#include "quakedef.h"
-void R_ClipSpriteImage (msprite_t *psprite, vec3_t origin, vec3_t right, vec3_t up)
+// 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 = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[0].frame;
+ 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 = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + currentrenderentity->frameblend[i].frame;
+ 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 );
}
- 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];
+ // 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)
+{
+ 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 right[3], float up[3])
+int R_SpriteSetup (int type, float org[3], float left[3], float up[3])
{
float matrix1[3][3], matrix2[3][3], matrix3[3][3];
VectorNegate(vpn, matrix3[0]);
matrix3[0][2] = 0;
VectorNormalizeFast(matrix3[0]);
- VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ //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(r_origin, currentrenderentity->origin, matrix3[0]);
+ VectorSubtract(currentrenderentity->origin, r_origin, matrix3[0]);
matrix3[0][2] = 0;
VectorNormalizeFast(matrix3[0]);
- VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ //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);
// 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 (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;
// 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 (currentrenderentity->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);
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 (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f))
+ // return true;
if (currentrenderentity->scale != 1)
{
- VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
- VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
+ VectorScale(matrix3[1], currentrenderentity->scale, left);
+ VectorScale(matrix3[2], currentrenderentity->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;
+ vec3_t org, left, up;
if (currentrenderentity->frameblend[0].frame < 0)
return;
- psprite = Mod_Extradata(currentrenderentity->model);
- if (R_SpriteSetup(psprite->type, org, right, up))
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
return;
// LordHavoc: interpolated sprite rendering
- R_ClipSpriteImage(psprite, org, right, up);
+ R_ClipSpriteImage(org, left, up);
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
+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)
{
- 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();
+ 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);
}
/*
void R_DrawSpriteModel ()
{
int i;
- vec3_t right, up, org, color;
- byte colorub[4];
- msprite_t *psprite;
+ vec3_t left, up, org, color;
+ mspriteframe_t *frame;
+ vec3_t diff;
+ float fog, ifog;
if (currentrenderentity->frameblend[0].frame < 0)
return;
- psprite = Mod_Extradata(currentrenderentity->model);
- if (R_SpriteSetup(psprite->type, org, right, up))
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
return;
c_sprites++;
if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
- {
- color[0] = currentrenderentity->colormod[0] * 255;
- color[1] = currentrenderentity->colormod[1] * 255;
- color[2] = currentrenderentity->colormod[2] * 255;
- }
+ color[0] = color[1] = color[2] = 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);
+ if (fogenabled)
+ {
+ VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ fog = exp(fogdensity/DotProduct(diff,diff));
+ if (fog > 1)
+ fog = 1;
+ }
+ else
+ 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 (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
+}