#include "quakedef.h"
+void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
+{
+ 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++)
+ {
+ 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 forward, right, up, org;
+ msprite_t *psprite;
+
+ if (!blend[0].lerp)
+ return;
+
+ psprite = Mod_Extradata(e->render.model);
+
+ if (psprite->type == SPR_ORIENTED)
+ {
+ // bullet marks on walls
+ 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
+ {
+ // 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, 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), 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->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, frameblend_t *blend)
{
- vec3_t right, up, org, color;
- byte colorub[4];
- msprite_t *psprite;
+ vec3_t forward, right, up, org, color, mins, maxs;
+ byte colorub[4];
+ msprite_t *psprite;
+
+ if (!blend[0].lerp)
+ return;
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
+ 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 = e->model->cache.data;
if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->render.angles, NULL, right, up);
+ {
+ // bullet marks on walls
+ AngleVectors (e->render.angles, forward, right, up);
VectorSubtract(e->render.origin, vpn, org);
}
else
- { // normal sprite
+ {
+ // normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
VectorCopy(e->render.origin, org);
}
+
if (e->render.scale != 1)
{
VectorScale(up, e->render.scale, up);