]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
new sprite types SPR_LABEL and SPR_LABEL_SCALE
[xonotic/darkplaces.git] / r_sprites.c
index 0c1b922f910e0eeea7d9ebc634be64c3d24a7518..c514b81246cae0fcf538e5141aee1db00077a82e 100644 (file)
@@ -2,26 +2,27 @@
 #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;
@@ -30,9 +31,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int sur
        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;
@@ -44,66 +45,120 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int sur
        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);
 }