X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=df61d746e9e657918f46b5530e4fc5aecd051e1a;hb=39ffc8f99e2ea7bed0b477ce5b9220821f93adc1;hp=46a54ded5e03e141d78eba8a37af16a32f9c3e93;hpb=a26c29e7adac278a87059324e40868823c752680;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 46a54ded..df61d746 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -6,12 +6,11 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r { int i; model_t *model = ent->model; - vec3_t left, up, org, color, diffusecolor, diffusenormal; - mspriteframe_t *frame; + vec3_t left, up, org, mforward, mleft, mup; float scale; // nudge it toward the view to make sure it isn't in a wall - Matrix4x4_OriginFromMatrix(&ent->matrix, org); + Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); VectorSubtract(org, r_view.forward, org); switch(model->sprite.sprnum_type) { @@ -43,66 +42,51 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r case SPR_VP_PARALLEL: // normal sprite // faces view plane - left[0] = r_view.left[0] * ent->scale; - left[1] = r_view.left[1] * ent->scale; - left[2] = r_view.left[2] * ent->scale; - up[0] = r_view.up[0] * ent->scale; - up[1] = r_view.up[1] * ent->scale; - up[2] = r_view.up[2] * ent->scale; + VectorScale(r_view.left, ent->scale, left); + VectorScale(r_view.up, ent->scale, up); break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - left[0] = ent->matrix.m[0][1]; - left[1] = ent->matrix.m[1][1]; - left[2] = ent->matrix.m[2][1]; - up[0] = ent->matrix.m[0][2]; - up[1] = ent->matrix.m[1][2]; - up[2] = ent->matrix.m[2][2]; + VectorCopy(mleft, left); + VectorCopy(mup, up); 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 - left[0] = ent->matrix.m[0][1] * r_view.forward[0] + ent->matrix.m[1][1] * r_view.left[0] + ent->matrix.m[2][1] * r_view.up[0]; - left[1] = ent->matrix.m[0][1] * r_view.forward[1] + ent->matrix.m[1][1] * r_view.left[1] + ent->matrix.m[2][1] * r_view.up[1]; - left[2] = ent->matrix.m[0][1] * r_view.forward[2] + ent->matrix.m[1][1] * r_view.left[2] + ent->matrix.m[2][1] * r_view.up[2]; - up[0] = ent->matrix.m[0][2] * r_view.forward[0] + ent->matrix.m[1][2] * r_view.left[0] + ent->matrix.m[2][2] * r_view.up[0]; - up[1] = ent->matrix.m[0][2] * r_view.forward[1] + ent->matrix.m[1][2] * r_view.left[1] + ent->matrix.m[2][2] * r_view.up[1]; - up[2] = ent->matrix.m[0][2] * r_view.forward[2] + ent->matrix.m[1][2] * r_view.left[2] + ent->matrix.m[2][2] * r_view.up[2]; + 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; } R_Mesh_Matrix(&identitymatrix); - if (!(ent->flags & RENDER_LIGHT)) - color[0] = color[1] = color[2] = 1; - else - { - R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, 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) { - frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; + texture_t *texture = &frame->texture; + R_UpdateTextureInfo(ent, texture); // 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); + 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, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp); } } } void R_Model_Sprite_Draw(entity_render_t *ent) { + vec3_t org; if (ent->frameblend[0].frame < 0) return; - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); + 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); }