-#include "quakedef.h"
-
-// LordHavoc: disabled lerping
-#define LERPSPRITES
-#ifdef LERPSPRITES
-void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up)
-{
- 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 );
- }
- // FIXME: reverse these in loader to save time
- fleft = -fleft;
- fright = -fright;
- points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2];
- points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2];
- points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2];
- points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2];
- R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
-}
-#else
-void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up)
-{
- int i;
- mspriteframe_t *frame;
- vec3_t points[4];
- float fleft, fright, fdown, fup;
- frame = NULL;
- for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
- frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
- fleft = frame->left;
- fdown = frame->down;
- fright = frame->right;
- fup = frame->up;
- // FIXME: reverse these in loader to save time
- fleft = -fleft;
- fright = -fright;
- points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2];
- points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2];
- points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2];
- points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2];
- R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
-}
-#endif
+#include "quakedef.h"
-int R_SpriteSetup (int type, float org[3], float left[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]);
- //VectorNegate(matrix3[1], matrix3[1]);
matrix3[1][0] = matrix3[0][1];
matrix3[1][1] = -matrix3[0][0];
matrix3[1][2] = 0;
case SPR_FACING_UPRIGHT:
// flames and such
// vertical beam sprite, faces viewer's origin (not the view plane)
- VectorSubtract(currentrenderentity->origin, r_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;
case SPR_ORIENTED:
// bullet marks on walls
// ignores viewer entirely
- AngleVectorsFLU (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
- AngleVectorsFLU (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
+ AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]);
VectorCopy(vpn, matrix2[0]);
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, left);
- VectorScale(matrix3[2], currentrenderentity->scale, up);
+ VectorScale(matrix3[1], ent->scale, left);
+ VectorScale(matrix3[2], ent->scale, up);
}
else
{
return false;
}
-void R_ClipSprite (void)
+static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
{
- vec3_t org, left, up;
-
- if (currentrenderentity->frameblend[0].frame < 0)
- return;
-
- if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
- return;
-
- // LordHavoc: interpolated sprite rendering
- R_ClipSpriteImage(org, left, up);
-}
-
-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 left, float red, float green, float blue, float alpha)
-{
- rmeshinfo_t m;
- float v[4][4], st[4][2];
- 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]);
-
// FIXME: negate left and right in loader
- v[0][0] = origin[0] + frame->down * up[0] - frame->left * left[0];
- v[0][1] = origin[1] + frame->down * up[1] - frame->left * left[1];
- v[0][2] = origin[2] + frame->down * up[2] - frame->left * left[2];
- v[1][0] = origin[0] + frame->up * up[0] - frame->left * left[0];
- v[1][1] = origin[1] + frame->up * up[1] - frame->left * left[1];
- v[1][2] = origin[2] + frame->up * up[2] - frame->left * left[2];
- v[2][0] = origin[0] + frame->up * up[0] - frame->right * left[0];
- v[2][1] = origin[1] + frame->up * up[1] - frame->right * left[1];
- v[2][2] = origin[2] + frame->up * up[2] - frame->right * left[2];
- v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0];
- v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1];
- v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[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_Draw(&m);
+ R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, false, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha);
}
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel ()
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
{
- int i;
- vec3_t left, up, org, color;
+ const entity_render_t *ent = calldata1;
+ int i;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal;
mspriteframe_t *frame;
vec3_t diff;
- float fog, ifog;
+ float fog, ifog;
- if (currentrenderentity->frameblend[0].frame < 0)
+ if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up))
return;
- if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
- return;
-
- c_sprites++;
+ R_Mesh_Matrix(&r_identitymatrix);
- if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
+ if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
color[0] = color[1] = color[2] = 1;
else
- R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
+ {
+ R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL);
+ VectorMA(color, 0.5f, diffusecolor, color);
+ }
if (fogenabled)
{
- VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_origin, diff);
fog = exp(fogdensity/DotProduct(diff,diff));
if (fog > 1)
fog = 1;
fog = 0;
ifog = 1 - fog;
-#ifdef LERPSPRITES
- // LordHavoc: interpolated sprite rendering
- for (i = 0;i < 4;i++)
+ if (r_lerpsprites.integer)
{
- if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+ // LordHavoc: interpolated sprite rendering
+ for (i = 0;i < 4;i++)
{
- frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
- GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, 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, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+ if (ent->frameblend[i].lerp >= 0.01f)
+ {
+ frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, 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(true, frame, 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 && currentrenderentity->frameblend[i].lerp;i++)
- frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+ else
+ {
+ // LordHavoc: no interpolation
+ frame = NULL;
+ for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
+ frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+
+ R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, 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(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
+ }
+}
+
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+ if (ent->frameblend[0].frame < 0)
+ return;
- GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha);
- if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
- GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha);
-#endif
+ c_sprites++;
+
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
}
+