#include "quakedef.h" /* ================ R_GetSpriteFrame ================ */ void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) { msprite_t *psprite; mspritegroup_t *pspritegroup; int i, j, numframes, frame; float *pintervals, fullinterval, targettime, time, jtime, jinterval; psprite = currententity->model->cache.data; frame = currententity->frame; if ((frame >= psprite->numframes) || (frame < 0)) { Con_Printf ("R_DrawSprite: no such frame %d\n", frame); frame = 0; } if (psprite->frames[frame].type == SPR_SINGLE) { 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; } else { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pintervals = pspritegroup->intervals; numframes = pspritegroup->numframes; fullinterval = pintervals[numframes-1]; time = cl.time + currententity->syncbase; // 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; // 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; *oldframe = pspritegroup->frames[j]; *newframe = pspritegroup->frames[i]; } } void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int 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(); } /* ================= R_DrawSpriteModel ================= */ void R_DrawSpriteModel (entity_t *e) { mspriteframe_t *oldframe, *newframe; float lerp, ilerp; vec3_t forward, right, up, org, color; msprite_t *psprite; // don't even bother culling, because it's just a single // polygon without a surface cache 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); } 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); } if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) { color[0] = e->colormod[0] * 255; color[1] = e->colormod[1] * 255; color[2] = e->colormod[2] * 255; } else { R_LightPoint (color, e->origin); R_DynamicLightPointNoMask(color, e->origin); } // 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); }