#include "quakedef.h"
#include "r_shadow.h"
-void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+extern cvar_t r_labelsprites_scale;
+extern cvar_t r_labelsprites_roundtopixels;
+
+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;
- vec3_t left, up, org, color, diffusecolor, diffusenormal;
- mspriteframe_t *frame;
- float scale;
+ vec3_t left, up, org, mforward, mleft, mup, middle;
+ float scale, dx, dy, hud_vs_screen;
// 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];
+ Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
+ VectorSubtract(org, r_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_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
- left[0] = -r_viewforward[1] * scale;
- left[1] = r_viewforward[0] * scale;
+ 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;
left[2] = 0;
up[0] = 0;
up[1] = 0;
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_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;
+ 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;
left[2] = 0;
up[0] = 0;
up[1] = 0;
case SPR_VP_PARALLEL:
// normal sprite
// faces view plane
- 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;
+ VectorScale(r_view.left, ent->scale, left);
+ VectorScale(r_view.up, ent->scale, up);
+ break;
+ case SPR_LABEL_SCALE:
+ // normal sprite
+ // faces view plane
+ // fixed HUD pixel size specified in sprite
+ // honors scale
+ // honors a global label scaling cvar
+
+ scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value;
+ VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px
+ break;
+ case SPR_LABEL:
+ // normal sprite
+ // faces view plane
+ // fixed pixel size specified in sprite
+ // tries to get the right size in HUD units, if possible
+ // ignores scale
+ // 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.
+
+ scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_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
+ ) / max(0.125, r_labelsprites_scale.value);
+
+ // snap to "good sizes"
+ // 1 for (0.6, 1.41]
+ // 2 for (1.8, 3.33]
+ if(hud_vs_screen <= 0.6)
+ hud_vs_screen = 0; // don't, use real HUD pixels
+ else if(hud_vs_screen <= 1.41)
+ hud_vs_screen = 1;
+ else if(hud_vs_screen <= 3.33)
+ hud_vs_screen = 2;
+ else
+ hud_vs_screen = 0; // don't, use real HUD pixels
+
+ if(hud_vs_screen)
+ {
+ // use screen pixels
+ VectorScale(r_view.left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px
+ }
+ else
+ {
+ // use HUD pixels
+ VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+ VectorScale(r_view.up, scale * r_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);
+ VectorMAMAM(1, org, dx, left, dy, up, org);
+ }
+ }
+ else
+ {
+ // use HUD pixels
+ VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ }
break;
case SPR_ORIENTED:
// bullet marks on walls
// ignores viewer entirely
- 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];
+ VectorCopy(mleft, left);
+ VectorCopy(mup, up);
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
- 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];
+ 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];
break;
}
R_Mesh_Matrix(&identitymatrix);
- if (!(ent->flags & RENDER_LIGHT))
- color[0] = color[1] = color[2] = 1;
- else
- {
- R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
- VectorMA(color, 0.5f, diffusecolor, color);
- }
- color[0] *= ent->colormod[0];
- color[1] *= ent->colormod[1];
- color[2] *= ent->colormod[2];
-
// LordHavoc: interpolated sprite rendering
for (i = 0;i < 4;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ texture_t *texture = model->data_textures + ent->frameblend[i].frame;
+ R_UpdateTextureInfo(ent, texture);
// 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_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
}
}
}
void R_Model_Sprite_Draw(entity_render_t *ent)
{
+ vec3_t org;
if (ent->frameblend[0].frame < 0)
return;
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
+ 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);
}