X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=5408962c49ab7699da4675157938d326052445d3;hp=ef0549015ea915c85d880a5b464c51271ab98685;hb=12a3c44a3e0403d4806d8803cc1469e7c822a975;hpb=6a384398c93b7e2bc1936427797909eb60094160 diff --git a/r_sprites.c b/r_sprites.c index ef054901..5408962c 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,149 +1,195 @@ + #include "quakedef.h" -/* -================ -R_GetSpriteFrame -================ -*/ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) -{ - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; +#define LERPSPRITES - psprite = currententity->model->cache.data; - frame = currententity->frame; +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]; - if ((frame >= psprite->numframes) || (frame < 0)) + VectorCopy(ent->origin, org); + switch(type) { - Con_Printf ("R_DrawSprite: no such frame %d\n", frame); - frame = 0; + 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]); + matrix3[1][0] = matrix3[0][1]; + matrix3[1][1] = -matrix3[0][0]; + matrix3[1][2] = 0; + matrix3[2][0] = 0; + matrix3[2][1] = 0; + matrix3[2][2] = 1; + break; + case SPR_FACING_UPRIGHT: + // flames and such + // vertical beam sprite, faces viewer's origin (not the view plane) + VectorSubtract(ent->origin, r_origin, matrix3[0]); + matrix3[0][2] = 0; + VectorNormalizeFast(matrix3[0]); + matrix3[1][0] = matrix3[0][1]; + matrix3[1][1] = -matrix3[0][0]; + matrix3[1][2] = 0; + matrix3[2][0] = 0; + matrix3[2][1] = 0; + matrix3[2][2] = 1; + break; + default: + Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type); + // fall through to normal sprite + case SPR_VP_PARALLEL: + // normal sprite + // faces view plane + VectorCopy(vpn, matrix3[0]); + VectorNegate(vright, matrix3[1]); + VectorCopy(vup, matrix3[2]); + break; + case SPR_ORIENTED: + // bullet marks on walls + // ignores viewer entirely + AngleVectorsFLU (ent->angles, matrix3[0], matrix3[1], matrix3[2]); + // nudge it toward the view, so it will be infront of the wall + VectorSubtract(org, vpn, org); + 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 + AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); + VectorCopy(vpn, matrix2[0]); + VectorNegate(vright, matrix2[1]); + VectorCopy(vup, matrix2[2]); + R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); + break; } - if (psprite->frames[frame].type == SPR_SINGLE) + if (ent->scale != 1) { - if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time) - { - if (frame != currententity->draw_pose) - { - currententity->draw_lastpose = currententity->draw_pose; - currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - else - *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0; - } - else // uninitialized - { - currententity->draw_lastmodel = currententity->model; - currententity->draw_lastpose = currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - *oldframe = psprite->frames[currententity->draw_lastpose].frameptr; - *newframe = psprite->frames[frame].frameptr; + VectorScale(matrix3[1], ent->scale, left); + VectorScale(matrix3[2], ent->scale, up); } else { - pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; - pintervals = pspritegroup->intervals; - numframes = pspritegroup->numframes; - fullinterval = pintervals[numframes-1]; - - time = cl.time + currententity->syncbase; - - // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values - // are positive, so we don't have to worry about division by 0 - targettime = time - ((int)(time / fullinterval)) * fullinterval; - - // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0, - // I instead measure the time of the first frame, hoping it is consistent - j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0]; - for (i=0 ; i<(numframes-1) ; i++) - { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; - } - *framelerp = (targettime - jtime) / jinterval; - - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; + VectorCopy(matrix3[1], left); + VectorCopy(matrix3[2], up); } + return false; } -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha) +static void R_DrawSpriteImage (int wantoverbright, int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) { - // LordHavoc: rewrote this to use the transparent poly system - transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - transpolyvert(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, alpha); - transpolyvert(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, alpha); - transpolyvert(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, alpha); - transpolyvert(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, alpha); - transpolyend(); + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + if (additive) + m.blendfunc2 = GL_ONE; + m.wantoverbright = wantoverbright; + m.tex[0] = texture; + R_Mesh_State(&m); + + varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = red * mesh_colorscale; + varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = green * mesh_colorscale; + varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = blue * mesh_colorscale; + varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = alpha; + varray_texcoord[0][0] = 0; + varray_texcoord[0][1] = 1; + varray_texcoord[0][2] = 0; + varray_texcoord[0][3] = 0; + varray_texcoord[0][4] = 1; + varray_texcoord[0][5] = 0; + varray_texcoord[0][6] = 1; + varray_texcoord[0][7] = 1; + // FIXME: negate left and right in loader + varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0]; + varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1]; + varray_vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2]; + varray_vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0]; + varray_vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1]; + varray_vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2]; + varray_vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0]; + varray_vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1]; + varray_vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2]; + varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0]; + varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1]; + varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2]; + R_Mesh_Draw(4, 2, polygonelements); } -/* -================= -R_DrawSpriteModel - -================= -*/ -void R_DrawSpriteModel (entity_t *e) +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { - mspriteframe_t *oldframe, *newframe; - float lerp, ilerp; - vec3_t forward, right, up, org, color; - msprite_t *psprite; + const entity_render_t *ent = calldata1; + int i, wantoverbright; + vec3_t left, up, org, color; + mspriteframe_t *frame; + vec3_t diff; + float fog, ifog; - // don't even bother culling, because it's just a single - // polygon without a surface cache + if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) + return; - c_sprites++; - - R_GetSpriteFrame (e, &oldframe, &newframe, &lerp); - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK! - lerp = 1; - ilerp = 1.0 - lerp; - psprite = e->model->cache.data; - - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, forward, right, up); - VectorSubtract(e->origin, vpn, org); + R_Mesh_Matrix(&r_identitymatrix); + + if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) + { + color[0] = color[1] = color[2] = 1; + wantoverbright = false; } else - { // normal sprite - VectorCopy(vup, up); - VectorCopy(vright, right); - VectorCopy(e->origin, org); - } - if (e->scale != 1) { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); + R_CompleteLightPoint(color, ent->origin, true, NULL); + wantoverbright = color[0] > 1 || color[1] > 1 || color[2] > 1; } - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) + if (fogenabled) { - color[0] = e->colormod[0] * 255; - color[1] = e->colormod[1] * 255; - color[2] = e->colormod[2] * 255; + VectorSubtract(ent->origin, r_origin, diff); + fog = exp(fogdensity/DotProduct(diff,diff)); + if (fog > 1) + fog = 1; } else + fog = 0; + ifog = 1 - fog; + +#ifdef LERPSPRITES + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - R_LightPoint (color, e->origin); - R_DynamicLightPointNoMask(color, e->origin); + if (ent->frameblend[i].lerp >= 0.01f) + { + frame = ent->model->sprdata_frames + ent->frameblend[i].frame; + R_DrawSpriteImage(wantoverbright, (ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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(false, true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); + } } +#else + // LordHavoc: no interpolation + frame = NULL; + for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) + frame = ent->model->sprdata_frames + ent->frameblend[i].frame; + + R_DrawSpriteImage(wantoverbright, (ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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(false, true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); +#endif +} - // LordHavoc: interpolated sprite rendering - if (ilerp != 0) - GL_DrawSpriteImage(oldframe, org, up, right, color[0],color[1],color[2],e->alpha*255*ilerp); - if (lerp != 0) - GL_DrawSpriteImage(newframe, org, up, right, color[0],color[1],color[2],e->alpha*255*lerp); +/* +================= +R_DrawSpriteModel +================= +*/ +void R_DrawSpriteModel (entity_render_t *ent) +{ + if (ent->frameblend[0].frame < 0) + return; + + c_sprites++; + + R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); }