]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
added BX_WAL_SUPPORT to extensions list and documented it (.wal texture support has...
[xonotic/darkplaces.git] / r_sprites.c
index 7b5b8e55a604237aebe7ba5bc8700afd2578e30e..1b728f561ba31daa1d096de0fbfa663799abd674 100644 (file)
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
-static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
-
-       VectorCopy(ent->origin, org);
-       switch(type)
+       int i;
+       model_t *model = ent->model;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal, 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]);
-               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_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(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_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]);
-               VectorNegate(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
-               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);
+               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
-               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] = 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;
        }
 
-       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);
+       R_Mesh_Matrix(&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);
-
-       if (fogenabled)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
-               fog = exp(fogdensity/DotProduct(diff,diff));
-               if (fog > 1)
-                       fog = 1;
+               vec3_t org;
+               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+               R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true);
+               VectorMA(color, 0.5f, diffusecolor, color);
        }
-       else
-               fog = 0;
-       ifog = 1 - fog;
+       color[0] *= ent->colormod[0];
+       color[1] *= ent->colormod[1];
+       color[2] *= ent->colormod[2];
 
-       if (r_lerpsprites.integer)
+       // LordHavoc: interpolated sprite rendering
+       for (i = 0;i < 4;i++)
        {
-               // LordHavoc: interpolated sprite rendering
-               for (i = 0;i < 4;i++)
+               if (ent->frameblend[i].lerp >= 0.01f)
                {
-                       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);
-                               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);
-                       }
+                       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, color[0], color[1], color[2], 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);
-       }
 }
 
 void R_Model_Sprite_Draw(entity_render_t *ent)
 {
+       vec3_t org;
        if (ent->frameblend[0].frame < 0)
                return;
 
-       c_sprites++;
-
-       R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
+       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);
 }