X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=8adee274de95d17f2b8200a796d0ff08adcaafad;hb=2d4296949ff91a36f212e375fffac6a5d18d80dc;hp=95facc3cf94c10c7be87ab5f30d0028228254d39;hpb=f9605292b17719532eac0b3c7ccd6341b671d684;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 95facc3c..8adee274 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,75 +1,151 @@ + #include "quakedef.h" -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha) +static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) { - byte alphaub; - alphaub = bound(0, alpha, 255); - transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - transpolyvertub(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alphaub); - transpolyvertub(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alphaub); - transpolyvertub(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alphaub); - transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub); - transpolyend(); -} + float matrix1[3][3], matrix2[3][3], matrix3[3][3]; -/* -================= -R_DrawSpriteModel + VectorCopy(ent->origin, org); + switch(type) + { + case SPR_VP_PARALLEL_UPRIGHT: + // flames and such + // vertical beam sprite, faces view plane + VectorNegate(vpn, matrix3[0]); + matrix3[0][2] = 0; + VectorNormalizeFast(matrix3[0]); + 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(ent->origin, r_origin, matrix3[0]); + matrix3[0][2] = 0; + VectorNormalizeFast(matrix3[0]); + 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); + // fall through to normal sprite + case SPR_VP_PARALLEL: + // normal sprite + // faces view plane + VectorCopy(vpn, matrix3[0]); + VectorNegate(vright, matrix3[1]); + VectorCopy(vup, matrix3[2]); + break; + case SPR_ORIENTED: + // bullet marks on walls + // ignores viewer entirely + AngleVectorsFLU (ent->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; + case SPR_VP_PARALLEL_ORIENTED: + // I have no idea what people would use this for + // oriented relative to view space + // FIXME: test this and make sure it mimicks software + AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); + VectorCopy(vpn, matrix2[0]); + VectorNegate(vright, matrix2[1]); + VectorCopy(vup, matrix2[2]); + R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); + break; + } + + if (ent->scale != 1) + { + VectorScale(matrix3[1], ent->scale, left); + VectorScale(matrix3[2], ent->scale, up); + } + else + { + VectorCopy(matrix3[1], left); + VectorCopy(matrix3[2], up); + } + return false; +} -================= -*/ -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend) +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) { - vec3_t right, up, org, color; - byte colorub[4]; - msprite_t *psprite; + // 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); +} - // don't even bother culling, because it's just a single - // polygon without a surface cache +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + int i; + vec3_t left, up, org, color; + mspriteframe_t *frame; + vec3_t diff; + float fog, ifog; - c_sprites++; + if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) + return; - psprite = Mod_Extradata(e->render.model); - //psprite = e->model->cache.data; + R_Mesh_Matrix(&r_identitymatrix); - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->render.angles, NULL, right, up); - VectorSubtract(e->render.origin, vpn, org); - } + if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) + color[0] = color[1] = color[2] = 1; else - { // normal sprite - VectorCopy(vup, up); - VectorCopy(vright, right); - VectorCopy(e->render.origin, org); - } - if (e->render.scale != 1) + R_CompleteLightPoint(color, ent->origin, true, NULL); + + if (fogenabled) { - VectorScale(up, e->render.scale, up); - VectorScale(right, e->render.scale, right); + VectorSubtract(ent->origin, r_origin, diff); + fog = exp(fogdensity/DotProduct(diff,diff)); + if (fog > 1) + fog = 1; } + else + fog = 0; + ifog = 1 - fog; - if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT) + if (r_lerpsprites.integer) { - color[0] = e->render.colormod[0] * 255; - color[1] = e->render.colormod[1] * 255; - color[2] = e->render.colormod[2] * 255; + // 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 - R_CompleteLightPoint(color, e->render.origin, true); - - colorub[0] = bound(0, color[0], 255); - colorub[1] = bound(0, color[1], 255); - colorub[2] = bound(0, color[2], 255); - - // LordHavoc: interpolated sprite rendering - if (blend[0].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp); - if (blend[1].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp); - if (blend[2].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp); - if (blend[3].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp); + { + // 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; + + 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); + } +} + +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); }