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Some stupid Linux machines (i.e. Mandrake) seem to ignore their own network propertie...
[xonotic/darkplaces.git] / r_sprites.c
index bdc18f507628a08c0271d538cd4ebfe047772901..5da6042a191aaa89a9cfcad0be1d18d1de32f9e5 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)
+#define LERPSPRITES
+
+static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
 {
-       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();
-}
+       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
 
-/*
-=================
-R_DrawSpriteModel
+       VectorCopy(ent->origin, org);
+       switch(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;
+               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;
+       }
 
-=================
-*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+       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 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                  right, up, org, color, mins, maxs;
-       byte                    colorub[4];
-       msprite_t               *psprite;
+       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.tex[0] = texture;
+       R_Mesh_State(&m);
 
-       VectorAdd (e->render.origin, e->render.model->mins, mins);
-       VectorAdd (e->render.origin, e->render.model->maxs, maxs);
+       varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 1;
+       varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 0;
+       varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 0;
+       varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 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];
+       GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
+       R_Mesh_Draw(4, 2, polygonelements);
+}
 
-       if (R_VisibleCullBox (mins, maxs))
-               return;
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i;
+       vec3_t left, up, org, color;
+       mspriteframe_t *frame;
+       vec3_t diff;
+       float fog, ifog;
 
-       c_sprites++;
+       if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
+               return;
 
-       psprite = Mod_Extradata(e->render.model);
-       //psprite = e->model->cache.data;
+       R_Mesh_Matrix(&r_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->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
+               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)
+               R_CompleteLightPoint(color, ent->origin, true, NULL);
+
+       if (fogenabled)
        {
-               VectorScale(up, e->render.scale, up);
-               VectorScale(right, e->render.scale, right);
+               VectorSubtract(ent->origin, r_origin, diff);
+               fog = exp(fogdensity/DotProduct(diff,diff));
+               if (fog > 1)
+                       fog = 1;
        }
+       else
+               fog = 0;
+       ifog = 1 - fog;
 
-       if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+#ifdef LERPSPRITES
+       // 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 = ent->model->sprdata_frames + ent->frameblend[i].frame;
+                       R_DrawSpriteImage((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(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
+               }
        }
-       else
-               R_CompleteLightPoint(color, e->render.origin, true);
+#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;
 
-       colorub[0] = bound(0, color[0], 255);
-       colorub[1] = bound(0, color[1], 255);
-       colorub[2] = bound(0, color[2], 255);
+       R_DrawSpriteImage((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(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
+#endif
+}
 
-       // 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);
+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);
 }