]> 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 76a5b049c456da710282ae0aa31803c7e6908b8c..5530a591be9f98ea92fd352257828d2aa67169f9 100644 (file)
-#include "quakedef.h"
 
-// LordHavoc: disabled lerping
-#define LERPSPRITES
+#include "quakedef.h"
+#include "r_shadow.h"
 
-#ifdef LERPSPRITES
-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);
-}
-#else
-void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up)
+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, color, diffusecolor, diffusenormal;
        mspriteframe_t *frame;
-       vec3_t points[4];
-       float fleft, fright, fdown, fup;
-       frame = NULL;
-       for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
-               frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
-       fleft  = frame->left;
-       fdown  = frame->down;
-       fright = frame->right;
-       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);
-}
-#endif
+       float scale;
 
-int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
-{
-       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
-
-       VectorCopy(currentrenderentity->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]);
-               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               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(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_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]);
-               VectorCopy(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
-               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_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;
        }
 
-       // 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)
-{
-       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);
-}
-
-int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
-
-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)
-{
-       rmeshinfo_t m;
-       float v[4][4], st[4][2];
-       // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
-       // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
-       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.numtriangles = 2;
-       m.index = spritepolyindex;
-       m.numverts = 4;
-       m.vertex = &v[0][0];
-       m.vertexstep = sizeof(float[4]);
-       m.cr = red;
-       m.cg = green;
-       m.cb = blue;
-       m.ca = alpha;
-       m.tex[0] = texture;
-       m.texcoords[0] = &st[0][0];
-       m.texcoordstep[0] = sizeof(float[2]);
-
-       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[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[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[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];
-       st[0][0] = 0;
-       st[0][1] = 1;
-       st[1][0] = 0;
-       st[1][1] = 0;
-       st[2][0] = 1;
-       st[2][1] = 0;
-       st[3][0] = 1;
-       st[3][1] = 1;
+       R_Mesh_Matrix(&identitymatrix);
 
-       R_Mesh_Draw(&m);
-}
-
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel ()
-{
-       int                     i;
-       vec3_t          right, up, org, color;
-       mspriteframe_t *frame;
-       vec3_t diff;
-       float           fog, ifog;
-
-       if (currentrenderentity->frameblend[0].frame < 0)
-               return;
-
-       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
-               return;
-
-       c_sprites++;
-
-       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);
-
-       if (fogenabled)
        {
-               VectorSubtract(currentrenderentity->origin, r_origin, diff);
-               fog = exp(fogdensity/DotProduct(diff,diff));
-               if (fog > 1)
-                       fog = 1;
+               R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, 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];
 
-#ifdef LERPSPRITES
        // LordHavoc: interpolated sprite rendering
        for (i = 0;i < 4;i++)
        {
-               if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+               if (ent->frameblend[i].lerp >= 0.01f)
                {
-                       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);
+                       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 && currentrenderentity->frameblend[i].lerp;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);
-       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);
-#endif
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+       if (ent->frameblend[0].frame < 0)
+               return;
+
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
 }
+