X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=1b728f561ba31daa1d096de0fbfa663799abd674;hb=7ef262a7368c32d0e0bf7eb8bf4bbf7c79338bff;hp=bd7d0213c4eb326b0c14583f239f0887758b51c2;hpb=b9d5e6a2abfaad61228b42141f8adfcc650e4288;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index bd7d0213..1b728f56 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,26 +1,25 @@ #include "quakedef.h" +#include "r_shadow.h" -void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - const entity_render_t *ent = (entity_render_t *)calldata1; int i; - vec3_t left, up, org, color, diffusecolor, diffusenormal; - mspriteframe_t *frame; + model_t *model = ent->model; + vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup; float scale; // 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(ent->model->sprite.sprnum_type) + 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; @@ -29,57 +28,51 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) 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; up[2] = ent->scale; break; default: - Con_Printf("R_SpriteSetup: unknown sprite type %i\n", ent->model->sprite.sprnum_type); + 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_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_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(&r_identitymatrix); + 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); + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true); VectorMA(color, 0.5f, diffusecolor, color); } color[0] *= ent->colormod[0]; @@ -91,18 +84,22 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { if (ent->frameblend[i].lerp >= 0.01f) { - frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; + mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + texture_t *texture = &frame->texture; + 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, frame->texture.currentskinframe->base, frame->texture.currentskinframe->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); } } } 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_DrawSpriteModelCallback, ent, 0); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); }