-#include "quakedef.h"
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
-{
- byte alphaub;
- alphaub = bound(0, alpha, 255);
- transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & 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();
-}
-
-/*
-=================
-R_DrawSpriteModel
+#include "quakedef.h"
+#include "r_shadow.h"
-=================
-*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- vec3_t right, up, org, color, mins, maxs;
- byte colorub[4];
- msprite_t *psprite;
+ int i;
+ model_t *model = ent->model;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
+ float scale;
- VectorAdd (e->render.origin, e->render.model->mins, mins);
- VectorAdd (e->render.origin, e->render.model->maxs, maxs);
-
- if (R_VisibleCullBox (mins, maxs))
- return;
-
- c_sprites++;
+ // 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
+ 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)
+ 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", model->sprite.sprnum_type);
+ // fall through to normal sprite
+ case SPR_VP_PARALLEL:
+ // normal sprite
+ // faces view plane
+ 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
+ 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] = 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;
+ }
- psprite = Mod_Extradata(e->render.model);
- //psprite = e->model->cache.data;
+ R_Mesh_Matrix(&identitymatrix);
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->render.angles, NULL, right, up);
- VectorSubtract(e->render.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->render.origin, org);
- }
- if (e->render.scale != 1)
{
- VectorScale(up, e->render.scale, up);
- VectorScale(right, e->render.scale, right);
+ 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];
- if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+ // LordHavoc: interpolated sprite rendering
+ for (i = 0;i < 4;i++)
{
- color[0] = e->render.colormod[0] * 255;
- color[1] = e->render.colormod[1] * 255;
- color[2] = e->render.colormod[2] * 255;
+ if (ent->frameblend[i].lerp >= 0.01f)
+ {
+ 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(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);
+ }
}
- else
- R_CompleteLightPoint(color, e->render.origin, true);
+}
- colorub[0] = bound(0, color[0], 255);
- colorub[1] = bound(0, color[1], 255);
- colorub[2] = bound(0, color[2], 255);
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+ vec3_t org;
+ if (ent->frameblend[0].frame < 0)
+ return;
- // LordHavoc: interpolated sprite rendering
- if (blend[0].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp);
- if (blend[1].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp);
- if (blend[2].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp);
- if (blend[3].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp);
+ 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);
}