X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=cf6048d464f95cf8cd1d351db977e32aa00ce817;hb=cc80439f0427f96ce65dbc8c2175853dd9d48aa3;hp=a565400728053bd11311a9da11973237f67f9190;hpb=a0db60e28809c5d2e8898c61a765f3fc9dadca5d;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index a5654007..cf6048d4 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,40 +1,37 @@ #include "quakedef.h" -#define LERPSPRITES - static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) { - float matrix1[3][3], matrix2[3][3], matrix3[3][3]; + float scale; - VectorCopy(ent->origin, org); + // 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) { 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; + 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; + 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) - 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; + 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; + 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); @@ -42,103 +39,72 @@ static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], fl case SPR_VP_PARALLEL: // normal sprite // faces view plane - VectorCopy(vpn, matrix3[0]); - VectorNegate(vright, matrix3[1]); - VectorCopy(vup, matrix3[2]); + 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; 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); + 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]; break; case SPR_VP_PARALLEL_ORIENTED: - // I have no idea what people would use this for + // 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]); + 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]; 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; } -static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) +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) { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - if (additive) - m.blendfunc2 = GL_ONE; - m.tex[0] = texture; - R_Mesh_State(&m); - - varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = red * r_colorscale; - varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = green * r_colorscale; - varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = blue * r_colorscale; - varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = alpha; - varray_texcoord[0][0] = 0; - varray_texcoord[0][1] = 1; - varray_texcoord[0][2] = 0; - varray_texcoord[0][3] = 0; - varray_texcoord[0][4] = 1; - varray_texcoord[0][5] = 0; - varray_texcoord[0][6] = 1; - varray_texcoord[0][7] = 1; // FIXME: negate left and right in loader - varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0]; - varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1]; - varray_vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2]; - varray_vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0]; - varray_vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1]; - varray_vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2]; - varray_vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0]; - varray_vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1]; - varray_vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2]; - varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0]; - varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1]; - varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2]; - R_Mesh_Draw(4, 2, polygonelements); + 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 = calldata1; int i; - vec3_t left, up, org, color; + vec3_t left, up, org, color, diffusecolor, diffusenormal; mspriteframe_t *frame; vec3_t diff; float fog, ifog; - if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) + if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) return; R_Mesh_Matrix(&r_identitymatrix); - if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) + if (!(ent->flags & RENDER_LIGHT)) color[0] = color[1] = color[2] = 1; else - R_CompleteLightPoint(color, ent->origin, true, NULL); + { + R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL); + 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_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = exp(fogdensity/DotProduct(diff,diff)); if (fog > 1) fog = 1; @@ -147,42 +113,43 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) fog = 0; ifog = 1 - fog; -#ifdef LERPSPRITES - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) + if (r_lerpsprites.integer) { - if (ent->frameblend[i].lerp >= 0.01f) + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - frame = ent->model->sprdata_frames + ent->frameblend[i].frame; - R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); + 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->sprdata_frames + ent->frameblend[i].frame; + 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; - R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); -#endif + 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); + } + } } -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel (entity_render_t *ent) +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); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); }