X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=5530a591be9f98ea92fd352257828d2aa67169f9;hp=ef0549015ea915c85d880a5b464c51271ab98685;hb=273addafcba70cca1f0eaf3465c8f397a3107e30;hpb=6a384398c93b7e2bc1936427797909eb60094160 diff --git a/r_sprites.c b/r_sprites.c index ef054901..5530a591 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,149 +1,109 @@ + #include "quakedef.h" +#include "r_shadow.h" -/* -================ -R_GetSpriteFrame -================ -*/ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; - - psprite = currententity->model->cache.data; - frame = currententity->frame; - - if ((frame >= psprite->numframes) || (frame < 0)) + int i; + model_t *model = ent->model; + vec3_t left, up, org, color, diffusecolor, diffusenormal; + mspriteframe_t *frame; + float scale; + + // nudge it toward the view to make sure it isn't in a wall + org[0] = ent->matrix.m[0][3] - r_view.forward[0]; + org[1] = ent->matrix.m[1][3] - r_view.forward[1]; + org[2] = ent->matrix.m[2][3] - r_view.forward[2]; + switch(model->sprite.sprnum_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 + 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; + up[2] = ent->scale; + break; + 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_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; + up[2] = ent->scale; + break; + default: + Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type); + // fall through to normal sprite + case SPR_VP_PARALLEL: + // normal sprite + // faces view plane + left[0] = r_view.left[0] * ent->scale; + left[1] = r_view.left[1] * ent->scale; + left[2] = r_view.left[2] * ent->scale; + up[0] = r_view.up[0] * ent->scale; + up[1] = r_view.up[1] * ent->scale; + up[2] = r_view.up[2] * ent->scale; + 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]; + 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_view.forward[0] + ent->matrix.m[1][1] * r_view.left[0] + ent->matrix.m[2][1] * r_view.up[0]; + left[1] = ent->matrix.m[0][1] * r_view.forward[1] + ent->matrix.m[1][1] * r_view.left[1] + ent->matrix.m[2][1] * r_view.up[1]; + left[2] = ent->matrix.m[0][1] * r_view.forward[2] + ent->matrix.m[1][1] * r_view.left[2] + ent->matrix.m[2][1] * r_view.up[2]; + up[0] = ent->matrix.m[0][2] * r_view.forward[0] + ent->matrix.m[1][2] * r_view.left[0] + ent->matrix.m[2][2] * r_view.up[0]; + up[1] = ent->matrix.m[0][2] * r_view.forward[1] + ent->matrix.m[1][2] * r_view.left[1] + ent->matrix.m[2][2] * r_view.up[1]; + up[2] = ent->matrix.m[0][2] * r_view.forward[2] + ent->matrix.m[1][2] * r_view.left[2] + ent->matrix.m[2][2] * r_view.up[2]; + break; } - if (psprite->frames[frame].type == SPR_SINGLE) - { - 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; - } + R_Mesh_Matrix(&identitymatrix); + + if (!(ent->flags & RENDER_LIGHT)) + color[0] = color[1] = color[2] = 1; 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; + 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: 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++) + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) + { + if (ent->frameblend[i].lerp >= 0.01f) { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; + frame = 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->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); } - *framelerp = (targettime - jtime) / jinterval; - - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; } } -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha) +void R_Model_Sprite_Draw(entity_render_t *ent) { - // 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(); -} - -/* -================= -R_DrawSpriteModel + if (ent->frameblend[0].frame < 0) + return; -================= -*/ -void R_DrawSpriteModel (entity_t *e) -{ - mspriteframe_t *oldframe, *newframe; - float lerp, ilerp; - vec3_t forward, right, up, org, color; - msprite_t *psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache - - 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); - } - 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); - } - - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) - { - color[0] = e->colormod[0] * 255; - color[1] = e->colormod[1] * 255; - color[2] = e->colormod[2] * 255; - } - else - { - R_LightPoint (color, e->origin); - R_DynamicLightPointNoMask(color, e->origin); - } - - // 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_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); }