X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=df61d746e9e657918f46b5530e4fc5aecd051e1a;hb=e7e25bfbf3783834a75fabf6cb5a1c36a19c95ba;hp=f9b43eadd4b6f32b9d0a6bca91b9eb18b7b36e2a;hpb=45982a9894c5bff60ff494a0f82865ec267d52f7;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index f9b43ead..df61d746 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,163 +1,92 @@ + #include "quakedef.h" +#include "r_shadow.h" -void R_ClipSpriteImage (msprite_t *psprite, vec3_t origin, vec3_t right, 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 = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + 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 = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[i].frame; - fleft = min(fleft , frame->left ); - fdown = min(fdown , frame->down ); - fright = max(fright, frame->right); - fup = max(fup , frame->up ); - } - points[0][0] = origin[0] + fdown * up[0] + fleft * right[0];points[0][1] = origin[1] + fdown * up[1] + fleft * right[1];points[0][2] = origin[2] + fdown * up[2] + fleft * right[2]; - points[1][0] = origin[0] + fup * up[0] + fleft * right[0];points[1][1] = origin[1] + fup * up[1] + fleft * right[1];points[1][2] = origin[2] + fup * up[2] + fleft * right[2]; - points[2][0] = origin[0] + fup * up[0] + fright * right[0];points[2][1] = origin[1] + fup * up[1] + fright * right[1];points[2][2] = origin[2] + fup * up[2] + fright * right[2]; - points[3][0] = origin[0] + fdown * up[0] + fright * right[0];points[3][1] = origin[1] + fdown * up[1] + fright * right[1];points[3][2] = origin[2] + fdown * up[2] + fright * right[2]; - R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); -} - -int R_SpriteSetup (int type, float org[3], float right[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]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + 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(r_origin, currentrenderentity->origin, matrix3[0]); - matrix3[0][2] = 0; - VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + 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]); - VectorCopy(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 - AngleVectors (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 - AngleVectors (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]); - VectorCopy(vpn, matrix2[0]); - VectorCopy(vright, matrix2[1]); - VectorCopy(vup, matrix2[2]); - R_ConcatRotations (matrix1, matrix2, matrix3); + 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; } - // don't draw if view origin is behind it - if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f)) - return true; + R_Mesh_Matrix(&identitymatrix); - if (currentrenderentity->scale != 1) + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]); - VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]); + if (ent->frameblend[i].lerp >= 0.01f) + { + 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); + } } - - VectorCopy(matrix3[1], right); - VectorCopy(matrix3[2], up); - return false; -} - -void R_ClipSprite (void) -{ - vec3_t org, right, up; - msprite_t *psprite; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - psprite = Mod_Extradata(currentrenderentity->model); - if (R_SpriteSetup(psprite->type, org, right, up)) - return; - - // LordHavoc: interpolated sprite rendering - R_ClipSpriteImage(psprite, org, right, up); -} - -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), ((currentrenderentity->effects & EF_ADDITIVE) || (currentrenderentity->model->flags & 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 -================= -*/ -void R_DrawSpriteModel () +void R_Model_Sprite_Draw(entity_render_t *ent) { - int i; - vec3_t right, up, org, color; - byte colorub[4]; - msprite_t *psprite; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - psprite = Mod_Extradata(currentrenderentity->model); - if (R_SpriteSetup(psprite->type, org, right, up)) + vec3_t org; + if (ent->frameblend[0].frame < 0) return; - c_sprites++; - - if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) - { - color[0] = currentrenderentity->colormod[0] * 255; - color[1] = currentrenderentity->colormod[1] * 255; - color[2] = currentrenderentity->colormod[2] * 255; - } - else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); - - colorub[0] = bound(0, color[0], 255); - colorub[1] = bound(0, color[1], 255); - colorub[2] = bound(0, color[2], 255); - - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) - if (currentrenderentity->frameblend[i].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[i].frame, org, up, right, colorub[0],colorub[1],colorub[2], currentrenderentity->alpha*255*currentrenderentity->frameblend[i].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); }