]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
reworked rtlighting code to handle transparent water lighting and transparent model...
[xonotic/darkplaces.git] / r_sprites.c
index f9b43eadd4b6f32b9d0a6bca91b9eb18b7b36e2a..70169e1258e32855c793f0865e61ba937f1a4f1e 100644 (file)
+
 #include "quakedef.h"
+#include "r_shadow.h"
 
-void R_ClipSpriteImage (msprite_t *psprite, vec3_t origin, vec3_t right, vec3_t up)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
        int i;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal;
        mspriteframe_t *frame;
-       vec3_t points[4];
-       float fleft, fright, fdown, fup;
-       frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + 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 = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + 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);
-}
+       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_viewforward[0];
+       org[1] = ent->matrix.m[1][3] - r_viewforward[1];
+       org[2] = ent->matrix.m[2][3] - r_viewforward[2];
+       switch(ent->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_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
+               left[0] = -r_viewforward[1] * scale;
+               left[1] = r_viewforward[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_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
+               left[0] = (org[1] - r_vieworigin[1]) * scale;
+               left[1] = -(org[0] - r_vieworigin[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", ent->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_viewleft[0] * ent->scale;
+               left[1] = r_viewleft[1] * ent->scale;
+               left[2] = r_viewleft[2] * ent->scale;
+               up[0] = r_viewup[0] * ent->scale;
+               up[1] = r_viewup[1] * ent->scale;
+               up[2] = r_viewup[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_viewforward[0] + ent->matrix.m[1][1] * r_viewleft[0] + ent->matrix.m[2][1] * r_viewup[0];
+               left[1] = ent->matrix.m[0][1] * r_viewforward[1] + ent->matrix.m[1][1] * r_viewleft[1] + ent->matrix.m[2][1] * r_viewup[1];
+               left[2] = ent->matrix.m[0][1] * r_viewforward[2] + ent->matrix.m[1][1] * r_viewleft[2] + ent->matrix.m[2][1] * r_viewup[2];
+               up[0] = ent->matrix.m[0][2] * r_viewforward[0] + ent->matrix.m[1][2] * r_viewleft[0] + ent->matrix.m[2][2] * r_viewup[0];
+               up[1] = ent->matrix.m[0][2] * r_viewforward[1] + ent->matrix.m[1][2] * r_viewleft[1] + ent->matrix.m[2][2] * r_viewup[1];
+               up[2] = ent->matrix.m[0][2] * r_viewforward[2] + ent->matrix.m[1][2] * r_viewleft[2] + ent->matrix.m[2][2] * r_viewup[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;
+       R_Mesh_Matrix(&r_identitymatrix);
 
-       if (currentrenderentity->scale != 1)
+       if (!(ent->flags & RENDER_LIGHT))
+               color[0] = color[1] = color[2] = 1;
+       else
        {
-               VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
-               VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
+               R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
+               VectorMA(color, 0.5f, diffusecolor, color);
        }
-
-       VectorCopy(matrix3[1], right);
-       VectorCopy(matrix3[2], up);
-       return false;
-}
-
-void R_ClipSprite (void)
-{
-       vec3_t org, right, up;
-       msprite_t *psprite;
-
-       if (currentrenderentity->frameblend[0].frame < 0)
-               return;
-
-       psprite = Mod_Extradata(currentrenderentity->model);
-       if (R_SpriteSetup(psprite->type, org, right, up))
-               return;
+       color[0] *= ent->colormod[0];
+       color[1] *= ent->colormod[1];
+       color[2] *= ent->colormod[2];
 
        // LordHavoc: interpolated sprite rendering
-       R_ClipSpriteImage(psprite, org, right, up);
-}
-
-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), ((currentrenderentity->effects & EF_ADDITIVE) || (currentrenderentity->model->flags & 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();
+       for (i = 0;i < 4;i++)
+       {
+               if (ent->frameblend[i].lerp >= 0.01f)
+               {
+                       frame = ent->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);
+               }
+       }
 }
 
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel ()
+void R_Model_Sprite_Draw(entity_render_t *ent)
 {
-       int                     i;
-       vec3_t          right, up, org, color;
-       byte            colorub[4];
-       msprite_t       *psprite;
-
-       if (currentrenderentity->frameblend[0].frame < 0)
-               return;
-
-       psprite = Mod_Extradata(currentrenderentity->model);
-       if (R_SpriteSetup(psprite->type, org, right, up))
+       if (ent->frameblend[0].frame < 0)
                return;
 
-       c_sprites++;
-
-       if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
-       {
-               color[0] = currentrenderentity->colormod[0] * 255;
-               color[1] = currentrenderentity->colormod[1] * 255;
-               color[2] = currentrenderentity->colormod[2] * 255;
-       }
-       else
-               R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
-
-       colorub[0] = bound(0, color[0], 255);
-       colorub[1] = bound(0, color[1], 255);
-       colorub[2] = bound(0, color[2], 255);
-
-       // LordHavoc: interpolated sprite rendering
-       for (i = 0;i < 4;i++)
-               if (currentrenderentity->frameblend[i].lerp)
-                       GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[i].frame, org, up, right, colorub[0],colorub[1],colorub[2], currentrenderentity->alpha*255*currentrenderentity->frameblend[i].lerp);
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
 }