]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
compute sorted surface list at load of each model - this tripled
[xonotic/darkplaces.git] / r_sprites.c
index 649bf2b7ee195c96f7168a1c263daece1016d532..88238522e24e2ac4a19e88eb0af990d201024427 100644 (file)
@@ -33,14 +33,21 @@ extern cvar_t r_track_sprites_scaleh;
 
 void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
 {
+       float distance;
        vec3_t bCoord; // body coordinates of object
        unsigned int i;
-       Matrix4x4_Transform(&r_view.inverse_matrix, origin, bCoord);
+
+       // temporarily abuse bCoord as the vector player->sprite-origin
+       VectorSubtract(origin, r_refdef.view.origin, bCoord);
+       distance = VectorLength(bCoord);
+
+       // Now get the bCoords :)
+       Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord);
 
        *edge = 0; // FIXME::should assume edge == 0, which is correct currently
        for(i = 0; i < 4; ++i)
        {
-               if(PlaneDiff(origin, &r_view.frustum[i]) < -EPSILON)
+               if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON)
                        break;
        }
 
@@ -51,8 +58,8 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_
                float ax, ay;  // absolute coords, used for division
                // I divide x and y by the greater absolute value to get ranges -1.0 to +1.0
                
-               bCoord[2] *= r_view.frustum_x;
-               bCoord[1] *= r_view.frustum_y;
+               bCoord[2] *= r_refdef.view.frustum_x;
+               bCoord[1] *= r_refdef.view.frustum_y;
 
                //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]);
                
@@ -73,21 +80,43 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_
                        else
                                *edge = SIDE_LEFT;
                }
-               // should I add || blah == -0.0f? since -0.0f != 0.0f binary speaking, the FPU shouldn't care though?
-               if(ax == 0.0f)
+               
+               // umm... 
+               if(ax < MIN_EPSILON) // this was == 0.0f before --blub
                        ax = MIN_EPSILON;
                // get the -1 to +1 range
                x = bCoord[1] / ax;
                y = bCoord[2] / ax;
+
+               ax = (1.0f / VectorLength(left));
+               ay = (1.0f / VectorLength(up));
+               // Using the placement below the distance of a sprite is
+               // real dist = sqrt(d*d + dfxa*dfxa + dgyb*dgyb)
+               // d is the distance we use
+               // f is frustum X
+               // x is x
+               // a is ax
+               // g is frustum Y
+               // y is y
+               // b is ay
+               
+               // real dist (r) shall be d, so
+               // r*r = d*d + dfxa*dfxa + dgyb*dgyb
+               // r*r = d*d * (1 + fxa*fxa + gyb*gyb)
+               // d*d = r*r / (1 + fxa*fxa + gyb*gyb)
+               // d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb))
+               // thus:
+               distance = sqrt((distance*distance) / (1.0 +
+                                       r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax +
+                                       r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay));
+               // ^ the one we want        ^ the one we have       ^ our factors
                
                // Place the sprite a few units ahead of the player
-               VectorCopy(r_view.origin, origin);
-               VectorMA(origin, 50.0f, r_view.forward, origin);
+               VectorCopy(r_refdef.view.origin, origin);
+               VectorMA(origin, distance, r_refdef.view.forward, origin);
                // Move the sprite left / up the screeen height
-               ax = (1.0f / VectorLength(left));
-               ay = (1.0f / VectorLength(up));
-               VectorMA(origin, 50.0f * r_view.frustum_x * x * ax, left, origin);
-               VectorMA(origin, 50.0f * r_view.frustum_y * y * ay, up, origin);
+               VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin);
+               VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin);
 
                if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
                {
@@ -157,7 +186,7 @@ void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec
                        angle += 180.0f;
 
                // Rotate around rotation_angle - frame_angle
-               // The axis SHOULD equal r_view.forward, but let's generalize this:
+               // The axis SHOULD equal r_refdef.view.forward, but let's generalize this:
                CrossProduct(up, left, axis);
                if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
                        Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]);
@@ -173,7 +202,7 @@ void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec
 void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i;
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        vec3_t left, up, org, mforward, mleft, mup, middle;
        float scale, dx, dy, hud_vs_screen;
        int edge = 0;
@@ -181,15 +210,15 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 
        // nudge it toward the view to make sure it isn't in a wall
        Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
-       VectorSubtract(org, r_view.forward, org);
+       VectorSubtract(org, r_refdef.view.forward, org);
        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;
+               scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]);
+               left[0] = -r_refdef.view.forward[1] * scale;
+               left[1] = r_refdef.view.forward[0] * scale;
                left[2] = 0;
                up[0] = 0;
                up[1] = 0;
@@ -198,9 +227,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
        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;
+               scale = ent->scale / sqrt((org[0] - r_refdef.view.origin[0])*(org[0] - r_refdef.view.origin[0])+(org[1] - r_refdef.view.origin[1])*(org[1] - r_refdef.view.origin[1]));
+               left[0] = (org[1] - r_refdef.view.origin[1]) * scale;
+               left[1] = -(org[0] - r_refdef.view.origin[0]) * scale;
                left[2] = 0;
                up[0] = 0;
                up[1] = 0;
@@ -212,8 +241,8 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
        case SPR_VP_PARALLEL:
                // normal sprite
                // faces view plane
-               VectorScale(r_view.left, ent->scale, left);
-               VectorScale(r_view.up, ent->scale, up);
+               VectorScale(r_refdef.view.left, ent->scale, left);
+               VectorScale(r_refdef.view.up, ent->scale, up);
                break;
        case SPR_LABEL_SCALE:
                // normal sprite
@@ -221,17 +250,20 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                // fixed HUD pixel size specified in sprite
                // honors scale
                // honors a global label scaling cvar
+       
+               if(r_waterstate.renderingscene) // labels are considered HUD items, and don't appear in reflections
+                       return;
 
                // See the R_TrackSprite definition for a reason for this copying
-               VectorCopy(r_view.left, left);
-               VectorCopy(r_view.up, up);
+               VectorCopy(r_refdef.view.left, left);
+               VectorCopy(r_refdef.view.up, up);
                // It has to be done before the calculations, because it moves the origin.
                if(r_track_sprites.integer)
                        R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
                
-               scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value;
-               VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px
-               VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px
+               scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value;
+               VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px
+               VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px
                break;
        case SPR_LABEL:
                // normal sprite
@@ -242,20 +274,23 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                // honors a global label scaling cvar before the rounding
                // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though.
 
+               if(r_waterstate.renderingscene) // labels are considered HUD items, and don't appear in reflections
+                       return;
+
                // See the R_TrackSprite definition for a reason for this copying
-               VectorCopy(r_view.left, left);
-               VectorCopy(r_view.up, up);
+               VectorCopy(r_refdef.view.left, left);
+               VectorCopy(r_refdef.view.up, up);
                // It has to be done before the calculations, because it moves the origin.
                if(r_track_sprites.integer)
                        R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
                
-               scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin));
+               scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin));
 
                if(r_labelsprites_roundtopixels.integer)
                {
                        hud_vs_screen = max(
-                               vid_conwidth.integer / (float) r_view.width,
-                               vid_conheight.integer / (float) r_view.height
+                               vid_conwidth.integer / (float) r_refdef.view.width,
+                               vid_conheight.integer / (float) r_refdef.view.height
                        ) / max(0.125, r_labelsprites_scale.value);
 
                        // snap to "good sizes"
@@ -273,29 +308,29 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                        if(hud_vs_screen)
                        {
                                // use screen pixels
-                               VectorScale(left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px
-                               VectorScale(up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px
+                               VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px
+                               VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px
                        }
                        else
                        {
                                // use HUD pixels
-                               VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
-                               VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+                               VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+                               VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
                        }
 
                        if(hud_vs_screen == 1)
                        {
-                               VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale
-                               dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
-                               dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
+                               VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale
+                               dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
+                               dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
                                VectorMAMAM(1, org, dx, left, dy, up, org);
                        }
                }
                else
                {
                        // use HUD pixels
-                       VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
-                       VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+                       VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+                       VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
                }
                break;
        case SPR_ORIENTED:
@@ -308,12 +343,12 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                // 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] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
-               left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
-               left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
-               up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
-               up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
-               up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
+               left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
+               left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
+               left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
+               up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
+               up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
+               up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
                break;
        }
 
@@ -325,11 +360,10 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                if (ent->frameblend[i].lerp >= 0.01f)
                {
                        mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
-                       texture_t *texture = model->data_textures + ent->frameblend[i].frame;
+                       texture_t *texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].frame);
 #if 0
                        vec3_t o, l, u;
 #endif
-                       R_UpdateTextureInfo(ent, texture);
 
                        // SPR_LABEL should not use depth test AT ALL
                        if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
@@ -370,6 +404,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent)
                return;
 
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
 }