X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=5da6042a191aaa89a9cfcad0be1d18d1de32f9e5;hp=37d870c2134f9b8aae18315cc1a3de4f973fd027;hb=f77435313179355cb5036c9150ab243788ed73b1;hpb=ea7c24e1fb41f3b1df984ac0eed6881c9fde16f5 diff --git a/r_sprites.c b/r_sprites.c index 37d870c2..5da6042a 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -3,65 +3,11 @@ #define LERPSPRITES -#ifdef LERPSPRITES -void R_ClipSpriteImage (vec3_t origin, vec3_t left, 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 ); - } - // FIXME: reverse these in loader to save time - fleft = -fleft; - fright = -fright; - points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2]; - points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2]; - points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2]; - points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2]; - R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); -} -#else -void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up) -{ - int i; - mspriteframe_t *frame; - vec3_t points[4]; - float fleft, fright, fdown, fup; - frame = NULL; - for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++) - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - fleft = frame->left; - fdown = frame->down; - fright = frame->right; - fup = frame->up; - // FIXME: reverse these in loader to save time - fleft = -fleft; - fright = -fright; - points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2]; - points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2]; - points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2]; - points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2]; - R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); -} -#endif - -int R_SpriteSetup (int type, float org[3], float left[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: @@ -80,7 +26,7 @@ int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) case SPR_FACING_UPRIGHT: // flames and such // vertical beam sprite, faces viewer's origin (not the view plane) - VectorSubtract(currentrenderentity->origin, r_origin, matrix3[0]); + VectorSubtract(ent->origin, r_origin, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); matrix3[1][0] = matrix3[0][1]; @@ -103,7 +49,7 @@ int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - AngleVectorsFLU (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; @@ -111,7 +57,7 @@ int R_SpriteSetup (int type, float org[3], float left[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 - AngleVectorsFLU (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]); + AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); VectorCopy(vpn, matrix2[0]); VectorNegate(vright, matrix2[1]); VectorCopy(vup, matrix2[2]); @@ -119,10 +65,10 @@ int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) break; } - if (currentrenderentity->scale != 1) + if (ent->scale != 1) { - VectorScale(matrix3[1], currentrenderentity->scale, left); - VectorScale(matrix3[2], currentrenderentity->scale, up); + VectorScale(matrix3[1], ent->scale, left); + VectorScale(matrix3[2], ent->scale, up); } else { @@ -132,101 +78,60 @@ int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) return false; } -void R_ClipSprite (void) +static void R_DrawSpriteImage (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, left, up; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) - return; - - // LordHavoc: interpolated sprite rendering - R_ClipSpriteImage(org, left, 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 left, float red, float green, float blue, float alpha) -{ - rmeshinfo_t m; - float v[4][4], st[4][2]; + rmeshstate_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.tex[0] = texture; - m.texcoords[0] = &st[0][0]; - m.texcoordstep[0] = sizeof(float[2]); + R_Mesh_State(&m); + varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 1; + varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 0; + varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 0; + varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 1; // FIXME: negate left and right in loader - v[0][0] = origin[0] + frame->down * up[0] - frame->left * left[0]; - v[0][1] = origin[1] + frame->down * up[1] - frame->left * left[1]; - v[0][2] = origin[2] + frame->down * up[2] - frame->left * left[2]; - v[1][0] = origin[0] + frame->up * up[0] - frame->left * left[0]; - v[1][1] = origin[1] + frame->up * up[1] - frame->left * left[1]; - v[1][2] = origin[2] + frame->up * up[2] - frame->left * left[2]; - v[2][0] = origin[0] + frame->up * up[0] - frame->right * left[0]; - v[2][1] = origin[1] + frame->up * up[1] - frame->right * left[1]; - v[2][2] = origin[2] + frame->up * up[2] - frame->right * left[2]; - v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0]; - v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1]; - v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[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); + 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]; + GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha); + R_Mesh_Draw(4, 2, polygonelements); } -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel () +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { - int i; - vec3_t left, up, org, color; + const entity_render_t *ent = calldata1; + int i; + vec3_t left, up, org, color; mspriteframe_t *frame; vec3_t diff; - float fog, ifog; - - if (currentrenderentity->frameblend[0].frame < 0) - return; + float fog, ifog; - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) + if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) return; - c_sprites++; + R_Mesh_Matrix(&r_identitymatrix); - 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; else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); + R_CompleteLightPoint(color, ent->origin, true, NULL); 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; @@ -239,23 +144,33 @@ void R_DrawSpriteModel () // 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, left, 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, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); + frame = ent->model->sprdata_frames + ent->frameblend[i].frame; + R_DrawSpriteImage((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(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 && currentrenderentity->frameblend[i].lerp;i++) - frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; + for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) + frame = ent->model->sprdata_frames + ent->frameblend[i].frame; - GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha); - if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f) - GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha); + R_DrawSpriteImage((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(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); #endif } +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + if (ent->frameblend[0].frame < 0) + return; + + c_sprites++; + + R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); +} +