#include "quakedef.h" 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, 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, false, 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->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT)) color[0] = color[1] = color[2] = 1; else { R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL); VectorMA(color, 0.5f, diffusecolor, color); } 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; 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->model->flags & EF_ADDITIVE), 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, 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; R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), 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, 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->origin, R_DrawSpriteModelCallback, ent, 0); }