X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=9868ff4887c1498292a605755436c509f6a78ffa;hp=bdc18f507628a08c0271d538cd4ebfe047772901;hb=083d909f667012334c3b69c61cb04121356d1924;hpb=d7035ef4229a2462ad59a67160494593fbd8f2e0 diff --git a/r_sprites.c b/r_sprites.c index bdc18f50..9868ff48 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,78 +1,152 @@ + #include "quakedef.h" -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha) +static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) { - byte alphaub; - alphaub = bound(0, alpha, 255); - transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - transpolyvertub(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, alphaub); - transpolyvertub(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, alphaub); - transpolyvertub(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, alphaub); - transpolyvertub(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, alphaub); - transpolyend(); -} + float scale; -/* -================= -R_DrawSpriteModel + // 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 + 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) + 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); + // fall through to normal sprite + case SPR_VP_PARALLEL: + // normal sprite + // faces view plane + 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 + 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_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; + } + return false; +} -================= -*/ -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend) +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) { - vec3_t right, up, org, color, mins, maxs; - byte colorub[4]; - msprite_t *psprite; + // 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); +} - VectorAdd (e->render.origin, e->render.model->mins, mins); - VectorAdd (e->render.origin, e->render.model->maxs, maxs); +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) +{ + 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; - if (R_VisibleCullBox (mins, maxs)) + if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) return; - c_sprites++; - - psprite = Mod_Extradata(e->render.model); - //psprite = e->model->cache.data; + R_Mesh_Matrix(&r_identitymatrix); - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->render.angles, NULL, right, up); - VectorSubtract(e->render.origin, vpn, org); - } + if (!(ent->flags & RENDER_LIGHT)) + color[0] = color[1] = color[2] = 1; else - { // normal sprite - VectorCopy(vup, up); - VectorCopy(vright, right); - VectorCopy(e->render.origin, org); + { + R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL); + VectorMA(color, 0.5f, diffusecolor, color); } - if (e->render.scale != 1) + + if (fogenabled) { - VectorScale(up, e->render.scale, up); - VectorScale(right, e->render.scale, right); + VectorSubtract(ent->origin, r_vieworigin, diff); + fog = exp(fogdensity/DotProduct(diff,diff)); + if (fog > 1) + fog = 1; } + else + fog = 0; + ifog = 1 - fog; - if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT) + if (r_lerpsprites.integer) { - color[0] = e->render.colormod[0] * 255; - color[1] = e->render.colormod[1] * 255; - color[2] = e->render.colormod[2] * 255; + // 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 - R_CompleteLightPoint(color, e->render.origin, true); + { + // 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) + { + 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); + } + } +} - colorub[0] = bound(0, color[0], 255); - colorub[1] = bound(0, color[1], 255); - colorub[2] = bound(0, color[2], 255); +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + if (ent->frameblend[0].frame < 0) + return; + + c_sprites++; - // LordHavoc: interpolated sprite rendering - if (blend[0].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp); - if (blend[1].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp); - if (blend[2].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp); - if (blend[3].lerp) - GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); }