); + + // sprites are fullbright by default, but if this one is not fullbright we + // need to combine the lighting into ambient as sprite lighting is not + // directional + if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient); + VectorClear(texture->render_modellight_diffuse); + VectorClear(texture->render_modellight_specular); + } // SPR_LABEL should not use depth test AT ALL if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE) @@ -368,37 +410,30 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r if(edge) { // FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame -#if 0 - VectorCopy(org, o); - VectorCopy(left, l); - VectorCopy(up, u); -#endif R_RotateSprite(frame, org, left, up, edge, dir_angle); -#if 1 edge = 0; -#endif - } - // FIXME: negate left and right in loader - R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp); - if(edge) - { -#if 0 - VectorCopy(o, org); - VectorCopy(l, left); - VectorCopy(u, up); -#endif } + + R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up); + + if (r_showspriteedges.integer) + for (i = 0; i < 4; i++) + R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3); + + R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false); } } + + rsurface.entity = NULL; } void R_Model_Sprite_Draw(entity_render_t *ent) { vec3_t org; - if (ent->frameblend[0].frame < 0) + if (ent->frameblend[0].subframe < 0) return; Matrix4x4_OriginFromMatrix(&ent->matrix, org); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); }