]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
merged two sprite functions into the main callback to slightly clean up the code...
[xonotic/darkplaces.git] / r_sprites.c
index 47e9fb2051e1568279bc36768941b428426925a2..1364ca05dbef239191bdf30918d5c2bb2c973128 100644 (file)
 
 #include "quakedef.h"
 
-#define LERPSPRITES
-
-static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
 {
-       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
+       const entity_render_t *ent = (entity_render_t *)calldata1;
+       int i;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal;
+       mspriteframe_t *frame;
+       vec3_t diff;
+       float fog, ifog;
+       float scale;
 
-       VectorCopy(ent->origin, org);
-       switch(type)
+       // nudge it toward the view to make sure it isn't in a wall
+       org[0] = ent->matrix.m[0][3] - r_viewforward[0];
+       org[1] = ent->matrix.m[1][3] - r_viewforward[1];
+       org[2] = ent->matrix.m[2][3] - r_viewforward[2];
+       switch(ent->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_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
+               left[0] = -r_viewforward[1] * scale;
+               left[1] = r_viewforward[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(ent->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_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
+               left[0] = (org[1] - r_vieworigin[1]) * scale;
+               left[1] = -(org[0] - r_vieworigin[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", ent->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]);
+               left[0] = r_viewleft[0] * ent->scale;
+               left[1] = r_viewleft[1] * ent->scale;
+               left[2] = r_viewleft[2] * ent->scale;
+               up[0] = r_viewup[0] * ent->scale;
+               up[1] = r_viewup[1] * ent->scale;
+               up[2] = r_viewup[2] * ent->scale;
                break;
        case SPR_ORIENTED:
                // bullet marks on walls
                // ignores viewer entirely
-               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);
+               left[0] = ent->matrix.m[0][1];
+               left[1] = ent->matrix.m[1][1];
+               left[2] = ent->matrix.m[2][1];
+               up[0] = ent->matrix.m[0][2];
+               up[1] = ent->matrix.m[1][2];
+               up[2] = ent->matrix.m[2][2];
                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 (ent->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] = ent->matrix.m[0][1] * r_viewforward[0] + ent->matrix.m[1][1] * r_viewleft[0] + ent->matrix.m[2][1] * r_viewup[0];
+               left[1] = ent->matrix.m[0][1] * r_viewforward[1] + ent->matrix.m[1][1] * r_viewleft[1] + ent->matrix.m[2][1] * r_viewup[1];
+               left[2] = ent->matrix.m[0][1] * r_viewforward[2] + ent->matrix.m[1][1] * r_viewleft[2] + ent->matrix.m[2][1] * r_viewup[2];
+               up[0] = ent->matrix.m[0][2] * r_viewforward[0] + ent->matrix.m[1][2] * r_viewleft[0] + ent->matrix.m[2][2] * r_viewup[0];
+               up[1] = ent->matrix.m[0][2] * r_viewforward[1] + ent->matrix.m[1][2] * r_viewleft[1] + ent->matrix.m[2][2] * r_viewup[1];
+               up[2] = ent->matrix.m[0][2] * r_viewforward[2] + ent->matrix.m[1][2] * r_viewleft[2] + ent->matrix.m[2][2] * r_viewup[2];
                break;
        }
 
-       if (ent->scale != 1)
-       {
-               VectorScale(matrix3[1], ent->scale, left);
-               VectorScale(matrix3[2], ent->scale, up);
-       }
-       else
-       {
-               VectorCopy(matrix3[1], left);
-               VectorCopy(matrix3[2], up);
-       }
-       return false;
-}
-
-static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
-{
-       // FIXME: negate left and right in loader
-       R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, false, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha);
-}
-
-void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       int i;
-       vec3_t left, up, org, color;
-       mspriteframe_t *frame;
-       vec3_t diff;
-       float fog, ifog;
-
-       if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
-               return;
-
        R_Mesh_Matrix(&r_identitymatrix);
 
-       if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
+       if (!(ent->flags & RENDER_LIGHT))
                color[0] = color[1] = color[2] = 1;
        else
-               R_CompleteLightPoint(color, ent->origin, true, NULL);
+       {
+               R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
+               VectorMA(color, 0.5f, diffusecolor, color);
+       }
+       color[0] *= ent->colormod[0];
+       color[1] *= ent->colormod[1];
+       color[2] *= ent->colormod[2];
 
        if (fogenabled)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                fog = exp(fogdensity/DotProduct(diff,diff));
                if (fog > 1)
                        fog = 1;
@@ -114,28 +99,18 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
                fog = 0;
        ifog = 1 - fog;
 
-#ifdef LERPSPRITES
        // LordHavoc: interpolated sprite rendering
        for (i = 0;i < 4;i++)
        {
                if (ent->frameblend[i].lerp >= 0.01f)
                {
-                       frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
-                       R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
+                       frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+                       // FIXME: negate left and right in loader
+                       R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->texture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, 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, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
+                               R_DrawSprite(GL_SRC_ALPHA, GL_ONE, frame->fogtexture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
                }
        }
-#else
-       // LordHavoc: no interpolation
-       frame = NULL;
-       for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
-               frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
-
-       R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, 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, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
-#endif
 }
 
 void R_Model_Sprite_Draw(entity_render_t *ent)
@@ -143,8 +118,6 @@ 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);
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);
 }