X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=e72a1116576df014edc07be52c55a346c4784493;hb=bff2055635d6a0b18173b0b7a8f5aa7741d1dd4e;hp=ef0549015ea915c85d880a5b464c51271ab98685;hpb=6a384398c93b7e2bc1936427797909eb60094160;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index ef054901..e72a1116 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,149 +1,204 @@ #include "quakedef.h" -/* -================ -R_GetSpriteFrame -================ -*/ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) +void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up) { - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; + 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 ); + } + 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); +} - psprite = currententity->model->cache.data; - frame = currententity->frame; +int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) +{ + float matrix1[3][3], matrix2[3][3], matrix3[3][3]; - if ((frame >= psprite->numframes) || (frame < 0)) + VectorCopy(currentrenderentity->origin, org); + switch(type) { - Con_Printf ("R_DrawSprite: no such frame %d\n", frame); - frame = 0; + 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]); + 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]); + break; + default: + Con_Printf("R_SpriteSetup: unknown sprite type %i\n", 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]); + 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); + 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 + 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); + break; } - if (psprite->frames[frame].type == SPR_SINGLE) + // don't draw if view origin is behind it + if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f)) + return true; + + if (currentrenderentity->scale != 1) { - if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time) - { - if (frame != currententity->draw_pose) - { - currententity->draw_lastpose = currententity->draw_pose; - currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - else - *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0; - } - else // uninitialized - { - currententity->draw_lastmodel = currententity->model; - currententity->draw_lastpose = currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - *oldframe = psprite->frames[currententity->draw_lastpose].frameptr; - *newframe = psprite->frames[frame].frameptr; + VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]); + VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]); } - else - { - pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; - pintervals = pspritegroup->intervals; - numframes = pspritegroup->numframes; - fullinterval = pintervals[numframes-1]; - time = cl.time + currententity->syncbase; + VectorCopy(matrix3[1], right); + VectorCopy(matrix3[2], up); + return false; +} - // 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; +void R_ClipSprite (void) +{ + vec3_t org, right, 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++) - { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; - } - *framelerp = (targettime - jtime) / jinterval; + if (currentrenderentity->frameblend[0].frame < 0) + return; - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; - } + if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) + return; + + // LordHavoc: interpolated sprite rendering + R_ClipSpriteImage(org, right, up); } -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha) +void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float alpha) { - // 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(); + rmeshinfo_t m; + float v[4][5]; + 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.vertex = &v[0][0]; + m.vertexstep = sizeof(float[5]); + m.cr = red; + m.cg = green; + m.cb = blue; + m.ca = alpha; + m.tex[0] = texture; + m.texcoords[0] = &v[0][3]; + m.texcoordstep[0] = sizeof(float[5]); + + v[0][0] = origin[0] + frame->down * up[0] + frame->left * right[0]; + v[0][1] = origin[1] + frame->down * up[1] + frame->left * right[1]; + v[0][2] = origin[2] + frame->down * up[2] + frame->left * right[2]; + v[0][3] = 0; + v[0][4] = 1; + v[1][0] = origin[0] + frame->up * up[0] + frame->left * right[0]; + v[1][1] = origin[1] + frame->up * up[1] + frame->left * right[1]; + v[1][2] = origin[2] + frame->up * up[2] + frame->left * right[2]; + v[1][3] = 0; + v[1][4] = 0; + v[2][0] = origin[0] + frame->up * up[0] + frame->right * right[0]; + v[2][1] = origin[1] + frame->up * up[1] + frame->right * right[1]; + v[2][2] = origin[2] + frame->up * up[2] + frame->right * right[2]; + v[2][3] = 1; + v[2][4] = 0; + v[3][0] = origin[0] + frame->down * up[0] + frame->right * right[0]; + v[3][1] = origin[1] + frame->down * up[1] + frame->right * right[1]; + v[3][2] = origin[2] + frame->down * up[2] + frame->right * right[2]; + v[3][3] = 1; + v[3][4] = 1; + + R_Mesh_DrawPolygon(&m, 4); } /* ================= R_DrawSpriteModel - ================= */ -void R_DrawSpriteModel (entity_t *e) +void R_DrawSpriteModel () { - mspriteframe_t *oldframe, *newframe; - float lerp, ilerp; - vec3_t forward, right, up, org, color; - msprite_t *psprite; + int i; + vec3_t right, up, org, color; + mspriteframe_t *frame; + vec3_t diff; + float fog, ifog; + + if (currentrenderentity->frameblend[0].frame < 0) + return; - // don't even bother culling, because it's just a single - // polygon without a surface cache + if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) + 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); - } + + if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) + color[0] = color[1] = color[2] = 1; 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); - } + R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) + if (fogenabled) { - color[0] = e->colormod[0] * 255; - color[1] = e->colormod[1] * 255; - color[2] = e->colormod[2] * 255; + VectorSubtract(currentrenderentity->origin, r_origin, diff); + fog = exp(fogdensity/DotProduct(diff,diff)); + if (fog > 1) + fog = 1; } else - { - R_LightPoint (color, e->origin); - R_DynamicLightPointNoMask(color, e->origin); - } + fog = 0; + ifog = 1 - fog; // 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); + for (i = 0;i < 4;i++) + { + if (currentrenderentity->frameblend[i].lerp >= 0.01f) + { + frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; + GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, 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, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); + } + } } -