#include "quakedef.h"
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up)
{
- msprite_t *psprite;
- mspritegroup_t *pspritegroup;
- int i, j, numframes, frame;
- float *pintervals, fullinterval, targettime, time, jtime, jinterval;
+ int i;
+ mspriteframe_t *frame;
+ vec3_t points[4];
+ float fleft, fright, fdown, fup;
+ frame = currentrenderentity->model->sprdata_frames + 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 = currentrenderentity->model->sprdata_frames + 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);
+}
- psprite = currententity->model->cache.data;
- frame = currententity->frame;
+int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
+{
+ float matrix1[3][3], matrix2[3][3], matrix3[3][3];
- if ((frame >= psprite->numframes) || (frame < 0))
+ VectorCopy(currentrenderentity->origin, org);
+ switch(type)
{
- Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
- frame = 0;
+ 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]);
+ VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ 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]);
+ matrix3[0][2] = 0;
+ VectorNormalizeFast(matrix3[0]);
+ VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ 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]);
+ VectorCopy(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]);
+ // 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
+ AngleVectors (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
+ VectorCopy(vpn, matrix2[0]);
+ VectorCopy(vright, matrix2[1]);
+ VectorCopy(vup, matrix2[2]);
+ R_ConcatRotations (matrix1, matrix2, matrix3);
+ break;
}
- if (psprite->frames[frame].type == SPR_SINGLE)
+ // 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 (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;
+ VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
+ VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
}
- else
- {
- pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
- pintervals = pspritegroup->intervals;
- numframes = pspritegroup->numframes;
- fullinterval = pintervals[numframes-1];
- time = cl.time + currententity->syncbase;
+ VectorCopy(matrix3[1], right);
+ VectorCopy(matrix3[2], up);
+ return false;
+}
- // 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;
+void R_ClipSprite (void)
+{
+ vec3_t org, right, up;
- // 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;
+ if (currentrenderentity->frameblend[0].frame < 0)
+ return;
- *oldframe = pspritegroup->frames[j];
- *newframe = pspritegroup->frames[i];
- }
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
+ return;
+
+ // LordHavoc: interpolated sprite rendering
+ R_ClipSpriteImage(org, right, up);
}
-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 (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float 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);
- transpolyend();
+ rmeshinfo_t m;
+ float v[4][5];
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ if ((currentrenderentity->effects & EF_ADDITIVE)
+ || (currentrenderentity->model->flags & EF_ADDITIVE)
+ || fog)
+ m.blendfunc2 = GL_ONE;
+ m.vertex = &v[0][0];
+ m.vertexstep = sizeof(float[5]);
+ m.cr = red;
+ m.cg = green;
+ m.cb = blue;
+ m.ca = alpha;
+ m.tex[0] = texture;
+ m.texcoords[0] = &v[0][3];
+ m.texcoordstep[0] = sizeof(float[5]);
+
+ v[0][0] = origin[0] + frame->down * up[0] + frame->left * right[0];
+ v[0][1] = origin[1] + frame->down * up[1] + frame->left * right[1];
+ v[0][2] = origin[2] + frame->down * up[2] + frame->left * right[2];
+ v[0][3] = 0;
+ v[0][4] = 1;
+ v[1][0] = origin[0] + frame->up * up[0] + frame->left * right[0];
+ v[1][1] = origin[1] + frame->up * up[1] + frame->left * right[1];
+ v[1][2] = origin[2] + frame->up * up[2] + frame->left * right[2];
+ v[1][3] = 0;
+ v[1][4] = 0;
+ v[2][0] = origin[0] + frame->up * up[0] + frame->right * right[0];
+ v[2][1] = origin[1] + frame->up * up[1] + frame->right * right[1];
+ v[2][2] = origin[2] + frame->up * up[2] + frame->right * right[2];
+ v[2][3] = 1;
+ v[2][4] = 0;
+ v[3][0] = origin[0] + frame->down * up[0] + frame->right * right[0];
+ v[3][1] = origin[1] + frame->down * up[1] + frame->right * right[1];
+ v[3][2] = origin[2] + frame->down * up[2] + frame->right * right[2];
+ v[3][3] = 1;
+ v[3][4] = 1;
+
+ R_Mesh_DrawPolygon(&m, 4);
}
/*
=================
R_DrawSpriteModel
-
=================
*/
-void R_DrawSpriteModel (entity_t *e)
+void R_DrawSpriteModel ()
{
- mspriteframe_t *oldframe, *newframe;
- float lerp, ilerp;
- vec3_t forward, right, up, org, color;
- msprite_t *psprite;
+ int i;
+ vec3_t right, up, org, color;
+ mspriteframe_t *frame;
+ vec3_t diff;
+ float fog, ifog;
+
+ if (currentrenderentity->frameblend[0].frame < 0)
+ return;
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
+ return;
c_sprites++;
-
- 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;
-
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->angles, forward, right, up);
- VectorSubtract(e->origin, vpn, org);
- }
+
+ if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
+ color[0] = color[1] = color[2] = 1;
else
- { // normal sprite
- VectorCopy(vup, up);
- VectorCopy(vright, right);
- VectorCopy(e->origin, org);
- }
- if (e->scale != 1)
- {
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
- }
+ R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
+ if (fogenabled)
{
- color[0] = e->colormod[0] * 255;
- color[1] = e->colormod[1] * 255;
- color[2] = e->colormod[2] * 255;
+ VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ fog = exp(fogdensity/DotProduct(diff,diff));
+ if (fog > 1)
+ fog = 1;
}
else
- {
- R_LightPoint (color, e->origin);
- R_DynamicLightPointNoMask(color, e->origin);
- }
+ fog = 0;
+ ifog = 1 - fog;
// 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);
+ for (i = 0;i < 4;i++)
+ {
+ if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+ {
+ frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+ GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+ if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
+ GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+ }
+ }
}
-