]> 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 bdc18f507628a08c0271d538cd4ebfe047772901..5530a591be9f98ea92fd352257828d2aa67169f9 100644 (file)
-#include "quakedef.h"
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
-{
-       byte alphaub;
-       alphaub = bound(0, alpha, 255);
-       transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvertub(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alphaub);
-       transpolyvertub(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alphaub);
-       transpolyvertub(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alphaub);
-       transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub);
-       transpolyend();
-}
-
-/*
-=================
-R_DrawSpriteModel
+#include "quakedef.h"
+#include "r_shadow.h"
 
-=================
-*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       vec3_t                  right, up, org, color, mins, maxs;
-       byte                    colorub[4];
-       msprite_t               *psprite;
+       int i;
+       model_t *model = ent->model;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal;
+       mspriteframe_t *frame;
+       float scale;
 
-       VectorAdd (e->render.origin, e->render.model->mins, mins);
-       VectorAdd (e->render.origin, e->render.model->maxs, maxs);
-
-       if (R_VisibleCullBox (mins, maxs))
-               return;
-
-       c_sprites++;
+       // 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
+               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)
+               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", model->sprite.sprnum_type);
+               // fall through to normal sprite
+       case SPR_VP_PARALLEL:
+               // normal sprite
+               // faces view plane
+               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
+               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...
+               // oriented relative to view space
+               // FIXME: test this and make sure it mimicks software
+               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;
+       }
 
-       psprite = Mod_Extradata(e->render.model);
-       //psprite = e->model->cache.data;
+       R_Mesh_Matrix(&identitymatrix);
 
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->render.angles, NULL, right, up);
-               VectorSubtract(e->render.origin, vpn, org);
-       }
+       if (!(ent->flags & RENDER_LIGHT))
+               color[0] = color[1] = color[2] = 1;
        else
-       {       // normal sprite
-               VectorCopy(vup, up);
-               VectorCopy(vright, right);
-               VectorCopy(e->render.origin, org);
-       }
-       if (e->render.scale != 1)
        {
-               VectorScale(up, e->render.scale, up);
-               VectorScale(right, e->render.scale, right);
+               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 (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+       // LordHavoc: interpolated sprite rendering
+       for (i = 0;i < 4;i++)
        {
-               color[0] = e->render.colormod[0] * 255;
-               color[1] = e->render.colormod[1] * 255;
-               color[2] = e->render.colormod[2] * 255;
+               if (ent->frameblend[i].lerp >= 0.01f)
+               {
+                       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
-               R_CompleteLightPoint(color, e->render.origin, true);
+}
 
-       colorub[0] = bound(0, color[0], 255);
-       colorub[1] = bound(0, color[1], 255);
-       colorub[2] = bound(0, color[2], 255);
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+       if (ent->frameblend[0].frame < 0)
+               return;
 
-       // LordHavoc: interpolated sprite rendering
-       if (blend[0].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp);
-       if (blend[1].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp);
-       if (blend[2].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp);
-       if (blend[3].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp);
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
 }