#include "quakedef.h" static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) { float scale; // 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) { 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; } 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) { // 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); } void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { 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; if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up)) return; R_Mesh_Matrix(&r_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]; if (fogenabled) { VectorSubtract(ent->origin, r_vieworigin, diff); fog = exp(fogdensity/DotProduct(diff,diff)); if (fog > 1) fog = 1; } else fog = 0; ifog = 1 - fog; if (r_lerpsprites.integer) { // 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 { // 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++; R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0); }