X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=ca0d4b672e9ca5e6ad75405dd466890a2c9bd150;hb=6ede411d2e01c293e840313a7409bb331ed1b97b;hp=db8e90e934c588cec1ac93d852b5a2d72c9c1330;hpb=4d162c39ec059b7f3191fbb4fb18304bc9b1db59;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index db8e90e9..ca0d4b67 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,75 +1,108 @@ -#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) -{ - byte alphaub; - alphaub = bound(0, alpha, 255); - transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->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(); -} -/* -================= -R_DrawSpriteModel +#include "quakedef.h" -================= -*/ -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend) +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { - vec3_t right, up, org, color; - byte colorub[4]; - msprite_t *psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache + const entity_render_t *ent = (entity_render_t *)calldata1; + int i; + vec3_t left, up, org, color, diffusecolor, diffusenormal; + mspriteframe_t *frame; + float scale; - c_sprites++; + // 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) + { + 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", ent->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; + 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; + } - psprite = Mod_Extradata(e->model); - //psprite = e->model->cache.data; + R_Mesh_Matrix(&r_identitymatrix); - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, NULL, right, up); - VectorSubtract(e->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->origin, org); - } - if (e->scale != 1) { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); + 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]; - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - color[0] = e->colormod[0] * 255; - color[1] = e->colormod[1] * 255; - color[2] = e->colormod[2] * 255; + if (ent->frameblend[i].lerp >= 0.01f) + { + frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; + // FIXME: negate left and right in loader + R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->texture, frame->fogtexture, (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); + } } - else - R_CompleteLightPoint(color, e->origin, true); +} - 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; - // 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->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->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->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->alpha*255*blend[3].lerp); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); }