+
#include "quakedef.h"
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
{
- msprite_t *psprite;
- mspritegroup_t *pspritegroup;
- int i, j, numframes, frame;
- float *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
- psprite = currententity->model->cache.data;
- frame = currententity->frame;
-
- if ((frame >= psprite->numframes) || (frame < 0))
- {
- Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
- frame = 0;
- }
+ float scale;
- if (psprite->frames[frame].type == SPR_SINGLE)
+ // 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)
{
- if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
- {
- if (frame != currententity->draw_pose)
- {
- currententity->draw_lastpose = currententity->draw_pose;
- currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- else
- *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
- }
- else // uninitialized
- {
- currententity->draw_lastmodel = currententity->model;
- currententity->draw_lastpose = currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
- *newframe = psprite->frames[frame].frameptr;
- }
- else
- {
- pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
- pintervals = pspritegroup->intervals;
- numframes = pspritegroup->numframes;
- fullinterval = pintervals[numframes-1];
-
- time = cl.time + currententity->syncbase;
-
- // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
- // are positive, so we don't have to worry about division by 0
- targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
- // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
- // I instead measure the time of the first frame, hoping it is consistent
- j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
- for (i=0 ; i<(numframes-1) ; i++)
- {
- if (pintervals[i] > targettime)
- break;
- j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
- }
- *framelerp = (targettime - jtime) / jinterval;
-
- *oldframe = pspritegroup->frames[j];
- *newframe = pspritegroup->frames[i];
+ case SPR_VP_PARALLEL_UPRIGHT:
+ // flames and such
+ // vertical beam sprite, faces view plane
+ scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
+ left[0] = -r_viewforward[1] * scale;
+ left[1] = r_viewforward[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)
+ scale = ent->scale / sqrt((org[0] - r_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
+ left[0] = (org[1] - r_vieworigin[1]) * scale;
+ left[1] = -(org[0] - r_vieworigin[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);
+ // fall through to normal sprite
+ case SPR_VP_PARALLEL:
+ // normal sprite
+ // faces view plane
+ left[0] = r_viewleft[0] * ent->scale;
+ left[1] = r_viewleft[1] * ent->scale;
+ left[2] = r_viewleft[2] * ent->scale;
+ up[0] = r_viewup[0] * ent->scale;
+ up[1] = r_viewup[1] * ent->scale;
+ up[2] = r_viewup[2] * ent->scale;
+ 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];
+ 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_viewforward[0] + ent->matrix.m[1][1] * r_viewleft[0] + ent->matrix.m[2][1] * r_viewup[0];
+ left[1] = ent->matrix.m[0][1] * r_viewforward[1] + ent->matrix.m[1][1] * r_viewleft[1] + ent->matrix.m[2][1] * r_viewup[1];
+ left[2] = ent->matrix.m[0][1] * r_viewforward[2] + ent->matrix.m[1][1] * r_viewleft[2] + ent->matrix.m[2][1] * r_viewup[2];
+ up[0] = ent->matrix.m[0][2] * r_viewforward[0] + ent->matrix.m[1][2] * r_viewleft[0] + ent->matrix.m[2][2] * r_viewup[0];
+ up[1] = ent->matrix.m[0][2] * r_viewforward[1] + ent->matrix.m[1][2] * r_viewleft[1] + ent->matrix.m[2][2] * r_viewup[1];
+ 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;
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+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)
{
- // LordHavoc: rewrote this to use the transparent poly system
- transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- transpolyvert(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, alpha);
- transpolyvert(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, alpha);
- transpolyvert(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, alpha);
- transpolyvert(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, alpha);
- transpolyend();
+ // 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);
}
-/*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
{
- mspriteframe_t *oldframe, *newframe;
- float lerp, ilerp;
- vec3_t forward, right, up, org, color;
- msprite_t *psprite;
+ const entity_render_t *ent = calldata1;
+ int i;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal;
+ mspriteframe_t *frame;
+ vec3_t diff;
+ float fog, ifog;
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
+ if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up))
+ return;
- c_sprites++;
-
- R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
- lerp = 1;
- ilerp = 1.0 - lerp;
- psprite = e->model->cache.data;
+ R_Mesh_Matrix(&r_identitymatrix);
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->angles, forward, right, up);
- VectorSubtract(e->origin, vpn, org);
- }
+ if (!(ent->flags & RENDER_LIGHT))
+ color[0] = color[1] = color[2] = 1;
else
- { // normal sprite
- VectorCopy(vup, up);
- VectorCopy(vright, right);
- VectorCopy(e->origin, org);
+ {
+ R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
+ VectorMA(color, 0.5f, diffusecolor, color);
}
- if (e->scale != 1)
+ color[0] *= ent->colormod[0];
+ color[1] *= ent->colormod[1];
+ color[2] *= ent->colormod[2];
+
+ if (fogenabled)
{
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
+ fog = exp(fogdensity/DotProduct(diff,diff));
+ if (fog > 1)
+ fog = 1;
}
+ else
+ fog = 0;
+ ifog = 1 - fog;
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
+ if (r_lerpsprites.integer)
{
- color[0] = e->colormod[0] * 255;
- color[1] = e->colormod[1] * 255;
- color[2] = e->colormod[2] * 255;
+ // 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);
+ }
+ }
}
else
{
- R_LightPoint (color, e->origin);
- R_DynamicLightPointNoMask(color, e->origin);
+ // 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;
+
+ if (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);
+ 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);
+ }
}
+}
+
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+ if (ent->frameblend[0].frame < 0)
+ return;
+
+ c_sprites++;
- // LordHavoc: interpolated sprite rendering
- if (ilerp != 0)
- GL_DrawSpriteImage(oldframe, org, up, right, color[0],color[1],color[2],e->alpha*255*ilerp);
- if (lerp != 0)
- GL_DrawSpriteImage(newframe, org, up, right, color[0],color[1],color[2],e->alpha*255*lerp);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);
}