X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=58dd2d21d6a4d0a1eec689dd140bfd00d5d3817a;hp=19e676718e10973dc74471f9011bff53f51da600;hb=51ff0537d076d438c3282aa9d866c549ac561ee9;hpb=b91033966317d4d6a2a6bdf2952291fc88e3f7c4 diff --git a/r_sprites.c b/r_sprites.c index 19e67671..58dd2d21 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,36 +1,13 @@ + #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); -} +#define LERPSPRITES -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]; - VectorCopy(currentrenderentity->origin, org); + VectorCopy(ent->origin, org); switch(type) { case SPR_VP_PARALLEL_UPRIGHT: @@ -39,15 +16,25 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) VectorNegate(vpn, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + 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(r_origin, currentrenderentity->origin, matrix3[0]); + VectorSubtract(ent->origin, r_origin, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + 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); @@ -56,13 +43,13 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) // normal sprite // faces view plane VectorCopy(vpn, matrix3[0]); - VectorCopy(vright, matrix3[1]); + VectorNegate(vright, matrix3[1]); VectorCopy(vup, matrix3[2]); break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); + 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; @@ -70,125 +57,102 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) // 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]); + AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); VectorCopy(vpn, matrix2[0]); - VectorCopy(vright, matrix2[1]); + VectorNegate(vright, matrix2[1]); VectorCopy(vup, matrix2[2]); - R_ConcatRotations (matrix1, matrix2, matrix3); + R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); 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) + if (ent->scale != 1) { - VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]); - VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]); + VectorScale(matrix3[1], ent->scale, left); + VectorScale(matrix3[2], ent->scale, up); + } + else + { + VectorCopy(matrix3[1], left); + VectorCopy(matrix3[2], up); } - - VectorCopy(matrix3[1], right); - VectorCopy(matrix3[2], up); return false; } -void R_ClipSprite (void) +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) { - 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) -{ - 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 + rmeshbufferinfo_t m; 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) + if (additive) 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.numtriangles = 2; + m.numverts = 4; 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_DrawDecal(&m); + Matrix4x4_CreateIdentity(&m.matrix); + if (R_Mesh_Draw_GetBuffer(&m, wantoverbright)) + { + m.index[0] = 0; + m.index[1] = 1; + m.index[2] = 2; + m.index[3] = 0; + m.index[4] = 2; + m.index[5] = 3; + m.color[0] = m.color[4] = m.color[8] = m.color[12] = red * m.colorscale; + m.color[1] = m.color[5] = m.color[9] = m.color[13] = green * m.colorscale; + m.color[2] = m.color[6] = m.color[10] = m.color[14] = blue * m.colorscale; + m.color[3] = m.color[7] = m.color[11] = m.color[15] = alpha; + m.texcoords[0][0] = 0; + m.texcoords[0][1] = 1; + m.texcoords[0][2] = 0; + m.texcoords[0][3] = 0; + m.texcoords[0][4] = 1; + m.texcoords[0][5] = 0; + m.texcoords[0][6] = 1; + m.texcoords[0][7] = 1; + // FIXME: negate left and right in loader + m.vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0]; + m.vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1]; + m.vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2]; + m.vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0]; + m.vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1]; + m.vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2]; + m.vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0]; + m.vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1]; + m.vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2]; + m.vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0]; + m.vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1]; + m.vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2]; + R_Mesh_Render(); + } } -/* -================= -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, wantoverbright; + vec3_t left, up, org, color; mspriteframe_t *frame; vec3_t diff; - float fog, ifog; + float fog, ifog; - if (currentrenderentity->frameblend[0].frame < 0) + if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) return; - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) - return; - - c_sprites++; - - if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) + if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) + { color[0] = color[1] = color[2] = 1; + wantoverbright = false; + } else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); + { + R_CompleteLightPoint(color, ent->origin, true, NULL); + wantoverbright = color[0] > 1 || color[1] > 1 || color[2] > 1; + } if (fogenabled) { - VectorSubtract(currentrenderentity->origin, r_origin, diff); + VectorSubtract(ent->origin, r_origin, diff); fog = exp(fogdensity/DotProduct(diff,diff)); if (fog > 1) fog = 1; @@ -197,15 +161,42 @@ void R_DrawSpriteModel () fog = 0; ifog = 1 - fog; +#ifdef LERPSPRITES // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { - if (currentrenderentity->frameblend[i].lerp >= 0.01f) + if (ent->frameblend[i].lerp >= 0.01f) { - 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); + 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 +} + +/* +================= +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); } +