X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=ae19bdeacbc8c27d64b2b21026fae86d13d0cef9;hb=9b86a6e8c23d2c0b8a2b15cefc52e0d8d5902c3b;hp=db8e90e934c588cec1ac93d852b5a2d72c9c1330;hpb=4d162c39ec059b7f3191fbb4fb18304bc9b1db59;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index db8e90e9..ae19bdea 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,75 +1,92 @@ -#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) -{ - byte alphaub; - alphaub = bound(0, alpha, 255); - transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->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(); -} -/* -================= -R_DrawSpriteModel +#include "quakedef.h" +#include "r_shadow.h" -================= -*/ -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - vec3_t right, up, org, color; - byte colorub[4]; - msprite_t *psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache - - c_sprites++; - - psprite = Mod_Extradata(e->model); - //psprite = e->model->cache.data; + int i; + model_t *model = ent->model; + vec3_t left, up, org, mforward, mleft, mup; + float scale; - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, NULL, right, up); - VectorSubtract(e->origin, vpn, org); - } - else - { // normal sprite - VectorCopy(vup, up); - VectorCopy(vright, right); - VectorCopy(e->origin, org); - } - if (e->scale != 1) + // 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); + switch(model->sprite.sprnum_type) { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); + 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; + left[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = ent->scale; + break; + 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; + left[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = ent->scale; + break; + default: + 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 + 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 + 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] = 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; } - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) + R_Mesh_Matrix(&identitymatrix); + + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - color[0] = e->colormod[0] * 255; - color[1] = e->colormod[1] * 255; - color[2] = e->colormod[2] * 255; + 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; + 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); + } } - else - R_CompleteLightPoint(color, e->origin, true); +} - colorub[0] = bound(0, color[0], 255); - colorub[1] = bound(0, color[1], 255); - colorub[2] = bound(0, color[2], 255); +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + vec3_t org; + if (ent->frameblend[0].frame < 0) + return; - // 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->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->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->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->alpha*255*blend[3].lerp); + 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); }