X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=5c621da4a588431cf23c6aaf5d86e56bf6d10382;hp=577102632daff86deb88d3d202a1fcf72e99766f;hb=1ff3bc8e953680793a28ea923f2d1e58cdf2c9f0;hpb=fedb845e665b669ff11df23ce713842bd89c4ec4 diff --git a/r_sprites.c b/r_sprites.c index 57710263..5c621da4 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -1,201 +1,439 @@ #include "quakedef.h" +#include "r_shadow.h" -#define LERPSPRITES +extern cvar_t r_labelsprites_scale; +extern cvar_t r_labelsprites_roundtopixels; +extern cvar_t r_track_sprites; +extern cvar_t r_track_sprites_flags; +extern cvar_t r_track_sprites_scalew; +extern cvar_t r_track_sprites_scaleh; +extern cvar_t r_overheadsprites_perspective; +extern cvar_t r_overheadsprites_pushback; +extern cvar_t r_overheadsprites_scalex; +extern cvar_t r_overheadsprites_scaley; -static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3]) +#define TSF_ROTATE 1 +#define TSF_ROTATE_CONTINOUSLY 2 + +// use same epsilon as in sv_phys.c, it's not in any header, that's why i redefine it +// MIN_EPSILON is for accurateness' sake :) +#ifndef EPSILON +# define EPSILON (1.0f / 32.0f) +# define MIN_EPSILON 0.0001f +#endif + +/* R_Track_Sprite + If the sprite is out of view, track it. + `origin`, `left` and `up` are changed by this function to achive a rotation around + the hotspot. + + --blub + */ +#define SIDE_TOP 1 +#define SIDE_LEFT 2 +#define SIDE_BOTTOM 3 +#define SIDE_RIGHT 4 + +static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle) +{ + float distance; + vec3_t bCoord; // body coordinates of object + unsigned int i; + + // temporarily abuse bCoord as the vector player->sprite-origin + VectorSubtract(origin, r_refdef.view.origin, bCoord); + distance = VectorLength(bCoord); + + // Now get the bCoords :) + Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord); + + *edge = 0; // FIXME::should assume edge == 0, which is correct currently + for(i = 0; i < 4; ++i) + { + if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON) + break; + } + + // If it wasn't outside a plane, no tracking needed + if(i < 4) + { + float x, y; // screen X and Y coordinates + float ax, ay; // absolute coords, used for division + // I divide x and y by the greater absolute value to get ranges -1.0 to +1.0 + + bCoord[2] *= r_refdef.view.frustum_x; + bCoord[1] *= r_refdef.view.frustum_y; + + //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]); + + ax = fabs(bCoord[1]); + ay = fabs(bCoord[2]); + // get the greater value and determine the screen edge it's on + if(ax < ay) + { + ax = ay; + // 180 or 0 degrees + if(bCoord[2] < 0.0f) + *edge = SIDE_BOTTOM; + else + *edge = SIDE_TOP; + } else { + if(bCoord[1] < 0.0f) + *edge = SIDE_RIGHT; + else + *edge = SIDE_LEFT; + } + + // umm... + if(ax < MIN_EPSILON) // this was == 0.0f before --blub + ax = MIN_EPSILON; + // get the -1 to +1 range + x = bCoord[1] / ax; + y = bCoord[2] / ax; + + ax = (1.0f / VectorLength(left)); + ay = (1.0f / VectorLength(up)); + // Using the placement below the distance of a sprite is + // real dist = sqrt(d*d + dfxa*dfxa + dgyb*dgyb) + // d is the distance we use + // f is frustum X + // x is x + // a is ax + // g is frustum Y + // y is y + // b is ay + + // real dist (r) shall be d, so + // r*r = d*d + dfxa*dfxa + dgyb*dgyb + // r*r = d*d * (1 + fxa*fxa + gyb*gyb) + // d*d = r*r / (1 + fxa*fxa + gyb*gyb) + // d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb)) + // thus: + distance = sqrt((distance*distance) / (1.0 + + r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax + + r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay)); + // ^ the one we want ^ the one we have ^ our factors + + // Place the sprite a few units ahead of the player + VectorCopy(r_refdef.view.origin, origin); + VectorMA(origin, distance, r_refdef.view.forward, origin); + // Move the sprite left / up the screeen height + VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin); + VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin); + + if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY) + { + // compute the rotation, negate y axis, we're pointing outwards + *dir_angle = atan(-y / x) * 180.0f/M_PI; + // we need the real, full angle + if(x < 0.0f) + *dir_angle += 180.0f; + } + + left[0] *= r_track_sprites_scalew.value; + left[1] *= r_track_sprites_scalew.value; + left[2] *= r_track_sprites_scalew.value; + + up[0] *= r_track_sprites_scaleh.value; + up[1] *= r_track_sprites_scaleh.value; + up[2] *= r_track_sprites_scaleh.value; + } +} + +static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle) { - float matrix1[3][3], matrix2[3][3], matrix3[3][3]; + if(!(r_track_sprites_flags.integer & TSF_ROTATE)) + { + // move down by its size if on top, otherwise it's invisible + if(edge == SIDE_TOP) + VectorMA(origin, -(fabs(frame->up)+fabs(frame->down)), up, origin); + } else { + static float rotation_angles[5] = + { + 0, // no edge + -90.0f, //top + 0.0f, // left + 90.0f, // bottom + 180.0f, // right + }; + + // rotate around the hotspot according to which edge it's on + // since the hotspot == the origin, only rotate the vectors + matrix4x4_t rotm; + vec3_t axis; + vec3_t temp; + vec2_t dir; + float angle; + + if(edge < 1 || edge > 4) + return; // this usually means something went wrong somewhere, there's no way to get a wrong edge value currently + + dir[0] = frame->right + frame->left; + dir[1] = frame->down + frame->up; + + // only rotate when the hotspot isn't the center though. + if(dir[0] < MIN_EPSILON && dir[1] < MIN_EPSILON) + { + return; + } + + // Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :) + + // determine the angle of a sprite, we could only do that once though and + // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :) - VectorCopy(ent->origin, org); - switch(type) + angle = atan(dir[1] / dir[0]) * 180.0f/M_PI; + + // we need the real, full angle + if(dir[0] < 0.0f) + angle += 180.0f; + + // Rotate around rotation_angle - frame_angle + // The axis SHOULD equal r_refdef.view.forward, but let's generalize this: + CrossProduct(up, left, axis); + if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY) + Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]); + else + Matrix4x4_CreateRotate(&rotm, rotation_angles[edge] - angle, axis[0], axis[1], axis[2]); + Matrix4x4_Transform(&rotm, up, temp); + VectorCopy(temp, up); + Matrix4x4_Transform(&rotm, left, temp); + VectorCopy(temp, left); + } +} + +static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; + +static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int i; + dp_model_t *model = ent->model; + vec3_t left, up, org, mforward, mleft, mup, middle; + float scale, dx, dy, hud_vs_screen; + int edge = 0; + float dir_angle = 0.0f; + float vertex3f[12]; + + // nudge it toward the view to make sure it isn't in a wall + Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); + VectorSubtract(org, r_refdef.view.forward, org); + switch(model->sprite.sprnum_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; + scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]); + left[0] = -r_refdef.view.forward[1] * scale; + left[1] = r_refdef.view.forward[0] * scale; + left[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = ent->scale; 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; + scale = ent->scale / sqrt((org[0] - r_refdef.view.origin[0])*(org[0] - r_refdef.view.origin[0])+(org[1] - r_refdef.view.origin[1])*(org[1] - r_refdef.view.origin[1])); + left[0] = (org[1] - r_refdef.view.origin[1]) * scale; + left[1] = -(org[0] - r_refdef.view.origin[0]) * scale; + left[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = ent->scale; break; default: - Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type); + Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_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]); + VectorScale(r_refdef.view.left, ent->scale, left); + VectorScale(r_refdef.view.up, ent->scale, up); + break; + case SPR_LABEL_SCALE: + // normal sprite + // faces view plane + // fixed HUD pixel size specified in sprite + // honors scale + // honors a global label scaling cvar + + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections + return; + + // See the R_TrackSprite definition for a reason for this copying + VectorCopy(r_refdef.view.left, left); + VectorCopy(r_refdef.view.up, up); + // It has to be done before the calculations, because it moves the origin. + if(r_track_sprites.integer) + R_TrackSprite(ent, org, left, up, &edge, &dir_angle); + + scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value; + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px + break; + case SPR_LABEL: + // normal sprite + // faces view plane + // fixed pixel size specified in sprite + // tries to get the right size in HUD units, if possible + // ignores scale + // honors a global label scaling cvar before the rounding + // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though. + + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections + return; + + // See the R_TrackSprite definition for a reason for this copying + VectorCopy(r_refdef.view.left, left); + VectorCopy(r_refdef.view.up, up); + // It has to be done before the calculations, because it moves the origin. + if(r_track_sprites.integer) + R_TrackSprite(ent, org, left, up, &edge, &dir_angle); + + scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)); + + if(r_labelsprites_roundtopixels.integer) + { + hud_vs_screen = max( + vid_conwidth.integer / (float) r_refdef.view.width, + vid_conheight.integer / (float) r_refdef.view.height + ) / max(0.125, r_labelsprites_scale.value); + + // snap to "good sizes" + // 1 for (0.6, 1.41] + // 2 for (1.8, 3.33] + if(hud_vs_screen <= 0.6) + hud_vs_screen = 0; // don't, use real HUD pixels + else if(hud_vs_screen <= 1.41) + hud_vs_screen = 1; + else if(hud_vs_screen <= 3.33) + hud_vs_screen = 2; + else + hud_vs_screen = 0; // don't, use real HUD pixels + + if(hud_vs_screen) + { + // use screen pixels + VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px + } + else + { + // use HUD pixels + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + } + + if(hud_vs_screen == 1) + { + VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale + dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); + dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); + VectorMAMAM(1, org, dx, left, dy, up, org); + } + } + else + { + // use HUD pixels + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + } 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); + VectorCopy(mleft, left); + VectorCopy(mup, up); break; case SPR_VP_PARALLEL_ORIENTED: - // I have no idea what people would use this for + // 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]); + left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0]; + left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1]; + left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2]; + up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0]; + up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1]; + up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2]; + break; + case SPR_OVERHEAD: + // Overhead games sprites, have some special hacks to look good + VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left); + VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up); + VectorSubtract(org, r_refdef.view.origin, middle); + VectorNormalize(middle); + // offset and rotate + dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward))); + up[2] = up[2] + dir_angle; + VectorNormalize(up); + VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up); + // offset (move nearer to player, yz is camera plane) + org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value; + org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value; + org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value; + // little perspective effect + up[2] = up[2] + dir_angle * 0.3; + // a bit of counter-camera rotation + up[0] = up[0] + r_refdef.view.forward[0] * 0.07; + up[1] = up[1] + r_refdef.view.forward[1] * 0.07; + up[2] = up[2] + r_refdef.view.forward[2] * 0.07; break; } - if (ent->scale != 1) - { - VectorScale(matrix3[1], ent->scale, left); - VectorScale(matrix3[2], ent->scale, up); - } - else + // LordHavoc: interpolated sprite rendering + for (i = 0;i < MAX_FRAMEBLENDS;i++) { - VectorCopy(matrix3[1], left); - VectorCopy(matrix3[2], up); - } - return false; -} - -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) -{ - 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.wantoverbright = wantoverbright; - m.tex[0] = texture; - R_Mesh_State(&m); - - varray_element[0] = 0; - varray_element[1] = 1; - varray_element[2] = 2; - varray_element[3] = 0; - varray_element[4] = 2; - varray_element[5] = 3; - varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = red * mesh_colorscale; - varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = green * mesh_colorscale; - varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = blue * mesh_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); -} + if (ent->frameblend[i].lerp >= 0.01f) + { + mspriteframe_t *frame; + texture_t *texture; + RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, ent->flags, 0, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha * ent->frameblend[i].lerp, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); + frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe; + texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe); + + // sprites are fullbright by default, but if this one is not fullbright we + // need to combine the lighting into ambient as sprite lighting is not + // directional + if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient); + VectorClear(texture->render_modellight_diffuse); + VectorClear(texture->render_modellight_specular); + } -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; - - if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up)) - return; + // SPR_LABEL should not use depth test AT ALL + if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE) + if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) + texture->currentmaterialflags = (texture->currentmaterialflags & ~MATERIALFLAG_SHORTDEPTHRANGE) | MATERIALFLAG_NODEPTHTEST; - R_Mesh_Matrix(&r_identitymatrix); + if(edge) + { + // FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame + R_RotateSprite(frame, org, left, up, edge, dir_angle); + edge = 0; + } - 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; - } + R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up); - 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_showspriteedges.integer) + for (i = 0; i < 4; i++) + R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3); -#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); + R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false); } } -#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 + + rsurface.entity = NULL; } -/* -================= -R_DrawSpriteModel -================= -*/ -void R_DrawSpriteModel (entity_render_t *ent) +void R_Model_Sprite_Draw(entity_render_t *ent) { - if (ent->frameblend[0].frame < 0) + vec3_t org; + if (ent->frameblend[0].subframe < 0) return; - c_sprites++; - - R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); }