#include "quakedef.h" #define LERPSPRITES static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) { float matrix1[3][3], matrix2[3][3], matrix3[3][3]; VectorCopy(ent->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]); 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(ent->origin, r_origin, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); 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 (ent->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 (ent->angles, matrix1[0], matrix1[1], matrix1[2]); VectorCopy(vpn, matrix2[0]); VectorNegate(vright, matrix2[1]); VectorCopy(vup, matrix2[2]); R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]); break; } if (ent->scale != 1) { VectorScale(matrix3[1], ent->scale, left); VectorScale(matrix3[2], ent->scale, up); } else { VectorCopy(matrix3[1], left); VectorCopy(matrix3[2], up); } return false; } static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) { rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; if (additive) m.blendfunc2 = GL_ONE; m.tex[0] = texture; R_Mesh_State(&m); varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = red * r_colorscale; varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = green * r_colorscale; varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = blue * r_colorscale; varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = alpha; varray_texcoord[0][0] = 0; varray_texcoord[0][1] = 1; varray_texcoord[0][2] = 0; varray_texcoord[0][3] = 0; varray_texcoord[0][4] = 1; varray_texcoord[0][5] = 0; varray_texcoord[0][6] = 1; varray_texcoord[0][7] = 1; // FIXME: negate left and right in loader varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0]; varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1]; varray_vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2]; varray_vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0]; varray_vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1]; varray_vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2]; varray_vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0]; varray_vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1]; varray_vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2]; varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0]; varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1]; varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2]; R_Mesh_Draw(4, 2, polygonelements); } void R_DrawSpriteModelCallback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; int i; vec3_t left, up, org, color; mspriteframe_t *frame; vec3_t diff; float fog, ifog; if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) return; R_Mesh_Matrix(&r_identitymatrix); if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) color[0] = color[1] = color[2] = 1; else R_CompleteLightPoint(color, ent->origin, true, NULL); if (fogenabled) { VectorSubtract(ent->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 (ent->frameblend[i].lerp >= 0.01f) { frame = ent->model->sprdata_frames + ent->frameblend[i].frame; R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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, frame, R_GetTexture(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->sprdata_frames + ent->frameblend[i].frame; R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(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, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha); #endif } /* ================= R_DrawSpriteModel ================= */ void R_DrawSpriteModel (entity_render_t *ent) { if (ent->frameblend[0].frame < 0) return; c_sprites++; R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); }