-#include "quakedef.h"
-
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int 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();
-}
-/*
-=================
-R_DrawSpriteModel
+#include "quakedef.h"
+#include "r_shadow.h"
-=================
-*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- vec3_t right, up, org, color;
- byte colorub[4];
- msprite_t *psprite;
-
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
+ int i;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal;
+ mspriteframe_t *frame;
+ float scale;
- c_sprites++;
+ // 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
+ 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)
+ 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", ent->model->sprite.sprnum_type);
+ // fall through to normal sprite
+ case SPR_VP_PARALLEL:
+ // normal sprite
+ // faces view plane
+ 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
+ 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...
+ // oriented relative to view space
+ // FIXME: test this and make sure it mimicks software
+ 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;
+ }
- psprite = Mod_Extradata(e->render.model);
- //psprite = e->model->cache.data;
+ R_Mesh_Matrix(&r_identitymatrix);
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->render.angles, NULL, right, up);
- VectorSubtract(e->render.origin, vpn, org);
- }
+ if (!(ent->flags & RENDER_LIGHT))
+ 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, diffusecolor, diffusenormal, ent->origin, true);
+ VectorMA(color, 0.5f, diffusecolor, color);
}
+ color[0] *= ent->colormod[0];
+ color[1] *= ent->colormod[1];
+ color[2] *= ent->colormod[2];
- if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+ // LordHavoc: interpolated sprite rendering
+ for (i = 0;i < 4;i++)
{
- color[0] = e->render.colormod[0] * 255;
- color[1] = e->render.colormod[1] * 255;
- color[2] = e->render.colormod[2] * 255;
+ if (ent->frameblend[i].lerp >= 0.01f)
+ {
+ 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);
+ }
}
- 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);
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+ if (ent->frameblend[0].frame < 0)
+ return;
- // 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);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
}