X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=ae19bdeacbc8c27d64b2b21026fae86d13d0cef9;hb=302711d37e168e57a9e2c8003084a22a3285c555;hp=ccc9bb0d54d6e631875611b106fc05c6231b9d11;hpb=aa33d8f8642530f7f266d6cde1422f95aa74b2be;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index ccc9bb0d..ae19bdea 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,22 +1,25 @@ #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, mforward, mleft, mup; 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) + Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); + VectorSubtract(org, r_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_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; @@ -25,131 +28,65 @@ 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; + VectorScale(r_view.left, ent->scale, left); + VectorScale(r_view.up, ent->scale, up); break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - left[0] = ent->matrix.m[0][1]; - left[1] = ent->matrix.m[1][1]; - left[2] = ent->matrix.m[2][1]; - up[0] = ent->matrix.m[0][2]; - up[1] = ent->matrix.m[1][2]; - up[2] = ent->matrix.m[2][2]; + VectorCopy(mleft, left); + VectorCopy(mup, up); 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 - 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] = 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]; break; } - return false; -} - -static void R_DrawSpriteImage (int additive, int depthdisable, 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, depthdisable, 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 = (entity_render_t *)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(&r_identitymatrix); - - if (!(ent->flags & RENDER_LIGHT)) - color[0] = color[1] = color[2] = 1; - else - { - 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; + R_Mesh_Matrix(&identitymatrix); - if (r_lerpsprites.integer) + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) + if (ent->frameblend[i].lerp >= 0.01f) { - if (ent->frameblend[i].lerp >= 0.01f) - { - frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; - R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), 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, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); - } - } - } - else - { - // 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) - { - R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), 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, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); + mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + texture_t *texture = model->data_textures + ent->frameblend[i].frame; + R_UpdateTextureInfo(ent, texture); + // 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); } } } void R_Model_Sprite_Draw(entity_render_t *ent) { + vec3_t org; if (ent->frameblend[0].frame < 0) return; - c_sprites++; - - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); }