#include "quakedef.h"
+#include "r_shadow.h"
-#define LERPSPRITES
-
-static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- float matrix1[3][3], matrix2[3][3], matrix3[3][3];
-
- VectorCopy(ent->origin, org);
- switch(type)
+ int i;
+ model_t *model = ent->model;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
+ float scale;
+
+ // 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_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_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
+ left[0] = -r_view.forward[1] * scale;
+ left[1] = r_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_view.origin[0])*(org[0] - r_view.origin[0])+(org[1] - r_view.origin[1])*(org[1] - r_view.origin[1]));
+ left[0] = (org[1] - r_view.origin[1]) * scale;
+ left[1] = -(org[0] - r_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_view.left, ent->scale, left);
+ VectorScale(r_view.up, ent->scale, up);
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_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
+ left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
+ left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
+ up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
+ up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
+ up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
break;
}
- if (ent->scale != 1)
- {
- VectorScale(matrix3[1], ent->scale, left);
- VectorScale(matrix3[2], ent->scale, up);
- }
- else
- {
- VectorCopy(matrix3[1], left);
- VectorCopy(matrix3[2], up);
- }
- return false;
-}
-
-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)
-{
- // FIXME: negate left and right in loader
- 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);
-}
-
-void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- int i;
- 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;
+ R_Mesh_Matrix(&identitymatrix);
- R_Mesh_Matrix(&r_identitymatrix);
-
- if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
+ if (!(ent->flags & RENDER_LIGHT))
color[0] = color[1] = color[2] = 1;
else
- R_CompleteLightPoint(color, ent->origin, true, NULL);
-
- if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
- fog = exp(fogdensity/DotProduct(diff,diff));
- if (fog > 1)
- fog = 1;
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true);
+ VectorMA(color, 0.5f, diffusecolor, color);
}
- else
- fog = 0;
- ifog = 1 - fog;
+ color[0] *= ent->colormod[0];
+ color[1] *= ent->colormod[1];
+ color[2] *= ent->colormod[2];
-#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((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);
+ mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ texture_t *texture = &frame->texture;
+ R_UpdateTextureInfo(ent, texture);
+ // FIXME: negate left and right in loader
+ R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp);
}
}
-#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((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);
-#endif
}
void R_Model_Sprite_Draw(entity_render_t *ent)
{
+ vec3_t org;
if (ent->frameblend[0].frame < 0)
return;
- c_sprites++;
-
- R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
}