X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=c514b81246cae0fcf538e5141aee1db00077a82e;hb=4cf9985d5d31019fe242e72ed2c0abbfe635ef75;hp=8adee274de95d17f2b8200a796d0ff08adcaafad;hpb=2fa6c1c686a631ca835285d9f01eddf0dd58de85;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 8adee274..c514b812 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,151 +1,164 @@ #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]) -{ - float matrix1[3][3], matrix2[3][3], matrix3[3][3]; +extern cvar_t r_labelsprites_scale; +extern cvar_t r_labelsprites_roundtopixels; - VectorCopy(ent->origin, org); - switch(type) +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, 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); + 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 - VectorNegate(vpn, matrix3[0]); - matrix3[0][2] = 0; - VectorNormalizeFast(matrix3[0]); - matrix3[1][0] = matrix3[0][1]; - matrix3[1][1] = -matrix3[0][0]; - matrix3[1][2] = 0; - matrix3[2][0] = 0; - matrix3[2][1] = 0; - matrix3[2][2] = 1; + 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; + up[2] = ent->scale; break; case SPR_FACING_UPRIGHT: // flames and such // vertical beam sprite, faces viewer's origin (not the view plane) - VectorSubtract(ent->origin, r_origin, matrix3[0]); - matrix3[0][2] = 0; - VectorNormalizeFast(matrix3[0]); - matrix3[1][0] = matrix3[0][1]; - matrix3[1][1] = -matrix3[0][0]; - matrix3[1][2] = 0; - matrix3[2][0] = 0; - matrix3[2][1] = 0; - matrix3[2][2] = 1; + 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", 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 - VectorCopy(vpn, matrix3[0]); - VectorNegate(vright, matrix3[1]); - VectorCopy(vup, matrix3[2]); + 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 - AngleVectorsFLU (ent->angles, matrix3[0], matrix3[1], matrix3[2]); - // nudge it toward the view, so it will be infront of the wall - VectorSubtract(org, vpn, org); + VectorCopy(mleft, left); + VectorCopy(mup, up); break; case SPR_VP_PARALLEL_ORIENTED: - // I have no idea what people would use this for + // I have no idea what people would use this for... // oriented relative to view space // FIXME: test this and make sure it mimicks software - AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); - VectorCopy(vpn, matrix2[0]); - VectorNegate(vright, matrix2[1]); - VectorCopy(vup, matrix2[2]); - R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); + 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; } - if (ent->scale != 1) - { - VectorScale(matrix3[1], ent->scale, left); - VectorScale(matrix3[2], ent->scale, up); - } - else - { - VectorCopy(matrix3[1], left); - VectorCopy(matrix3[2], up); - } - return false; -} - -static void R_DrawSpriteImage (int additive, 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, false, 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 = calldata1; - int i; - vec3_t left, up, org, color; - 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(&identitymatrix); - R_Mesh_Matrix(&r_identitymatrix); - - if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) - color[0] = color[1] = color[2] = 1; - else - R_CompleteLightPoint(color, ent->origin, true, NULL); - - if (fogenabled) - { - VectorSubtract(ent->origin, r_origin, diff); - fog = exp(fogdensity/DotProduct(diff,diff)); - if (fog > 1) - fog = 1; - } - else - fog = 0; - ifog = 1 - fog; - - if (r_lerpsprites.integer) + // LordHavoc: interpolated sprite rendering + for (i = 0;i < 4;i++) { - // LordHavoc: interpolated sprite rendering - for (i = 0;i < 4;i++) + if (ent->frameblend[i].lerp >= 0.01f) { - if (ent->frameblend[i].lerp >= 0.01f) - { - frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; - R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), 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, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp); - } + mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + 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, 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); } } - else - { - // LordHavoc: no interpolation - frame = NULL; - for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) - frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame; - - R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha); - if (fog * ent->frameblend[i].lerp >= 0.01f) - R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); - } } void R_Model_Sprite_Draw(entity_render_t *ent) { + vec3_t org; if (ent->frameblend[0].frame < 0) return; - c_sprites++; - - R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); }