]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
rewrote RecursiveHullCheck, no longer gets stuck on angle changes, and is generally...
[xonotic/darkplaces.git] / r_sprites.c
index e7f561179493f4903c9ab1d5bd13e1808995af2d..f9b43eadd4b6f32b9d0a6bca91b9eb18b7b36e2a 100644 (file)
@@ -1,19 +1,19 @@
 #include "quakedef.h"
 
-void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
+void R_ClipSpriteImage (msprite_t *psprite, vec3_t origin, vec3_t right, vec3_t up)
 {
        int i;
        mspriteframe_t *frame;
        vec3_t points[4];
        float fleft, fright, fdown, fup;
-       frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame;
+       frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[0].frame;
        fleft  = frame->left;
        fdown  = frame->down;
        fright = frame->right;
        fup    = frame->up;
-       for (i = 1;i < 4 && blend[i].lerp;i++)
+       for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
        {
-               frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[i].frame;
+               frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[i].frame;
                fleft  = min(fleft , frame->left );
                fdown  = min(fdown , frame->down );
                fright = max(fright, frame->right);
@@ -23,56 +23,97 @@ void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, ve
        points[1][0] = origin[0] + fup   * up[0] + fleft  * right[0];points[1][1] = origin[1] + fup   * up[1] + fleft  * right[1];points[1][2] = origin[2] + fup   * up[2] + fleft  * right[2];
        points[2][0] = origin[0] + fup   * up[0] + fright * right[0];points[2][1] = origin[1] + fup   * up[1] + fright * right[1];points[2][2] = origin[2] + fup   * up[2] + fright * right[2];
        points[3][0] = origin[0] + fdown * up[0] + fright * right[0];points[3][1] = origin[1] + fdown * up[1] + fright * right[1];points[3][2] = origin[2] + fdown * up[2] + fright * right[2];
-       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, e, NULL, NULL);
+       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
 }
 
-void R_ClipSprite (entity_t *e, frameblend_t *blend)
+int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
 {
-       vec3_t forward, right, up, org;
-       msprite_t *psprite;
-
-       if (!blend[0].lerp)
-               return;
-
-       psprite = Mod_Extradata(e->render.model);
+       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
 
-       if (psprite->type == SPR_ORIENTED)
+       VectorCopy(currentrenderentity->origin, org);
+       switch(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]);
+               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               break;
+       case SPR_FACING_UPRIGHT:
+               // flames and such
+               // vertical beam sprite, faces viewer's origin (not the view plane)
+               VectorSubtract(r_origin, currentrenderentity->origin, matrix3[0]);
+               matrix3[0][2] = 0;
+               VectorNormalizeFast(matrix3[0]);
+               VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               break;
+       default:
+               Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
+               // fall through to normal sprite
+       case SPR_VP_PARALLEL:
+               // normal sprite
+               // faces view plane
+               VectorCopy(vpn, matrix3[0]);
+               VectorCopy(vright, matrix3[1]);
+               VectorCopy(vup, matrix3[2]);
+               break;
+       case SPR_ORIENTED:
                // bullet marks on walls
-               AngleVectors (e->render.angles, forward, right, up);
+               // ignores viewer entirely
+               AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]);
                // nudge it toward the view, so it will be infront of the wall
-               VectorSubtract(e->render.origin, vpn, org);
-               // don't draw if it's a backface
-               if (DotProduct(r_origin, forward) > (DotProduct(org, forward) - 1.0f))
-                       return;
-       }
-       else
-       {
-               // normal sprite
-               VectorCopy(vup, up);
-               VectorCopy(vright, right);
-               VectorCopy(e->render.origin, org);
-               // don't draw if it's a backface
-               if (DotProduct(org, vpn) < (DotProduct(r_origin, vpn) + 1.0f))
-                       return;
+               VectorSubtract(org, vpn, org);
+               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
+               AngleVectors (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
+               VectorCopy(vpn, matrix2[0]);
+               VectorCopy(vright, matrix2[1]);
+               VectorCopy(vup, matrix2[2]);
+               R_ConcatRotations (matrix1, matrix2, matrix3);
+               break;
        }
 
+       // don't draw if view origin is behind it
+       if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f))
+               return true;
 
-       if (e->render.scale != 1)
+       if (currentrenderentity->scale != 1)
        {
-               VectorScale(up, e->render.scale, up);
-               VectorScale(right, e->render.scale, right);
+               VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
+               VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
        }
 
+       VectorCopy(matrix3[1], right);
+       VectorCopy(matrix3[2], up);
+       return false;
+}
+
+void R_ClipSprite (void)
+{
+       vec3_t org, right, up;
+       msprite_t *psprite;
+
+       if (currentrenderentity->frameblend[0].frame < 0)
+               return;
+
+       psprite = Mod_Extradata(currentrenderentity->model);
+       if (R_SpriteSetup(psprite->type, org, right, up))
+               return;
+
        // LordHavoc: interpolated sprite rendering
-       R_ClipSpriteImage(e, psprite, blend, org, up, right);
+       R_ClipSpriteImage(psprite, org, right, up);
 }
 
 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->render.effects & EF_ADDITIVE) || (currententity->render.model->flags & EF_ADDITIVE)) ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+       transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), ((currentrenderentity->effects & EF_ADDITIVE) || (currentrenderentity->model->flags & 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);
@@ -85,67 +126,38 @@ void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t
 R_DrawSpriteModel
 =================
 */
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_DrawSpriteModel ()
 {
-       vec3_t          forward, right, up, org, color, mins, maxs;
+       int                     i;
+       vec3_t          right, up, org, color;
        byte            colorub[4];
        msprite_t       *psprite;
 
-       if (!blend[0].lerp)
+       if (currentrenderentity->frameblend[0].frame < 0)
                return;
 
-       VectorAdd (e->render.origin, e->render.model->mins, mins);
-       VectorAdd (e->render.origin, e->render.model->maxs, maxs);
-
-//     if (R_CullBox (mins, maxs))
-//             return;
+       psprite = Mod_Extradata(currentrenderentity->model);
+       if (R_SpriteSetup(psprite->type, org, right, up))
+               return;
 
        c_sprites++;
 
-       psprite = Mod_Extradata(e->render.model);
-       //psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {
-               // bullet marks on walls
-               AngleVectors (e->render.angles, forward, right, up);
-               VectorSubtract(e->render.origin, vpn, org);
-       }
-       else
-       {
-               // normal sprite
-               VectorCopy(vup, up);
-               VectorCopy(vright, right);
-               VectorCopy(e->render.origin, org);
-       }
-
-       if (e->render.scale != 1)
-       {
-               VectorScale(up, e->render.scale, up);
-               VectorScale(right, e->render.scale, right);
-       }
-
-       if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+       if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
        {
-               color[0] = e->render.colormod[0] * 255;
-               color[1] = e->render.colormod[1] * 255;
-               color[2] = e->render.colormod[2] * 255;
+               color[0] = currentrenderentity->colormod[0] * 255;
+               color[1] = currentrenderentity->colormod[1] * 255;
+               color[2] = currentrenderentity->colormod[2] * 255;
        }
        else
-               R_CompleteLightPoint(color, e->render.origin, true);
+               R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
 
        colorub[0] = bound(0, color[0], 255);
        colorub[1] = bound(0, color[1], 255);
        colorub[2] = bound(0, color[2], 255);
 
        // 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->render.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->render.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->render.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->render.alpha*255*blend[3].lerp);
+       for (i = 0;i < 4;i++)
+               if (currentrenderentity->frameblend[i].lerp)
+                       GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[i].frame, org, up, right, colorub[0],colorub[1],colorub[2], currentrenderentity->alpha*255*currentrenderentity->frameblend[i].lerp);
 }