#include "quakedef.h"
-void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
+void R_ClipSpriteImage (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)) + blend[0].frame;
+ 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 && blend[i].lerp;i++)
+ for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
{
- frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[i].frame;
+ frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
fleft = min(fleft , frame->left );
fdown = min(fdown , frame->down );
fright = max(fright, frame->right);
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);
+ R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
}
-void R_ClipSprite (entity_t *e, frameblend_t *blend)
+int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
{
- vec3_t forward, right, up, org;
- msprite_t *psprite;
+ float matrix1[3][3], matrix2[3][3], matrix3[3][3];
- if (!blend[0].lerp)
- return;
-
- psprite = Mod_Extradata(e->render.model);
-
- if (psprite->type == SPR_ORIENTED)
+ VectorCopy(currentrenderentity->origin, org);
+ switch(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]);
+ 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
- AngleVectors (e->render.angles, forward, right, up);
+ // 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(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;
+ 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;
}
+ // don't draw if view origin is behind it
+ if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f))
+ return true;
- if (e->render.scale != 1)
+ if (currentrenderentity->scale != 1)
{
- VectorScale(up, e->render.scale, up);
- VectorScale(right, e->render.scale, right);
+ VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
+ VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
}
+ VectorCopy(matrix3[1], right);
+ VectorCopy(matrix3[2], up);
+ return false;
+}
+
+void R_ClipSprite (void)
+{
+ vec3_t org, right, up;
+
+ if (currentrenderentity->frameblend[0].frame < 0)
+ return;
+
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
+ return;
+
// LordHavoc: interpolated sprite rendering
- R_ClipSpriteImage(e, psprite, blend, org, up, right);
+ R_ClipSpriteImage(org, right, up);
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
+//int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+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)
{
- 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();
+ rmeshinfo_t m;
+ float v[4][4], st[4][2];
+ // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
+ // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
+ 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.numtriangles = 2;
+ //m.index = spritepolyindex;
+ //m.numverts = 4;
+ m.vertex = &v[0][0];
+ //m.vertexstep = sizeof(float[4]);
+ m.cr = red;
+ m.cg = green;
+ m.cb = blue;
+ m.ca = alpha;
+ m.tex[0] = texture;
+ m.texcoords[0] = &st[0][0];
+ //m.texcoordstep[0] = sizeof(float[2]);
+
+ 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[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[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[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];
+ st[0][0] = 0;
+ st[0][1] = 1;
+ st[1][0] = 0;
+ st[1][1] = 0;
+ st[2][0] = 1;
+ st[2][1] = 0;
+ st[3][0] = 1;
+ st[3][1] = 1;
+
+ R_Mesh_DrawDecal(&m);
}
/*
R_DrawSpriteModel
=================
*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_DrawSpriteModel ()
{
- vec3_t forward, right, up, org, color, mins, maxs;
- byte colorub[4];
- msprite_t *psprite;
+ int i;
+ vec3_t right, up, org, color;
+ mspriteframe_t *frame;
+ vec3_t diff;
+ float fog, ifog;
- if (!blend[0].lerp)
+ if (currentrenderentity->frameblend[0].frame < 0)
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;
+ if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
+ 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->render.angles, forward, right, up);
- VectorSubtract(e->render.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->render.origin, org);
- }
-
- if (e->render.scale != 1)
- {
- VectorScale(up, e->render.scale, up);
- VectorScale(right, e->render.scale, right);
- }
+ R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
- if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+ if (fogenabled)
{
- color[0] = e->render.colormod[0] * 255;
- color[1] = e->render.colormod[1] * 255;
- color[2] = e->render.colormod[2] * 255;
+ VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ fog = exp(fogdensity/DotProduct(diff,diff));
+ if (fog > 1)
+ fog = 1;
}
else
- 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);
+ fog = 0;
+ ifog = 1 - fog;
// LordHavoc: interpolated sprite rendering
- 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);
+ 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);
+ }
+ }
}
-