]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
buf_mesh is no longer a pointer, since there is only one of it
[xonotic/darkplaces.git] / r_sprites.c
index 512dad12d7376e0154e43d5779bfaa899a9e3e47..58dd2d21d6a4d0a1eec689dd140bfd00d5d3817a 100644 (file)
+
 #include "quakedef.h"
 
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
-{
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
+#define LERPSPRITES
 
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
+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];
 
-       if ((frame >= psprite->numframes) || (frame < 0))
+       VectorCopy(ent->origin, org);
+       switch(type)
        {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
+       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;
+               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;
+               break;
+       default:
+               Con_Printf("R_SpriteSetup: unknown sprite type %i\n", 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]);
+               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);
+               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
+               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]);
+               break;
        }
 
-       if (psprite->frames[frame].type == SPR_SINGLE)
+       if (ent->scale != 1)
        {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
-               {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
-               }
-               else // uninitialized
-               {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
-               }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
+               VectorScale(matrix3[1], ent->scale, left);
+               VectorScale(matrix3[2], ent->scale, up);
        }
        else
        {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
-               {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
-               }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
+               VectorCopy(matrix3[1], left);
+               VectorCopy(matrix3[2], up);
        }
+       return false;
 }
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+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)
 {
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(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, alpha);
-       transpolyvert(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, alpha);
-       transpolyvert(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, alpha);
-       transpolyvert(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, alpha);
-       transpolyend();
+       rmeshbufferinfo_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.numtriangles = 2;
+       m.numverts = 4;
+       m.tex[0] = texture;
+       Matrix4x4_CreateIdentity(&m.matrix);
+       if (R_Mesh_Draw_GetBuffer(&m, wantoverbright))
+       {
+               m.index[0] = 0;
+               m.index[1] = 1;
+               m.index[2] = 2;
+               m.index[3] = 0;
+               m.index[4] = 2;
+               m.index[5] = 3;
+               m.color[0] = m.color[4] = m.color[8] = m.color[12] = red * m.colorscale;
+               m.color[1] = m.color[5] = m.color[9] = m.color[13] = green * m.colorscale;
+               m.color[2] = m.color[6] = m.color[10] = m.color[14] = blue * m.colorscale;
+               m.color[3] = m.color[7] = m.color[11] = m.color[15] = alpha;
+               m.texcoords[0][0] = 0;
+               m.texcoords[0][1] = 1;
+               m.texcoords[0][2] = 0;
+               m.texcoords[0][3] = 0;
+               m.texcoords[0][4] = 1;
+               m.texcoords[0][5] = 0;
+               m.texcoords[0][6] = 1;
+               m.texcoords[0][7] = 1;
+               // FIXME: negate left and right in loader
+               m.vertex[0] = origin[0] + frame->down * up[0] - frame->left  * left[0];
+               m.vertex[1] = origin[1] + frame->down * up[1] - frame->left  * left[1];
+               m.vertex[2] = origin[2] + frame->down * up[2] - frame->left  * left[2];
+               m.vertex[4] = origin[0] + frame->up   * up[0] - frame->left  * left[0];
+               m.vertex[5] = origin[1] + frame->up   * up[1] - frame->left  * left[1];
+               m.vertex[6] = origin[2] + frame->up   * up[2] - frame->left  * left[2];
+               m.vertex[8] = origin[0] + frame->up   * up[0] - frame->right * left[0];
+               m.vertex[9] = origin[1] + frame->up   * up[1] - frame->right * left[1];
+               m.vertex[10] = origin[2] + frame->up   * up[2] - frame->right * left[2];
+               m.vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
+               m.vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
+               m.vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
+               R_Mesh_Render();
+       }
 }
 
-/*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
 {
-       mspriteframe_t  *oldframe, *newframe;
-       float                   lerp, ilerp;
-       vec3_t                  forward, right, up, org, color;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->angles, forward, right, up);
-               VectorSubtract(e->origin, vpn, org);
+       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))
+       {
+               color[0] = color[1] = color[2] = 1;
+               wantoverbright = false;
        }
        else
-       {       // normal sprite
-               VectorCopy(vup, up);
-               VectorCopy(vright, right);
-               VectorCopy(e->origin, org);
-       }
-       if (e->scale != 1)
        {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
+               R_CompleteLightPoint(color, ent->origin, true, NULL);
+               wantoverbright = color[0] > 1 || color[1] > 1 || color[2] > 1;
        }
 
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
+       if (fogenabled)
        {
-               color[0] = e->colormod[0] * 255;
-               color[1] = e->colormod[1] * 255;
-               color[2] = e->colormod[2] * 255;
+               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++)
        {
-               R_LightPoint (color, e->origin);
-               R_DynamicLightPointNoMask(color, e->origin);
+               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);
+               }
        }
+#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
+}
 
-       // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, color[0],color[1],color[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, color[0],color[1],color[2],e->alpha*255*lerp);
+/*
+=================
+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);
 }