#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)
+// LordHavoc: disabled lerping
+#define LERPSPRITES
+
+#ifdef LERPSPRITES
+void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up)
+{
+ int i;
+ mspriteframe_t *frame;
+ vec3_t points[4];
+ float fleft, fright, fdown, fup;
+ frame = currentrenderentity->model->sprdata_frames + 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 = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+ fleft = min(fleft , frame->left );
+ fdown = min(fdown , frame->down );
+ fright = max(fright, frame->right);
+ fup = max(fup , frame->up );
+ }
+ // FIXME: reverse these in loader to save time
+ fleft = -fleft;
+ fright = -fright;
+ points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2];
+ points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2];
+ points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2];
+ points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2];
+ R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
+}
+#else
+void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up)
{
- 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();
+ int i;
+ mspriteframe_t *frame;
+ vec3_t points[4];
+ float fleft, fright, fdown, fup;
+ frame = NULL;
+ for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
+ frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+ fleft = frame->left;
+ fdown = frame->down;
+ fright = frame->right;
+ fup = frame->up;
+ // FIXME: reverse these in loader to save time
+ fleft = -fleft;
+ fright = -fright;
+ points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2];
+ points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2];
+ points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2];
+ points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2];
+ R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
+}
+#endif
+
+int R_SpriteSetup (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);
+ switch(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]);
+ //VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ //VectorNegate(matrix3[1], matrix3[1]);
+ 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(currentrenderentity->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);
+ // 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]);
+ break;
+ case SPR_ORIENTED:
+ // bullet marks on walls
+ // ignores viewer entirely
+ AngleVectorsFLU (currentrenderentity->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;
+ 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
+ AngleVectorsFLU (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
+ VectorCopy(vpn, matrix2[0]);
+ VectorNegate(vright, matrix2[1]);
+ VectorCopy(vup, matrix2[2]);
+ R_ConcatRotations (matrix1, matrix2, matrix3);
+ 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)
+ {
+ VectorScale(matrix3[1], currentrenderentity->scale, left);
+ VectorScale(matrix3[2], currentrenderentity->scale, up);
+ }
+ else
+ {
+ VectorCopy(matrix3[1], left);
+ VectorCopy(matrix3[2], up);
+ }
+ return false;
+}
+
+void R_ClipSprite (void)
+{
+ vec3_t org, left, up;
+
+ if (currentrenderentity->frameblend[0].frame < 0)
+ return;
+
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
+ return;
+
+ // LordHavoc: interpolated sprite rendering
+ R_ClipSpriteImage(org, left, up);
+}
+
+int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
+{
+ rmeshinfo_t m;
+ float v[4][4], st[4][2];
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ if ((currentrenderentity->effects & EF_ADDITIVE)
+ || (currentrenderentity->model->flags & EF_ADDITIVE)
+ || fog)
+ m.blendfunc2 = GL_ONE;
+ m.numtriangles = 2;
+ m.index = spritepolyindex;
+ m.numverts = 4;
+ m.vertex = &v[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.cr = red;
+ m.cg = green;
+ m.cb = blue;
+ m.ca = alpha;
+ m.tex[0] = texture;
+ m.texcoords[0] = &st[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+
+ // FIXME: negate left and right in loader
+ v[0][0] = origin[0] + frame->down * up[0] - frame->left * left[0];
+ v[0][1] = origin[1] + frame->down * up[1] - frame->left * left[1];
+ v[0][2] = origin[2] + frame->down * up[2] - frame->left * left[2];
+ v[1][0] = origin[0] + frame->up * up[0] - frame->left * left[0];
+ v[1][1] = origin[1] + frame->up * up[1] - frame->left * left[1];
+ v[1][2] = origin[2] + frame->up * up[2] - frame->left * left[2];
+ v[2][0] = origin[0] + frame->up * up[0] - frame->right * left[0];
+ v[2][1] = origin[1] + frame->up * up[1] - frame->right * left[1];
+ v[2][2] = origin[2] + frame->up * up[2] - frame->right * left[2];
+ v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0];
+ v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1];
+ v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[2];
+ st[0][0] = 0;
+ st[0][1] = 1;
+ st[1][0] = 0;
+ st[1][1] = 0;
+ st[2][0] = 1;
+ st[2][1] = 0;
+ st[3][0] = 1;
+ st[3][1] = 1;
+
+ R_Mesh_Draw(&m);
}
/*
=================
R_DrawSpriteModel
-
=================
*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_DrawSpriteModel ()
{
- vec3_t right, up, org, color;
- byte colorub[4];
- msprite_t *psprite;
+ int i;
+ vec3_t left, up, org, color;
+ 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 (currentrenderentity->frameblend[0].frame < 0)
+ return;
- c_sprites++;
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
+ return;
- psprite = Mod_Extradata(e->render.model);
- //psprite = e->model->cache.data;
+ c_sprites++;
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->render.angles, NULL, right, up);
- VectorSubtract(e->render.origin, vpn, org);
- }
+ if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
+ 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);
- }
+ R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
- if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+ if (fogenabled)
{
- color[0] = e->render.colormod[0] * 255;
- color[1] = e->render.colormod[1] * 255;
- color[2] = e->render.colormod[2] * 255;
+ VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ fog = exp(fogdensity/DotProduct(diff,diff));
+ if (fog > 1)
+ fog = 1;
}
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);
+ fog = 0;
+ ifog = 1 - fog;
+#ifdef LERPSPRITES
// 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);
-}
+ for (i = 0;i < 4;i++)
+ {
+ if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+ {
+ frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+ GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+ if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
+ GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+ }
+ }
+#else
+ // LordHavoc: no interpolation
+ frame = NULL;
+ for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
+ frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+ GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha);
+ if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
+ GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha);
+#endif
+}