X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=c514b81246cae0fcf538e5141aee1db00077a82e;hp=0c1b922f910e0eeea7d9ebc634be64c3d24a7518;hb=dedaa3df678d0cc959a2884d8e2c4159a9b1fb30;hpb=6ccde0dc042d5f25cbc58f9d0ca1b0b6b76a43e1 diff --git a/r_sprites.c b/r_sprites.c index 0c1b922f..c514b812 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -2,26 +2,27 @@ #include "quakedef.h" #include "r_shadow.h" -void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +extern cvar_t r_labelsprites_scale; +extern cvar_t r_labelsprites_roundtopixels; + +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; model_t *model = ent->model; - vec3_t left, up, org, color, diffusecolor, diffusenormal; - mspriteframe_t *frame; - float scale; + vec3_t left, up, org, mforward, mleft, mup, middle; + float scale, dx, dy, hud_vs_screen; // 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]; + Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); + VectorSubtract(org, r_view.forward, org); switch(model->sprite.sprnum_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; + 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; @@ -30,9 +31,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int sur 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; + 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; @@ -44,66 +45,120 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int sur 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; + VectorScale(r_view.left, ent->scale, left); + VectorScale(r_view.up, ent->scale, up); + break; + case SPR_LABEL_SCALE: + // normal sprite + // faces view plane + // fixed HUD pixel size specified in sprite + // honors scale + // honors a global label scaling cvar + + scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value; + VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px + VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px + break; + case SPR_LABEL: + // normal sprite + // faces view plane + // fixed pixel size specified in sprite + // tries to get the right size in HUD units, if possible + // ignores scale + // honors a global label scaling cvar before the rounding + // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though. + + scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)); + + if(r_labelsprites_roundtopixels.integer) + { + hud_vs_screen = max( + vid_conwidth.integer / (float) r_view.width, + vid_conheight.integer / (float) r_view.height + ) / max(0.125, r_labelsprites_scale.value); + + // snap to "good sizes" + // 1 for (0.6, 1.41] + // 2 for (1.8, 3.33] + if(hud_vs_screen <= 0.6) + hud_vs_screen = 0; // don't, use real HUD pixels + else if(hud_vs_screen <= 1.41) + hud_vs_screen = 1; + else if(hud_vs_screen <= 3.33) + hud_vs_screen = 2; + else + hud_vs_screen = 0; // don't, use real HUD pixels + + if(hud_vs_screen) + { + // use screen pixels + VectorScale(r_view.left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px + VectorScale(r_view.up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px + } + else + { + // use HUD pixels + VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + } + + if(hud_vs_screen == 1) + { + VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale + dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); + dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); + VectorMAMAM(1, org, dx, left, dy, up, org); + } + } + else + { + // use HUD pixels + VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + } 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]; + VectorCopy(mleft, left); + VectorCopy(mup, up); 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]; + left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0]; + left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1]; + left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2]; + up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0]; + up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1]; + up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2]; break; } R_Mesh_Matrix(&identitymatrix); - if (!(ent->flags & RENDER_LIGHT)) - color[0] = color[1] = color[2] = 1; - else - { - 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: interpolated sprite rendering for (i = 0;i < 4;i++) { if (ent->frameblend[i].lerp >= 0.01f) { - frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + texture_t *texture = model->data_textures + ent->frameblend[i].frame; + R_UpdateTextureInfo(ent, texture); // 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); + R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp); } } } void R_Model_Sprite_Draw(entity_render_t *ent) { + vec3_t org; if (ent->frameblend[0].frame < 0) return; - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); }