#include "quakedef.h"
#include "r_shadow.h"
+extern cvar_t r_labelsprites_scale;
+extern cvar_t r_labelsprites_roundtopixels;
+
void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
model_t *model = ent->model;
- vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
- float scale;
+ vec3_t left, up, org, mforward, mleft, mup, middle;
+ float scale, dx, dy, hud_vs_screen;
// nudge it toward the view to make sure it isn't in a wall
Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
VectorScale(r_view.left, ent->scale, left);
VectorScale(r_view.up, ent->scale, up);
break;
+ case SPR_LABEL_SCALE:
+ // normal sprite
+ // faces view plane
+ // fixed HUD pixel size specified in sprite
+ // honors scale
+ // honors a global label scaling cvar
+
+ scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value;
+ VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px
+ break;
+ case SPR_LABEL:
+ // normal sprite
+ // faces view plane
+ // fixed pixel size specified in sprite
+ // tries to get the right size in HUD units, if possible
+ // ignores scale
+ // honors a global label scaling cvar before the rounding
+ // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though.
+
+ scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin));
+
+ if(r_labelsprites_roundtopixels.integer)
+ {
+ hud_vs_screen = max(
+ vid_conwidth.integer / (float) r_view.width,
+ vid_conheight.integer / (float) r_view.height
+ ) / max(0.125, r_labelsprites_scale.value);
+
+ // snap to "good sizes"
+ // 1 for (0.6, 1.41]
+ // 2 for (1.8, 3.33]
+ if(hud_vs_screen <= 0.6)
+ hud_vs_screen = 0; // don't, use real HUD pixels
+ else if(hud_vs_screen <= 1.41)
+ hud_vs_screen = 1;
+ else if(hud_vs_screen <= 3.33)
+ hud_vs_screen = 2;
+ else
+ hud_vs_screen = 0; // don't, use real HUD pixels
+
+ if(hud_vs_screen)
+ {
+ // use screen pixels
+ VectorScale(r_view.left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px
+ }
+ else
+ {
+ // use HUD pixels
+ VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ }
+
+ if(hud_vs_screen == 1)
+ {
+ VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale
+ dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
+ dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
+ VectorMAMAM(1, org, dx, left, dy, up, org);
+ }
+ }
+ else
+ {
+ // use HUD pixels
+ VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+ VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ }
+ break;
case SPR_ORIENTED:
// bullet marks on walls
// ignores viewer entirely
R_Mesh_Matrix(&identitymatrix);
- if (!(ent->flags & RENDER_LIGHT))
- color[0] = color[1] = color[2] = 1;
- else
- {
- 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];
- color[1] *= ent->colormod[1];
- color[2] *= ent->colormod[2];
-
// LordHavoc: interpolated sprite rendering
for (i = 0;i < 4;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
- texture_t *texture = &frame->texture;
+ 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, 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);
+ 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);
}
}
}
return;
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);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
}