X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=1364ca05dbef239191bdf30918d5c2bb2c973128;hp=f9b43eadd4b6f32b9d0a6bca91b9eb18b7b36e2a;hb=4b9fb5c623dc4ebd8e10213af3edbcaea2e62fb7;hpb=45982a9894c5bff60ff494a0f82865ec267d52f7 diff --git a/r_sprites.c b/r_sprites.c index f9b43ead..1364ca05 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,163 +1,123 @@ + #include "quakedef.h" -void R_ClipSpriteImage (msprite_t *psprite, vec3_t origin, vec3_t right, vec3_t up) +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { + const entity_render_t *ent = (entity_render_t *)calldata1; 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); -} - -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) + vec3_t diff; + float fog, ifog; + float scale; + + // 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); } + color[0] *= ent->colormod[0]; + color[1] *= ent->colormod[1]; + color[2] *= ent->colormod[2]; - 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; + if (fogenabled) + { + VectorSubtract(ent->origin, r_vieworigin, diff); + fog = exp(fogdensity/DotProduct(diff,diff)); + if (fog > 1) + fog = 1; + } + else + fog = 0; + ifog = 1 - fog; // 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->texture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp); + if (fog * ent->frameblend[i].lerp >= 0.01f) + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, frame->fogtexture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, fogcolor[0],fogcolor[1],fogcolor[2], fog * 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_DrawSpriteModelCallback, ent, 0); }