+
#include "quakedef.h"
+#include "r_shadow.h"
-void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
int i;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal;
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 );
- }
- 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, currentrenderentity, NULL, NULL);
-}
-
-int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
-{
- float matrix1[3][3], matrix2[3][3], matrix3[3][3];
+ float scale;
- VectorCopy(currentrenderentity->origin, org);
- switch(type)
+ // nudge it toward the view to make sure it isn't in a wall
+ org[0] = ent->matrix.m[0][3] - r_viewforward[0];
+ org[1] = ent->matrix.m[1][3] - r_viewforward[1];
+ org[2] = ent->matrix.m[2][3] - r_viewforward[2];
+ switch(ent->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]);
- VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
+ left[0] = -r_viewforward[1] * scale;
+ left[1] = r_viewforward[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(r_origin, currentrenderentity->origin, matrix3[0]);
- matrix3[0][2] = 0;
- VectorNormalizeFast(matrix3[0]);
- VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+ scale = ent->scale / sqrt((org[0] - r_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
+ left[0] = (org[1] - r_vieworigin[1]) * scale;
+ left[1] = -(org[0] - r_vieworigin[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", ent->model->sprite.sprnum_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]);
+ left[0] = r_viewleft[0] * ent->scale;
+ left[1] = r_viewleft[1] * ent->scale;
+ left[2] = r_viewleft[2] * ent->scale;
+ up[0] = r_viewup[0] * ent->scale;
+ up[1] = r_viewup[1] * ent->scale;
+ up[2] = r_viewup[2] * ent->scale;
break;
case SPR_ORIENTED:
// bullet marks on walls
// 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(org, vpn, org);
+ left[0] = ent->matrix.m[0][1];
+ left[1] = ent->matrix.m[1][1];
+ left[2] = ent->matrix.m[2][1];
+ up[0] = ent->matrix.m[0][2];
+ up[1] = ent->matrix.m[1][2];
+ up[2] = ent->matrix.m[2][2];
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
- 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);
+ left[0] = ent->matrix.m[0][1] * r_viewforward[0] + ent->matrix.m[1][1] * r_viewleft[0] + ent->matrix.m[2][1] * r_viewup[0];
+ left[1] = ent->matrix.m[0][1] * r_viewforward[1] + ent->matrix.m[1][1] * r_viewleft[1] + ent->matrix.m[2][1] * r_viewup[1];
+ left[2] = ent->matrix.m[0][1] * r_viewforward[2] + ent->matrix.m[1][1] * r_viewleft[2] + ent->matrix.m[2][1] * r_viewup[2];
+ up[0] = ent->matrix.m[0][2] * r_viewforward[0] + ent->matrix.m[1][2] * r_viewleft[0] + ent->matrix.m[2][2] * r_viewup[0];
+ up[1] = ent->matrix.m[0][2] * r_viewforward[1] + ent->matrix.m[1][2] * r_viewleft[1] + ent->matrix.m[2][2] * r_viewup[1];
+ up[2] = ent->matrix.m[0][2] * r_viewforward[2] + ent->matrix.m[1][2] * r_viewleft[2] + ent->matrix.m[2][2] * r_viewup[2];
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)
- {
- 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(org, right, up);
-}
-
-//int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
+ R_Mesh_Matrix(&r_identitymatrix);
-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)
-{
- 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 ()
-{
- int i;
- vec3_t right, up, org, color;
- mspriteframe_t *frame;
- vec3_t diff;
- float fog, ifog;
-
- if (currentrenderentity->frameblend[0].frame < 0)
- return;
-
- if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
- return;
-
- c_sprites++;
-
- if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
+ if (!(ent->flags & RENDER_LIGHT))
color[0] = color[1] = color[2] = 1;
else
- R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
-
- if (fogenabled)
{
- VectorSubtract(currentrenderentity->origin, r_origin, diff);
- fog = exp(fogdensity/DotProduct(diff,diff));
- if (fog > 1)
- fog = 1;
+ R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, 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];
// LordHavoc: interpolated sprite rendering
for (i = 0;i < 4;i++)
{
- if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+ if (ent->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);
+ frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ // FIXME: negate left and right in loader
+ R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->skin.base, frame->skin.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);
}
}
}
+
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+ if (ent->frameblend[0].frame < 0)
+ return;
+
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
+}
+