X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=47e9fb2051e1568279bc36768941b428426925a2;hb=322a793217747dcba07746dbe23006dcb50492a2;hp=f9b43eadd4b6f32b9d0a6bca91b9eb18b7b36e2a;hpb=45982a9894c5bff60ff494a0f82865ec267d52f7;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index f9b43ead..47e9fb20 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,36 +1,13 @@ + #include "quakedef.h" -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)) + currentrenderentity->frameblend[0].frame; - fleft = frame->left; - fdown = frame->down; - fright = frame->right; - fup = frame->up; - for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++) - { - 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); - fup = max(fup , frame->up ); - } - points[0][0] = origin[0] + fdown * up[0] + fleft * right[0];points[0][1] = origin[1] + fdown * up[1] + fleft * right[1];points[0][2] = origin[2] + fdown * up[2] + fleft * right[2]; - 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, currentrenderentity, NULL, NULL); -} +#define LERPSPRITES -int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) +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]; - VectorCopy(currentrenderentity->origin, org); + VectorCopy(ent->origin, org); switch(type) { case SPR_VP_PARALLEL_UPRIGHT: @@ -39,15 +16,25 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) VectorNegate(vpn, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + 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; 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]); + VectorSubtract(ent->origin, r_origin, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + 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; break; default: Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type); @@ -56,13 +43,13 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) // normal sprite // faces view plane VectorCopy(vpn, matrix3[0]); - VectorCopy(vright, matrix3[1]); + VectorNegate(vright, matrix3[1]); VectorCopy(vup, matrix3[2]); break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); + 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); break; @@ -70,94 +57,94 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) // 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]); + AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]); VectorCopy(vpn, matrix2[0]); - VectorCopy(vright, matrix2[1]); + VectorNegate(vright, matrix2[1]); VectorCopy(vup, matrix2[2]); - R_ConcatRotations (matrix1, matrix2, matrix3); + R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); 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 (currentrenderentity->scale != 1) + if (ent->scale != 1) { - VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]); - VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]); + VectorScale(matrix3[1], ent->scale, left); + VectorScale(matrix3[2], ent->scale, up); + } + else + { + VectorCopy(matrix3[1], left); + VectorCopy(matrix3[2], up); } - - 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(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) +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) { - byte alphaub; - alphaub = bound(0, alpha, 255); - 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); - transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub); - transpolyend(); + // 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); } -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel () +void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { - int i; - vec3_t right, up, org, color; - byte colorub[4]; - msprite_t *psprite; + const entity_render_t *ent = calldata1; + int i; + vec3_t left, up, org, color; + mspriteframe_t *frame; + vec3_t diff; + float fog, ifog; - if (currentrenderentity->frameblend[0].frame < 0) + if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) return; - psprite = Mod_Extradata(currentrenderentity->model); - if (R_SpriteSetup(psprite->type, org, right, up)) - return; + R_Mesh_Matrix(&r_identitymatrix); - c_sprites++; + 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 ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT)) + if (fogenabled) { - color[0] = currentrenderentity->colormod[0] * 255; - color[1] = currentrenderentity->colormod[1] * 255; - color[2] = currentrenderentity->colormod[2] * 255; + VectorSubtract(ent->origin, r_origin, diff); + fog = exp(fogdensity/DotProduct(diff,diff)); + if (fog > 1) + fog = 1; } else - 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); + fog = 0; + ifog = 1 - fog; +#ifdef LERPSPRITES // LordHavoc: interpolated sprite rendering 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); + { + if (ent->frameblend[i].lerp >= 0.01f) + { + frame = ent->model->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); + } + } +#else + // LordHavoc: no interpolation + frame = NULL; + for (i = 0;i < 4 && ent->frameblend[i].lerp;i++) + frame = ent->model->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); +#endif +} + +void R_Model_Sprite_Draw(entity_render_t *ent) +{ + if (ent->frameblend[0].frame < 0) + return; + + c_sprites++; + + R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); }