X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=16b493be189b46fb2b9a1b2f7e1757661f9274f9;hp=c34f5dbb741624c4d4933d082044feb9b52505c8;hb=9176bd39d627c6c595248482662f50acee8d3942;hpb=35fbafed36932577ccb9e269f3c41077cbe62025 diff --git a/r_sprites.c b/r_sprites.c index c34f5dbb..16b493be 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,53 +1,37 @@ -#include "quakedef.h" -void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up) -{ - int i; - mspriteframe_t *frame; - vec3_t points[4]; - float fleft, fright, fdown, fup; - frame = currentrenderentity->model->sprdata_frames + 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 = currentrenderentity->model->sprdata_frames + 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); -} +#include "quakedef.h" -int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) +static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) { - float matrix1[3][3], matrix2[3][3], matrix3[3][3]; + float scale; - VectorCopy(currentrenderentity->origin, org); + // 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(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); @@ -55,140 +39,72 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) 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; - - if (currentrenderentity->scale != 1) - { - VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]); - VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]); - } - - VectorCopy(matrix3[1], right); - VectorCopy(matrix3[2], up); return false; } -void R_ClipSprite (void) -{ - vec3_t org, right, up; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) - return; - - // LordHavoc: interpolated sprite rendering - R_ClipSpriteImage(org, right, up); -} - -int spritepolyindex[6] = {0, 1, 2, 0, 2, 3}; - -void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float alpha) +static void R_DrawSpriteImage (int additive, int depthdisable, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) { - rmeshinfo_t m; - float v[4][4], st[4][2]; - // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal - // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal - memset(&m, 0, sizeof(m)); - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - if ((currentrenderentity->effects & EF_ADDITIVE) - || (currentrenderentity->model->flags & EF_ADDITIVE) - || fog) - m.blendfunc2 = GL_ONE; - m.numtriangles = 2; - m.index = spritepolyindex; - m.numverts = 4; - m.vertex = &v[0][0]; - m.vertexstep = sizeof(float[4]); - m.cr = red; - m.cg = green; - m.cb = blue; - m.ca = alpha; - m.tex[0] = texture; - m.texcoords[0] = &st[0][0]; - m.texcoordstep[0] = sizeof(float[2]); - - v[0][0] = origin[0] + frame->down * up[0] + frame->left * right[0]; - v[0][1] = origin[1] + frame->down * up[1] + frame->left * right[1]; - v[0][2] = origin[2] + frame->down * up[2] + frame->left * right[2]; - v[1][0] = origin[0] + frame->up * up[0] + frame->left * right[0]; - v[1][1] = origin[1] + frame->up * up[1] + frame->left * right[1]; - v[1][2] = origin[2] + frame->up * up[2] + frame->left * right[2]; - v[2][0] = origin[0] + frame->up * up[0] + frame->right * right[0]; - v[2][1] = origin[1] + frame->up * up[1] + frame->right * right[1]; - v[2][2] = origin[2] + frame->up * up[2] + frame->right * right[2]; - v[3][0] = origin[0] + frame->down * up[0] + frame->right * right[0]; - v[3][1] = origin[1] + frame->down * up[1] + frame->right * right[1]; - v[3][2] = origin[2] + frame->down * up[2] + frame->right * right[2]; - st[0][0] = 0; - st[0][1] = 1; - st[1][0] = 0; - st[1][1] = 0; - st[2][0] = 1; - st[2][1] = 0; - st[3][0] = 1; - st[3][1] = 1; - - R_Mesh_Draw(&m); + // FIXME: negate left and right in loader + R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, depthdisable, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha); } -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel () +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { - int i; - vec3_t right, up, org, color; + const entity_render_t *ent = calldata1; + int i; + vec3_t left, up, org, color, diffusecolor, diffusenormal; mspriteframe_t *frame; vec3_t diff; - float fog, ifog; + float fog, ifog; - if (currentrenderentity->frameblend[0].frame < 0) + if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) return; - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) - return; - - c_sprites++; + R_Mesh_Matrix(&r_identitymatrix); - if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) + if (!(ent->flags & RENDER_LIGHT)) color[0] = color[1] = color[2] = 1; else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); + { + 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]; if (fogenabled) { - VectorSubtract(currentrenderentity->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = exp(fogdensity/DotProduct(diff,diff)); if (fog > 1) fog = 1; @@ -197,15 +113,43 @@ void R_DrawSpriteModel () fog = 0; ifog = 1 - fog; - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) + if (r_lerpsprites.integer) + { + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) + { + if (ent->frameblend[i].lerp >= 0.01f) + { + frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; + R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp); + if (fog * ent->frameblend[i].lerp >= 0.01f) + R_DrawSpriteImage(true, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); + } + } + } + else { - if (currentrenderentity->frameblend[i].lerp >= 0.01f) + // LordHavoc: no interpolation + frame = NULL; + for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) + frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; + + if (frame) { - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); - if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f) - GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); + R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha); + if (fog * ent->frameblend[i].lerp >= 0.01f) + R_DrawSpriteImage(true, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); } } } + +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + if (ent->frameblend[0].frame < 0) + return; + + c_sprites++; + + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); +} +