]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
Major update, been neglecting CVS for some time...
[xonotic/darkplaces.git] / r_sprites.c
index 512dad12d7376e0154e43d5779bfaa899a9e3e47..27da0a66d4b4b832d99dd3e2ace2e473296d9a48 100644 (file)
 #include "quakedef.h"
 
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
 {
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
-
-       if ((frame >= psprite->numframes) || (frame < 0))
+       int i;
+       mspriteframe_t *frame;
+       vec3_t points[4];
+       float fleft, fright, fdown, fup;
+       frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame;
+       fleft  = frame->left;
+       fdown  = frame->down;
+       fright = frame->right;
+       fup    = frame->up;
+       for (i = 1;i < 4 && blend[i].lerp;i++)
        {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
+               frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[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];
+       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, e, NULL, NULL);
+}
+
+void R_ClipSprite (entity_t *e, frameblend_t *blend)
+{
+       vec3_t right, up, org;
+       msprite_t *psprite;
 
-       if (psprite->frames[frame].type == SPR_SINGLE)
+       if (!blend[0].lerp)
+               return;
+
+       psprite = Mod_Extradata(e->render.model);
+
+       if (psprite->type == SPR_ORIENTED)
        {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
-               {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
-               }
-               else // uninitialized
-               {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
-               }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
+               // bullet marks on walls
+               vec3_t forward;
+               AngleVectors (e->render.angles, forward, right, up);
+               // nudge it toward the view, so it will be infront of the wall
+               VectorSubtract(e->render.origin, vpn, org);
+               // don't draw if it's a backface
+               if (DotProduct(r_origin, forward) < (DotProduct(org, forward) + 1.0f))
+                       return;
        }
        else
        {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
-               {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
-               }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
+               // normal sprite
+               VectorCopy(vup, up);
+               VectorCopy(vright, right);
+               VectorCopy(e->render.origin, org);
+               // don't draw if it's a backface
+               if (DotProduct(org, vpn) < (DotProduct(r_origin, vpn) + 1.0f))
+                       return;
+       }
+
+
+       if (e->render.scale != 1)
+       {
+               VectorScale(up, e->render.scale, up);
+               VectorScale(right, e->render.scale, right);
        }
+
+       // LordHavoc: interpolated sprite rendering
+       R_ClipSpriteImage(e, psprite, blend, org, up, right);
 }
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
 {
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(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, alpha);
-       transpolyvert(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, alpha);
-       transpolyvert(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, alpha);
-       transpolyvert(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, alpha);
+       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();
 }
 
 /*
 =================
 R_DrawSpriteModel
-
 =================
 */
-void R_DrawSpriteModel (entity_t *e)
+void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
 {
-       mspriteframe_t  *oldframe, *newframe;
-       float                   lerp, ilerp;
-       vec3_t                  forward, right, up, org, color;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
+       vec3_t          right, up, org, color, mins, maxs;
+       byte            colorub[4];
+       msprite_t       *psprite;
+
+       if (!blend[0].lerp)
+               return;
+
+       VectorAdd (e->render.origin, e->render.model->mins, mins);
+       VectorAdd (e->render.origin, e->render.model->maxs, maxs);
+
+//     if (R_CullBox (mins, maxs))
+//             return;
+
+       c_sprites++;
+
+       psprite = Mod_Extradata(e->render.model);
+       //psprite = e->model->cache.data;
 
        if (psprite->type == SPR_ORIENTED)
        {       // bullet marks on walls
-               AngleVectors (e->angles, forward, right, up);
-               VectorSubtract(e->origin, vpn, org);
+               vec3_t forward;
+               AngleVectors (e->render.angles, forward, right, up);
+               VectorSubtract(e->render.origin, vpn, org);
+               if (DotProduct(r_origin, forward) < DotProduct(e->render.origin, forward))
+                       return; // backface
        }
        else
        {       // normal sprite
                VectorCopy(vup, up);
                VectorCopy(vright, right);
-               VectorCopy(e->origin, org);
+               VectorCopy(e->render.origin, org);
        }
-       if (e->scale != 1)
+
+       if (e->render.scale != 1)
        {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
+               VectorScale(up, e->render.scale, up);
+               VectorScale(right, e->render.scale, right);
        }
 
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
+       if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
        {
-               color[0] = e->colormod[0] * 255;
-               color[1] = e->colormod[1] * 255;
-               color[2] = e->colormod[2] * 255;
+               color[0] = e->render.colormod[0] * 255;
+               color[1] = e->render.colormod[1] * 255;
+               color[2] = e->render.colormod[2] * 255;
        }
        else
-       {
-               R_LightPoint (color, e->origin);
-               R_DynamicLightPointNoMask(color, e->origin);
-       }
+               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);
 
        // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, color[0],color[1],color[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, color[0],color[1],color[2],e->alpha*255*lerp);
+       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);
 }