X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=df61d746e9e657918f46b5530e4fc5aecd051e1a;hb=e7e25bfbf3783834a75fabf6cb5a1c36a19c95ba;hp=37d870c2134f9b8aae18315cc1a3de4f973fd027;hpb=ea7c24e1fb41f3b1df984ac0eed6881c9fde16f5;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 37d870c2..df61d746 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,261 +1,92 @@ #include "quakedef.h" +#include "r_shadow.h" -#define LERPSPRITES - -#ifdef LERPSPRITES -void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up) -{ - int i; - mspriteframe_t *frame; - vec3_t points[4]; - float fleft, fright, fdown, fup; - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[0].frame; - fleft = frame->left; - fdown = frame->down; - fright = frame->right; - fup = frame->up; - for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++) - { - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - fleft = min(fleft , frame->left ); - fdown = min(fdown , frame->down ); - fright = max(fright, frame->right); - fup = max(fup , frame->up ); - } - // FIXME: reverse these in loader to save time - fleft = -fleft; - fright = -fright; - points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2]; - points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2]; - points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2]; - points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2]; - R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); -} -#else -void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; - mspriteframe_t *frame; - vec3_t points[4]; - float fleft, fright, fdown, fup; - frame = NULL; - for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++) - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - fleft = frame->left; - fdown = frame->down; - fright = frame->right; - fup = frame->up; - // FIXME: reverse these in loader to save time - fleft = -fleft; - fright = -fright; - points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2]; - points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2]; - points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2]; - points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2]; - R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); -} -#endif - -int R_SpriteSetup (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); - switch(type) + 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 + 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 - 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_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) - VectorSubtract(currentrenderentity->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_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 - VectorCopy(vpn, matrix3[0]); - VectorNegate(vright, matrix3[1]); - VectorCopy(vup, matrix3[2]); + 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 - AngleVectorsFLU (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); - // nudge it toward the view, so it will be infront of the wall - VectorSubtract(org, vpn, org); + VectorCopy(mleft, left); + VectorCopy(mup, up); 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 (currentrenderentity->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] = 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 (currentrenderentity->scale != 1) - { - VectorScale(matrix3[1], currentrenderentity->scale, left); - VectorScale(matrix3[2], currentrenderentity->scale, up); - } - else - { - VectorCopy(matrix3[1], left); - VectorCopy(matrix3[2], up); - } - return false; -} - -void R_ClipSprite (void) -{ - vec3_t org, left, up; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) - return; + R_Mesh_Matrix(&identitymatrix); - // LordHavoc: interpolated sprite rendering - R_ClipSpriteImage(org, left, up); -} - -int spritepolyindex[6] = {0, 1, 2, 0, 2, 3}; - -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) -{ - rmeshinfo_t m; - float v[4][4], st[4][2]; - 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) - m.blendfunc2 = GL_ONE; - m.numtriangles = 2; - m.index = spritepolyindex; - m.numverts = 4; - m.vertex = &v[0][0]; - m.vertexstep = sizeof(float[4]); - m.cr = red; - m.cg = green; - m.cb = blue; - m.ca = alpha; - m.tex[0] = texture; - m.texcoords[0] = &st[0][0]; - m.texcoordstep[0] = sizeof(float[2]); - - // FIXME: negate left and right in loader - v[0][0] = origin[0] + frame->down * up[0] - frame->left * left[0]; - v[0][1] = origin[1] + frame->down * up[1] - frame->left * left[1]; - v[0][2] = origin[2] + frame->down * up[2] - frame->left * left[2]; - v[1][0] = origin[0] + frame->up * up[0] - frame->left * left[0]; - v[1][1] = origin[1] + frame->up * up[1] - frame->left * left[1]; - v[1][2] = origin[2] + frame->up * up[2] - frame->left * left[2]; - v[2][0] = origin[0] + frame->up * up[0] - frame->right * left[0]; - v[2][1] = origin[1] + frame->up * up[1] - frame->right * left[1]; - v[2][2] = origin[2] + frame->up * up[2] - frame->right * left[2]; - v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0]; - v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1]; - v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[2]; - st[0][0] = 0; - st[0][1] = 1; - st[1][0] = 0; - st[1][1] = 0; - st[2][0] = 1; - st[2][1] = 0; - st[3][0] = 1; - st[3][1] = 1; - - R_Mesh_Draw(&m); -} - -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel () -{ - int i; - vec3_t left, up, org, color; - mspriteframe_t *frame; - vec3_t diff; - float fog, ifog; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) - return; - - c_sprites++; - - if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) - color[0] = color[1] = color[2] = 1; - else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); - - if (fogenabled) - { - VectorSubtract(currentrenderentity->origin, r_origin, diff); - fog = exp(fogdensity/DotProduct(diff,diff)); - if (fog > 1) - fog = 1; - } - else - fog = 0; - ifog = 1 - fog; - -#ifdef LERPSPRITES // 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); + mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + texture_t *texture = &frame->texture; + R_UpdateTextureInfo(ent, texture); + // FIXME: negate left and right in loader + R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), 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 - // LordHavoc: no interpolation - frame = NULL; - for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++) - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; +} + +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + vec3_t org; + if (ent->frameblend[0].frame < 0) + return; - 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); -#endif + 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); }