#include "quakedef.h" #include "r_shadow.h" extern cvar_t r_labelsprites_scale; extern cvar_t r_labelsprites_roundtopixels; void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; model_t *model = ent->model; vec3_t left, up, org, mforward, mleft, mup, middle; float scale, dx, dy, hud_vs_screen; // 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 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) 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", model->sprite.sprnum_type); // fall through to normal sprite case SPR_VP_PARALLEL: // normal sprite // faces view plane VectorScale(r_view.left, ent->scale, left); VectorScale(r_view.up, ent->scale, up); break; case SPR_LABEL_SCALE: // normal sprite // faces view plane // fixed HUD pixel size specified in sprite // honors scale // honors a global label scaling cvar scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value; VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px break; case SPR_LABEL: // normal sprite // faces view plane // fixed pixel size specified in sprite // tries to get the right size in HUD units, if possible // ignores scale // honors a global label scaling cvar before the rounding // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though. scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)); if(r_labelsprites_roundtopixels.integer) { hud_vs_screen = max( vid_conwidth.integer / (float) r_view.width, vid_conheight.integer / (float) r_view.height ) / max(0.125, r_labelsprites_scale.value); // snap to "good sizes" // 1 for (0.6, 1.41] // 2 for (1.8, 3.33] if(hud_vs_screen <= 0.6) hud_vs_screen = 0; // don't, use real HUD pixels else if(hud_vs_screen <= 1.41) hud_vs_screen = 1; else if(hud_vs_screen <= 3.33) hud_vs_screen = 2; else hud_vs_screen = 0; // don't, use real HUD pixels if(hud_vs_screen) { // use screen pixels VectorScale(r_view.left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px VectorScale(r_view.up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px } else { // use HUD pixels VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px } if(hud_vs_screen == 1) { VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); VectorMAMAM(1, org, dx, left, dy, up, org); } } else { // use HUD pixels VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px } break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely VectorCopy(mleft, left); VectorCopy(mup, up); 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 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; } R_Mesh_Matrix(&identitymatrix); // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { if (ent->frameblend[i].lerp >= 0.01f) { mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; texture_t *texture = model->data_textures + ent->frameblend[i].frame; R_UpdateTextureInfo(ent, texture); // FIXME: negate left and right in loader R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), 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); } } } void R_Model_Sprite_Draw(entity_render_t *ent) { vec3_t org; if (ent->frameblend[0].frame < 0) return; Matrix4x4_OriginFromMatrix(&ent->matrix, org); R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); }