+
#include "quakedef.h"
-void R_ClipSpriteImage (msprite_t *psprite, vec3_t origin, vec3_t right, 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;
- 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;
- 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, currentrenderentity, NULL, NULL);
-}
+#define LERPSPRITES
-int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
+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(currentrenderentity->origin, org);
+ VectorCopy(ent->origin, org);
switch(type)
{
case SPR_VP_PARALLEL_UPRIGHT:
VectorNegate(vpn, matrix3[0]);
matrix3[0][2] = 0;
VectorNormalizeFast(matrix3[0]);
- 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;
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(ent->origin, r_origin, matrix3[0]);
matrix3[0][2] = 0;
VectorNormalizeFast(matrix3[0]);
- 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 (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;
// 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 (ent->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);
+ R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
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 (currentrenderentity->scale != 1)
+ if (ent->scale != 1)
{
- VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
- VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
+ VectorScale(matrix3[1], ent->scale, left);
+ VectorScale(matrix3[2], ent->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)
+static void R_DrawSpriteImage (int wantoverbright, int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
{
- vec3_t org, right, up;
- msprite_t *psprite;
+ rmeshbufferinfo_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.numtriangles = 2;
+ m.numverts = 4;
+ m.tex[0] = texture;
+ Matrix4x4_CreateIdentity(&m.matrix);
+ if (R_Mesh_Draw_GetBuffer(&m, wantoverbright))
+ {
+ m.index[0] = 0;
+ m.index[1] = 1;
+ m.index[2] = 2;
+ m.index[3] = 0;
+ m.index[4] = 2;
+ m.index[5] = 3;
+ m.color[0] = m.color[4] = m.color[8] = m.color[12] = red * m.colorscale;
+ m.color[1] = m.color[5] = m.color[9] = m.color[13] = green * m.colorscale;
+ m.color[2] = m.color[6] = m.color[10] = m.color[14] = blue * m.colorscale;
+ m.color[3] = m.color[7] = m.color[11] = m.color[15] = alpha;
+ m.texcoords[0][0] = 0;
+ m.texcoords[0][1] = 1;
+ m.texcoords[0][2] = 0;
+ m.texcoords[0][3] = 0;
+ m.texcoords[0][4] = 1;
+ m.texcoords[0][5] = 0;
+ m.texcoords[0][6] = 1;
+ m.texcoords[0][7] = 1;
+ // FIXME: negate left and right in loader
+ m.vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0];
+ m.vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1];
+ m.vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2];
+ m.vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0];
+ m.vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1];
+ m.vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2];
+ m.vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0];
+ m.vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1];
+ m.vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2];
+ m.vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
+ m.vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
+ m.vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
+ R_Mesh_Render();
+ }
+}
- if (currentrenderentity->frameblend[0].frame < 0)
- return;
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ int i, wantoverbright;
+ vec3_t left, up, org, color;
+ mspriteframe_t *frame;
+ vec3_t diff;
+ float fog, ifog;
- psprite = Mod_Extradata(currentrenderentity->model);
- if (R_SpriteSetup(psprite->type, org, right, up))
+ if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
return;
- // LordHavoc: interpolated sprite rendering
- R_ClipSpriteImage(psprite, org, right, up);
-}
+ if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
+ {
+ color[0] = color[1] = color[2] = 1;
+ wantoverbright = false;
+ }
+ else
+ {
+ R_CompleteLightPoint(color, ent->origin, true, NULL);
+ wantoverbright = color[0] > 1 || color[1] > 1 || color[2] > 1;
+ }
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int 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();
+ 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(wantoverbright, (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(false, 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(wantoverbright, (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(false, true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
+#endif
}
/*
R_DrawSpriteModel
=================
*/
-void R_DrawSpriteModel ()
+void R_DrawSpriteModel (entity_render_t *ent)
{
- int i;
- vec3_t right, up, org, color;
- byte colorub[4];
- msprite_t *psprite;
-
- if (currentrenderentity->frameblend[0].frame < 0)
- return;
-
- psprite = Mod_Extradata(currentrenderentity->model);
- if (R_SpriteSetup(psprite->type, org, right, up))
+ if (ent->frameblend[0].frame < 0)
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;
- }
- 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);
-
- // 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);
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
}