X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=cf57c30ca34ffef8015858dfd25fcd703cf8c463;hb=2048a824c4d5c5d4d031e519dd3a125db35415fd;hp=ef0549015ea915c85d880a5b464c51271ab98685;hpb=6a384398c93b7e2bc1936427797909eb60094160;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index ef054901..cf57c30c 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,149 +1,429 @@ + #include "quakedef.h" +#include "r_shadow.h" + +extern cvar_t r_labelsprites_scale; +extern cvar_t r_labelsprites_roundtopixels; +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 + +// use same epsilon as in sv_phys.c, it's not in any header, that's why i redefine it +// MIN_EPSILON is for accurateness' sake :) +#ifndef EPSILON +# define EPSILON (1.0f / 32.0f) +# define MIN_EPSILON 0.0001f +#endif -/* -================ -R_GetSpriteFrame -================ -*/ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) +/* R_Track_Sprite + If the sprite is out of view, track it. + `origin`, `left` and `up` are changed by this function to achive a rotation around + the hotspot. + + --blub + */ +#define SIDE_TOP 1 +#define SIDE_LEFT 2 +#define SIDE_BOTTOM 3 +#define SIDE_RIGHT 4 + +static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle) { - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; + float distance; + vec3_t bCoord; // body coordinates of object + unsigned int i; + + // temporarily abuse bCoord as the vector player->sprite-origin + VectorSubtract(origin, r_refdef.view.origin, bCoord); + distance = VectorLength(bCoord); - psprite = currententity->model->cache.data; - frame = currententity->frame; + // Now get the bCoords :) + Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord); - if ((frame >= psprite->numframes) || (frame < 0)) + *edge = 0; // FIXME::should assume edge == 0, which is correct currently + for(i = 0; i < 4; ++i) { - Con_Printf ("R_DrawSprite: no such frame %d\n", frame); - frame = 0; + if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON) + break; } - if (psprite->frames[frame].type == SPR_SINGLE) + // If it wasn't outside a plane, no tracking needed + if(i < 4) { - if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time) + float x, y; // screen X and Y coordinates + 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_refdef.view.frustum_x; + bCoord[1] *= r_refdef.view.frustum_y; + + //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]); + + ax = fabs(bCoord[1]); + ay = fabs(bCoord[2]); + // get the greater value and determine the screen edge it's on + if(ax < ay) { - if (frame != currententity->draw_pose) - { - currententity->draw_lastpose = currententity->draw_pose; - currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } + ax = ay; + // 180 or 0 degrees + if(bCoord[2] < 0.0f) + *edge = SIDE_BOTTOM; + else + *edge = SIDE_TOP; + } else { + if(bCoord[1] < 0.0f) + *edge = SIDE_RIGHT; else - *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0; + *edge = SIDE_LEFT; } - else // uninitialized + + // umm... + if(ax < MIN_EPSILON) // this was == 0.0f before --blub + ax = MIN_EPSILON; + // get the -1 to +1 range + x = bCoord[1] / ax; + y = bCoord[2] / ax; + + ax = (1.0f / VectorLength(left)); + ay = (1.0f / VectorLength(up)); + // Using the placement below the distance of a sprite is + // real dist = sqrt(d*d + dfxa*dfxa + dgyb*dgyb) + // d is the distance we use + // f is frustum X + // x is x + // a is ax + // g is frustum Y + // y is y + // b is ay + + // real dist (r) shall be d, so + // r*r = d*d + dfxa*dfxa + dgyb*dgyb + // r*r = d*d * (1 + fxa*fxa + gyb*gyb) + // d*d = r*r / (1 + fxa*fxa + gyb*gyb) + // d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb)) + // thus: + distance = sqrt((distance*distance) / (1.0 + + 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_refdef.view.origin, origin); + VectorMA(origin, distance, r_refdef.view.forward, origin); + // Move the sprite left / up the screeen height + 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) { - currententity->draw_lastmodel = currententity->model; - currententity->draw_lastpose = currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; + // compute the rotation, negate y axis, we're pointing outwards + *dir_angle = atan(-y / x) * 180.0f/M_PI; + // we need the real, full angle + if(x < 0.0f) + *dir_angle += 180.0f; } - *oldframe = psprite->frames[currententity->draw_lastpose].frameptr; - *newframe = psprite->frames[frame].frameptr; + + left[0] *= r_track_sprites_scalew.value; + left[1] *= r_track_sprites_scalew.value; + left[2] *= r_track_sprites_scalew.value; + + up[0] *= r_track_sprites_scaleh.value; + up[1] *= r_track_sprites_scaleh.value; + up[2] *= r_track_sprites_scaleh.value; } - else - { - pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; - pintervals = pspritegroup->intervals; - numframes = pspritegroup->numframes; - fullinterval = pintervals[numframes-1]; +} - time = cl.time + currententity->syncbase; +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)) + { + // move down by its size if on top, otherwise it's invisible + if(edge == SIDE_TOP) + VectorMA(origin, -(fabs(frame->up)+fabs(frame->down)), up, origin); + } else { + static float rotation_angles[5] = + { + 0, // no edge + -90.0f, //top + 0.0f, // left + 90.0f, // bottom + 180.0f, // right + }; + + // rotate around the hotspot according to which edge it's on + // since the hotspot == the origin, only rotate the vectors + matrix4x4_t rotm; + vec3_t axis; + vec3_t temp; + vec2_t dir; + float angle; - // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values - // are positive, so we don't have to worry about division by 0 - targettime = time - ((int)(time / fullinterval)) * fullinterval; + if(edge < 1 || edge > 4) + return; // this usually means something went wrong somewhere, there's no way to get a wrong edge value currently + + dir[0] = frame->right + frame->left; + dir[1] = frame->down + frame->up; - // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0, - // I instead measure the time of the first frame, hoping it is consistent - j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0]; - for (i=0 ; i<(numframes-1) ; i++) + // only rotate when the hotspot isn't the center though. + if(dir[0] < MIN_EPSILON && dir[1] < MIN_EPSILON) { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; + return; } - *framelerp = (targettime - jtime) / jinterval; - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; + // Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :) + + // determine the angle of a sprite, we could only do that once though and + // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :) + + angle = atan(dir[1] / dir[0]) * 180.0f/M_PI; + + // we need the real, full angle + if(dir[0] < 0.0f) + angle += 180.0f; + + // Rotate around rotation_angle - frame_angle + // 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]); + else + Matrix4x4_CreateRotate(&rotm, rotation_angles[edge] - angle, axis[0], axis[1], axis[2]); + Matrix4x4_Transform(&rotm, up, temp); + VectorCopy(temp, up); + Matrix4x4_Transform(&rotm, left, temp); + VectorCopy(temp, left); } } -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha) +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) { - // LordHavoc: rewrote this to use the transparent poly system - transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - transpolyvert(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, alpha); - transpolyvert(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, alpha); - transpolyvert(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, alpha); - transpolyvert(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, alpha); - transpolyend(); -} + int i; + 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]; -/* -================= -R_DrawSpriteModel + // 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_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_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; + 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_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; + 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_refdef.view.left, ent->scale, left); + VectorScale(r_refdef.view.up, ent->scale, up); + break; + case SPR_LABEL_SCALE: + // normal sprite + // faces view plane + // 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; -================= -*/ -void R_DrawSpriteModel (entity_t *e) -{ - mspriteframe_t *oldframe, *newframe; - float lerp, ilerp; - vec3_t forward, right, up, org, color; - msprite_t *psprite; + // See the R_TrackSprite definition for a reason for this copying + 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_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 + // faces view plane + // fixed pixel size specified in sprite + // tries to get the right size in HUD units, if possible + // ignores scale + // 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. - // don't even bother culling, because it's just a single - // polygon without a surface cache + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections + return; - c_sprites++; - - R_GetSpriteFrame (e, &oldframe, &newframe, &lerp); - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK! - lerp = 1; - ilerp = 1.0 - lerp; - psprite = e->model->cache.data; - - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, forward, right, up); - VectorSubtract(e->origin, vpn, org); - } - else - { // normal sprite - VectorCopy(vup, up); - VectorCopy(vright, right); - VectorCopy(e->origin, org); - } - if (e->scale != 1) - { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); - } + // See the R_TrackSprite definition for a reason for this copying + 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_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)); - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) - { - color[0] = e->colormod[0] * 255; - color[1] = e->colormod[1] * 255; - color[2] = e->colormod[2] * 255; + if(r_labelsprites_roundtopixels.integer) + { + hud_vs_screen = max( + 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" + // 1 for (0.6, 1.41] + // 2 for (1.8, 3.33] + if(hud_vs_screen <= 0.6) + hud_vs_screen = 0; // don't, use real HUD pixels + else if(hud_vs_screen <= 1.41) + hud_vs_screen = 1; + else if(hud_vs_screen <= 3.33) + hud_vs_screen = 2; + else + hud_vs_screen = 0; // don't, use real HUD pixels + + if(hud_vs_screen) + { + // use screen pixels + 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_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_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_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: + // 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_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; } - else + + // LordHavoc: interpolated sprite rendering + for (i = 0;i < MAX_FRAMEBLENDS;i++) { - R_LightPoint (color, e->origin); - R_DynamicLightPointNoMask(color, e->origin); + if (ent->frameblend[i].lerp >= 0.01f) + { + 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); + + // lit sprite by lightgrid if it is not fullbright, lit only ambient + if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection + + // SPR_LABEL should not use depth test AT ALL + if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE) + if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) + texture->currentmaterialflags = (texture->currentmaterialflags & ~MATERIALFLAG_SHORTDEPTHRANGE) | MATERIALFLAG_NODEPTHTEST; + + if(edge) + { + // FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame + R_RotateSprite(frame, org, left, up, edge, dir_angle); + edge = 0; + } + + R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up); + + R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false); + } } - // LordHavoc: interpolated sprite rendering - if (ilerp != 0) - GL_DrawSpriteImage(oldframe, org, up, right, color[0],color[1],color[2],e->alpha*255*ilerp); - if (lerp != 0) - GL_DrawSpriteImage(newframe, org, up, right, color[0],color[1],color[2],e->alpha*255*lerp); + rsurface.entity = NULL; +} + +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + vec3_t org; + if (ent->frameblend[0].subframe < 0) + return; + + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); }