]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / r_sprites.c
index 168c4cfd8d3a0dace7a4cb693ab1066725cb1b1d..5530a591be9f98ea92fd352257828d2aa67169f9 100644 (file)
 
 #include "quakedef.h"
+#include "r_shadow.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_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];
+       int i;
+       model_t *model = ent->model;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal;
+       mspriteframe_t *frame;
+       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_view.forward[0];
+       org[1] = ent->matrix.m[1][3] - r_view.forward[1];
+       org[2] = ent->matrix.m[2][3] - r_view.forward[2];
+       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]);
+               left[0] = r_view.left[0] * ent->scale;
+               left[1] = r_view.left[1] * ent->scale;
+               left[2] = r_view.left[2] * ent->scale;
+               up[0] = r_view.up[0] * ent->scale;
+               up[1] = r_view.up[1] * ent->scale;
+               up[2] = r_view.up[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_view.forward[0] + ent->matrix.m[1][1] * r_view.left[0] + ent->matrix.m[2][1] * r_view.up[0];
+               left[1] = ent->matrix.m[0][1] * r_view.forward[1] + ent->matrix.m[1][1] * r_view.left[1] + ent->matrix.m[2][1] * r_view.up[1];
+               left[2] = ent->matrix.m[0][1] * r_view.forward[2] + ent->matrix.m[1][1] * r_view.left[2] + ent->matrix.m[2][1] * r_view.up[2];
+               up[0] = ent->matrix.m[0][2] * r_view.forward[0] + ent->matrix.m[1][2] * r_view.left[0] + ent->matrix.m[2][2] * r_view.up[0];
+               up[1] = ent->matrix.m[0][2] * r_view.forward[1] + ent->matrix.m[1][2] * r_view.left[1] + ent->matrix.m[2][2] * r_view.up[1];
+               up[2] = ent->matrix.m[0][2] * r_view.forward[2] + ent->matrix.m[1][2] * r_view.left[2] + ent->matrix.m[2][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 wantoverbright, int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
-{
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       if (additive)
-               m.blendfunc2 = GL_ONE;
-       m.wantoverbright = wantoverbright;
-       m.tex[0] = texture;
-       Matrix4x4_CreateIdentity(&m.matrix);
-       R_Mesh_State(&m);
+       R_Mesh_Matrix(&identitymatrix);
 
-       varray_element[0] = 0;
-       varray_element[1] = 1;
-       varray_element[2] = 2;
-       varray_element[3] = 0;
-       varray_element[4] = 2;
-       varray_element[5] = 3;
-       varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = red * mesh_colorscale;
-       varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = green * mesh_colorscale;
-       varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = blue * mesh_colorscale;
-       varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = alpha;
-       varray_texcoord[0][0] = 0;
-       varray_texcoord[0][1] = 1;
-       varray_texcoord[0][2] = 0;
-       varray_texcoord[0][3] = 0;
-       varray_texcoord[0][4] = 1;
-       varray_texcoord[0][5] = 0;
-       varray_texcoord[0][6] = 1;
-       varray_texcoord[0][7] = 1;
-       // FIXME: negate left and right in loader
-       varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left  * left[0];
-       varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left  * left[1];
-       varray_vertex[2] = origin[2] + frame->down * up[2] - frame->left  * left[2];
-       varray_vertex[4] = origin[0] + frame->up   * up[0] - frame->left  * left[0];
-       varray_vertex[5] = origin[1] + frame->up   * up[1] - frame->left  * left[1];
-       varray_vertex[6] = origin[2] + frame->up   * up[2] - frame->left  * left[2];
-       varray_vertex[8] = origin[0] + frame->up   * up[0] - frame->right * left[0];
-       varray_vertex[9] = origin[1] + frame->up   * up[1] - frame->right * left[1];
-       varray_vertex[10] = origin[2] + frame->up   * up[2] - frame->right * left[2];
-       varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
-       varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
-       varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
-       R_Mesh_Draw(4, 2);
-}
-
-void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       int i, wantoverbright;
-       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;
-
-       if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
-       {
+       if (!(ent->flags & RENDER_LIGHT))
                color[0] = color[1] = color[2] = 1;
-               wantoverbright = false;
-       }
        else
        {
-               R_CompleteLightPoint(color, ent->origin, true, NULL);
-               wantoverbright = color[0] > 1 || color[1] > 1 || color[2] > 1;
+               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);
-               fog = exp(fogdensity/DotProduct(diff,diff));
-               if (fog > 1)
-                       fog = 1;
-       }
-       else
-               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(wantoverbright, (ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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(false, true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
+                       frame = 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->skin.base, frame->skin.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(wantoverbright, (ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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(false, true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
-#endif
 }
 
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel (entity_render_t *ent)
+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_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
 }