X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=d839057b0681b9fb55ef111004937a5897b29db7;hb=c8630f49b9fe6321ff9778ea79bd062d812e513d;hp=6e732ec24182388153e5b604999bf526f2e51ad8;hpb=eb248bbe4571e4dea001ebf1d301027e05710dde;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 6e732ec2..d839057b 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -3,11 +3,11 @@ #define LERPSPRITES -static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) +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]; - VectorCopy(currentrenderentity->origin, org); + VectorCopy(ent->origin, org); switch(type) { case SPR_VP_PARALLEL_UPRIGHT: @@ -26,7 +26,7 @@ static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) case SPR_FACING_UPRIGHT: // flames and such // vertical beam sprite, faces viewer's origin (not the view plane) - VectorSubtract(currentrenderentity->origin, r_origin, matrix3[0]); + VectorSubtract(ent->origin, r_origin, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); matrix3[1][0] = matrix3[0][1]; @@ -49,7 +49,7 @@ static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - AngleVectorsFLU (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); + 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; @@ -57,7 +57,7 @@ static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) // 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 (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]); + AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); VectorCopy(vpn, matrix2[0]); VectorNegate(vright, matrix2[1]); VectorCopy(vup, matrix2[2]); @@ -65,10 +65,10 @@ static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) break; } - if (currentrenderentity->scale != 1) + if (ent->scale != 1) { - VectorScale(matrix3[1], currentrenderentity->scale, left); - VectorScale(matrix3[2], currentrenderentity->scale, up); + VectorScale(matrix3[1], ent->scale, left); + VectorScale(matrix3[2], ent->scale, up); } else { @@ -78,85 +78,44 @@ static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) return false; } -static void GL_DrawSpriteImage (int fog, 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, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) { - rmeshbufferinfo_t m; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - if ((currentrenderentity->effects & EF_ADDITIVE) - || (currentrenderentity->model->flags & EF_ADDITIVE) - || fog) + if (additive) m.blendfunc2 = GL_ONE; - m.numtriangles = 2; - m.numverts = 4; m.tex[0] = texture; - if (R_Mesh_Draw_GetBuffer(&m)) - { - m.index[0] = 0; - m.index[1] = 1; - m.index[2] = 2; - m.index[3] = 0; - m.index[4] = 2; - m.index[5] = 3; - m.color[0] = m.color[4] = m.color[8] = m.color[12] = red * m.colorscale; - m.color[1] = m.color[5] = m.color[9] = m.color[13] = green * m.colorscale; - m.color[2] = m.color[6] = m.color[10] = m.color[14] = blue * m.colorscale; - m.color[3] = m.color[7] = m.color[11] = m.color[15] = alpha; - m.texcoords[0][0] = 0; - m.texcoords[0][1] = 1; - m.texcoords[0][2] = 0; - m.texcoords[0][3] = 0; - m.texcoords[0][4] = 1; - m.texcoords[0][5] = 0; - m.texcoords[0][6] = 1; - m.texcoords[0][7] = 1; - // FIXME: negate left and right in loader - m.vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0]; - m.vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1]; - m.vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2]; - m.vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0]; - m.vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1]; - m.vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2]; - m.vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0]; - m.vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1]; - m.vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2]; - m.vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0]; - m.vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1]; - m.vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2]; - } + R_Mesh_State(&m); + + GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha); + // FIXME: negate left and right in loader + R_DrawSpriteMesh(origin, left, up, frame->left, frame->right, frame->down, frame->up); } -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel () +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { - int i; - vec3_t left, up, org, color; + const entity_render_t *ent = calldata1; + int i; + vec3_t left, up, org, color; mspriteframe_t *frame; vec3_t diff; - float fog, ifog; + float fog, ifog; - if (currentrenderentity->frameblend[0].frame < 0) + if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) return; - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) - return; + R_Mesh_Matrix(&r_identitymatrix); - c_sprites++; - - if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) + if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) color[0] = color[1] = color[2] = 1; else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); + R_CompleteLightPoint(color, ent->origin, true, NULL); if (fogenabled) { - VectorSubtract(currentrenderentity->origin, r_origin, diff); + VectorSubtract(ent->origin, r_origin, diff); fog = exp(fogdensity/DotProduct(diff,diff)); if (fog > 1) fog = 1; @@ -169,23 +128,33 @@ void R_DrawSpriteModel () // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { - if (currentrenderentity->frameblend[i].lerp >= 0.01f) + if (ent->frameblend[i].lerp >= 0.01f) { - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); - if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f) - GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); + 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); } } #else // LordHavoc: no interpolation frame = NULL; - for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++) - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; + for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) + frame = ent->model->sprdata_frames + ent->frameblend[i].frame; - GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha); - if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f) - GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha); + 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 } +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); +} +