X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=6c8126b73cb49c3c9bc78f3592da95f508a86746;hb=6d6d58848fff87265ba4b74328d5902f36631ff6;hp=f6ca3a4af50966426919b520599f6d961109f9cd;hpb=45bff1c2dd893d329c86aa043661187b86da6609;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index f6ca3a4a..6c8126b7 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,191 +1,92 @@ #include "quakedef.h" +#include "r_shadow.h" -#define LERPSPRITES - -static int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - float matrix1[3][3], matrix2[3][3], matrix3[3][3]; + int i; + model_t *model = ent->model; + vec3_t left, up, org, mforward, mleft, mup; + float scale; - VectorCopy(currentrenderentity->origin, org); - switch(type) + // nudge it toward the view to make sure it isn't in a wall + 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 - VectorNegate(vpn, matrix3[0]); - matrix3[0][2] = 0; - VectorNormalizeFast(matrix3[0]); - 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; + 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; + up[2] = ent->scale; break; 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]); - matrix3[0][2] = 0; - VectorNormalizeFast(matrix3[0]); - 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; + 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", 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 - VectorCopy(vpn, matrix3[0]); - VectorNegate(vright, matrix3[1]); - VectorCopy(vup, matrix3[2]); + 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 - AngleVectorsFLU (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); - // nudge it toward the view, so it will be infront of the wall - VectorSubtract(org, vpn, org); + VectorCopy(mleft, left); + VectorCopy(mup, up); break; case SPR_VP_PARALLEL_ORIENTED: - // I have no idea what people would use this for + // 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]); - VectorCopy(vpn, matrix2[0]); - VectorNegate(vright, matrix2[1]); - VectorCopy(vup, matrix2[2]); - R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); + 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; } - if (currentrenderentity->scale != 1) - { - VectorScale(matrix3[1], currentrenderentity->scale, left); - VectorScale(matrix3[2], currentrenderentity->scale, up); - } - else - { - VectorCopy(matrix3[1], left); - VectorCopy(matrix3[2], up); - } - return false; -} - -static 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) -{ - 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) - m.blendfunc2 = GL_ONE; - m.numtriangles = 2; - m.numverts = 4; - m.tex[0] = texture; - if (R_Mesh_Draw_GetBuffer(&m, !(currentrenderentity->model->flags & EF_FULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT))) - { - 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_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel () -{ - int i; - vec3_t left, up, org, color; - mspriteframe_t *frame; - vec3_t diff; - float fog, ifog; - - if (currentrenderentity->frameblend[0].frame < 0) - return; - - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) - return; + R_Mesh_Matrix(&identitymatrix); - c_sprites++; - - if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) - color[0] = color[1] = color[2] = 1; - else - R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL); - - if (fogenabled) - { - VectorSubtract(currentrenderentity->origin, r_origin, diff); - fog = exp(fogdensity/DotProduct(diff,diff)); - if (fog > 1) - fog = 1; - } - else - 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, 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); + 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(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); } } -#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; +} + +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + vec3_t org; + if (ent->frameblend[0].frame < 0) + return; - 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); -#endif + 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); }