]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
added r_shadow_lightradiusscale cvar (similar to r_shadow_lightintensityscale)
[xonotic/darkplaces.git] / r_sprites.c
index af4bbfd2b63935e340a1d42183e71e01ac8d29e5..1b728f561ba31daa1d096de0fbfa663799abd674 100644 (file)
@@ -2,25 +2,24 @@
 #include "quakedef.h"
 #include "r_shadow.h"
 
-void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        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;
@@ -29,47 +28,39 @@ 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;
                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;
        }
 
@@ -79,7 +70,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int sur
                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_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int sur
        {
                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_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, r_shadow_rtlight);
 }