X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=af4bbfd2b63935e340a1d42183e71e01ac8d29e5;hp=59068cd454c0d71f7f27a9072517b6ff3965167d;hb=cb872df2ca589d4b30c733dc239986dfd64f0c12;hpb=db4bee43fa55b4abd11202aa85480f1d8cf735e3 diff --git a/r_sprites.c b/r_sprites.c index 59068cd4..af4bbfd2 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,15 +1,19 @@ #include "quakedef.h" +#include "r_shadow.h" -static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) +void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { + int i; + vec3_t left, up, org, color, diffusecolor, diffusenormal; + mspriteframe_t *frame; 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(type) + switch(ent->model->sprite.sprnum_type) { case SPR_VP_PARALLEL_UPRIGHT: // flames and such @@ -34,7 +38,7 @@ static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], fl 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", ent->model->sprite.sprnum_type); // fall through to normal sprite case SPR_VP_PARALLEL: // normal sprite @@ -68,28 +72,8 @@ static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], fl 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; } - return false; -} - -static void R_DrawSpriteImage (int additive, int depthdisable, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) -{ - // FIXME: negate left and right in loader - R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, depthdisable, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha); -} - -void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = (entity_render_t *)calldata1; - int i; - vec3_t left, up, org, color, diffusecolor, diffusenormal; - mspriteframe_t *frame; - vec3_t diff; - float fog, ifog; - - if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) - return; - R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_Matrix(&identitymatrix); if (!(ent->flags & RENDER_LIGHT)) color[0] = color[1] = color[2] = 1; @@ -102,26 +86,14 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) color[1] *= ent->colormod[1]; color[2] *= ent->colormod[2]; - if (fogenabled) - { - VectorSubtract(ent->origin, r_vieworigin, diff); - fog = exp(fogdensity/DotProduct(diff,diff)); - if (fog > 1) - fog = 1; - } - else - fog = 0; - ifog = 1 - fog; - // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { if (ent->frameblend[i].lerp >= 0.01f) { frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; - R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp); - if (fog * ent->frameblend[i].lerp >= 0.01f) - R_DrawSpriteImage(true, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); + // 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); } } } @@ -131,6 +103,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent) if (ent->frameblend[0].frame < 0) return; - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); }