]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
removed unused leaf parameter on CompleteLightPoint
[xonotic/darkplaces.git] / r_sprites.c
index e72a1116576df014edc07be52c55a346c4784493..16b493be189b46fb2b9a1b2f7e1757661f9274f9 100644 (file)
@@ -1,53 +1,37 @@
-#include "quakedef.h"
 
-void R_ClipSpriteImage (vec3_t origin, vec3_t right, 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   );
-       }
-       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);
-}
+#include "quakedef.h"
 
-int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
+static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
 {
-       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
+       float scale;
 
-       VectorCopy(currentrenderentity->origin, org);
+       // 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(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_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(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_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);
@@ -55,133 +39,72 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
        case SPR_VP_PARALLEL:
                // normal sprite
                // faces view plane
-               VectorCopy(vpn, matrix3[0]);
-               VectorCopy(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
-               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);
+               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
-               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] = 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;
        }
-
-       // 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)
-       {
-               VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
-               VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
-       }
-
-       VectorCopy(matrix3[1], right);
-       VectorCopy(matrix3[2], up);
        return false;
 }
 
-void R_ClipSprite (void)
+static void R_DrawSpriteImage (int additive, int depthdisable, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
 {
-       vec3_t org, right, up;
-
-       if (currentrenderentity->frameblend[0].frame < 0)
-               return;
-
-       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
-               return;
-
-       // LordHavoc: interpolated sprite rendering
-       R_ClipSpriteImage(org, right, up);
+       // FIXME: negate left and right in loader
+       R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, depthdisable, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, 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)
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
 {
-       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 ()
-{
-       int                     i;
-       vec3_t          right, up, org, color;
+       const entity_render_t *ent = calldata1;
+       int i;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal;
        mspriteframe_t *frame;
        vec3_t diff;
-       float           fog, ifog;
-
-       if (currentrenderentity->frameblend[0].frame < 0)
-               return;
+       float fog, ifog;
 
-       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
+       if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up))
                return;
 
-       c_sprites++;
+       R_Mesh_Matrix(&r_identitymatrix);
 
-       if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
+       if (!(ent->flags & RENDER_LIGHT))
                color[0] = color[1] = color[2] = 1;
        else
-               R_CompleteLightPoint(color, currentrenderentity->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(currentrenderentity->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                fog = exp(fogdensity/DotProduct(diff,diff));
                if (fog > 1)
                        fog = 1;
@@ -190,15 +113,43 @@ void R_DrawSpriteModel ()
                fog = 0;
        ifog = 1 - fog;
 
-       // LordHavoc: interpolated sprite rendering
-       for (i = 0;i < 4;i++)
+       if (r_lerpsprites.integer)
        {
-               if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+               // LordHavoc: interpolated sprite rendering
+               for (i = 0;i < 4;i++)
                {
-                       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);
+                       if (ent->frameblend[i].lerp >= 0.01f)
+                       {
+                               frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+                               R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), frame, frame->texture, org, up, left, 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, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, 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->sprite.sprdata_frames + ent->frameblend[i].frame;
+
+               if (frame)
+               {
+                       R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), 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, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
+               }
+       }
+}
+
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+       if (ent->frameblend[0].frame < 0)
+               return;
+
+       c_sprites++;
+
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);
 }
+