]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
transform matrix is now separate from R_Mesh_State, a new function called R_Mesh_Matr...
[xonotic/darkplaces.git] / r_sprites.c
index e72a1116576df014edc07be52c55a346c4784493..577102632daff86deb88d3d202a1fcf72e99766f 100644 (file)
@@ -1,36 +1,13 @@
+
 #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);
-}
+#define LERPSPRITES
 
-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];
 
-       VectorCopy(currentrenderentity->origin, org);
+       VectorCopy(ent->origin, org);
        switch(type)
        {
        case SPR_VP_PARALLEL_UPRIGHT:
@@ -39,15 +16,25 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
                VectorNegate(vpn, matrix3[0]);
                matrix3[0][2] = 0;
                VectorNormalizeFast(matrix3[0]);
-               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               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;
                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]);
+               VectorSubtract(ent->origin, r_origin, matrix3[0]);
                matrix3[0][2] = 0;
                VectorNormalizeFast(matrix3[0]);
-               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               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;
                break;
        default:
                Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
@@ -56,13 +43,13 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
                // normal sprite
                // faces view plane
                VectorCopy(vpn, matrix3[0]);
-               VectorCopy(vright, matrix3[1]);
+               VectorNegate(vright, matrix3[1]);
                VectorCopy(vup, matrix3[2]);
                break;
        case SPR_ORIENTED:
                // bullet marks on walls
                // ignores viewer entirely
-               AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]);
+               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);
                break;
@@ -70,118 +57,101 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
                // 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]);
+               AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]);
                VectorCopy(vpn, matrix2[0]);
-               VectorCopy(vright, matrix2[1]);
+               VectorNegate(vright, matrix2[1]);
                VectorCopy(vup, matrix2[2]);
-               R_ConcatRotations (matrix1, matrix2, matrix3);
+               R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
                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)
+       if (ent->scale != 1)
        {
-               VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
-               VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
+               VectorScale(matrix3[1], ent->scale, left);
+               VectorScale(matrix3[2], ent->scale, up);
+       }
+       else
+       {
+               VectorCopy(matrix3[1], left);
+               VectorCopy(matrix3[2], up);
        }
-
-       VectorCopy(matrix3[1], right);
-       VectorCopy(matrix3[2], up);
        return false;
 }
 
-void R_ClipSprite (void)
+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)
 {
-       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);
-}
-
-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][5];
+       rmeshstate_t m;
        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)
+       if (additive)
                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.wantoverbright = wantoverbright;
        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_Mesh_State(&m);
+
+       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);
 }
 
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel ()
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
 {
-       int                     i;
-       vec3_t          right, up, org, color;
+       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 (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->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->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
+       {
                color[0] = color[1] = color[2] = 1;
+               wantoverbright = false;
+       }
        else
-               R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
+       {
+               R_CompleteLightPoint(color, ent->origin, true, NULL);
+               wantoverbright = color[0] > 1 || color[1] > 1 || color[2] > 1;
+       }
 
        if (fogenabled)
        {
-               VectorSubtract(currentrenderentity->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_origin, diff);
                fog = exp(fogdensity/DotProduct(diff,diff));
                if (fog > 1)
                        fog = 1;
@@ -190,15 +160,42 @@ void R_DrawSpriteModel ()
                fog = 0;
        ifog = 1 - fog;
 
+#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 = 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);
                }
        }
+#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)
+{
+       if (ent->frameblend[0].frame < 0)
+               return;
+
+       c_sprites++;
+
+       R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
 }
+