#include "quakedef.h"
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
{
- 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))
+ int i;
+ mspriteframe_t *frame;
+ vec3_t points[4];
+ float fleft, fright, fdown, fup;
+ frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame;
+ fleft = frame->left;
+ fdown = frame->down;
+ fright = frame->right;
+ fup = frame->up;
+ for (i = 1;i < 4 && blend[i].lerp;i++)
{
- Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
- frame = 0;
+ frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[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, e, NULL, NULL);
+}
+
+void R_ClipSprite (entity_t *e, frameblend_t *blend)
+{
+ vec3_t forward, right, up, org;
+ msprite_t *psprite;
- if (psprite->frames[frame].type == SPR_SINGLE)
+ if (!blend[0].lerp)
+ return;
+
+ psprite = Mod_Extradata(e->render.model);
+
+ if (psprite->type == SPR_ORIENTED)
{
- 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;
+ // bullet marks on walls
+ AngleVectors (e->render.angles, forward, right, up);
+ // nudge it toward the view, so it will be infront of the wall
+ VectorSubtract(e->render.origin, vpn, org);
+ // don't draw if it's a backface
+ if (DotProduct(r_origin, forward) > (DotProduct(org, forward) - 1.0f))
+ return;
}
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];
+ // normal sprite
+ VectorCopy(vup, up);
+ VectorCopy(vright, right);
+ VectorCopy(e->render.origin, org);
+ // don't draw if it's a backface
+ if (DotProduct(org, vpn) < (DotProduct(r_origin, vpn) + 1.0f))
+ return;
+ }
+
+
+ if (e->render.scale != 1)
+ {
+ VectorScale(up, e->render.scale, up);
+ VectorScale(right, e->render.scale, right);
}
+
+ // LordHavoc: interpolated sprite rendering
+ R_ClipSpriteImage(e, psprite, blend, org, up, right);
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte 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);
+ 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
-
=================
*/
-void R_DrawSpriteModel (entity_t *e)
+void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
{
- mspriteframe_t *oldframe, *newframe;
- float lerp, ilerp;
- vec3_t forward, right, up, org, color;
- msprite_t *psprite;
+ vec3_t forward, right, up, org, color, mins, maxs;
+ byte colorub[4];
+ msprite_t *psprite;
+
+ if (!blend[0].lerp)
+ return;
+
+ VectorAdd (e->render.origin, e->render.model->mins, mins);
+ VectorAdd (e->render.origin, e->render.model->maxs, maxs);
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
+// if (R_CullBox (mins, maxs))
+// return;
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;
+
+ psprite = Mod_Extradata(e->render.model);
+ //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);
+ {
+ // bullet marks on walls
+ AngleVectors (e->render.angles, forward, right, up);
+ VectorSubtract(e->render.origin, vpn, org);
}
else
- { // normal sprite
+ {
+ // normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
- VectorCopy(e->origin, org);
+ VectorCopy(e->render.origin, org);
}
- if (e->scale != 1)
+
+ if (e->render.scale != 1)
{
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
+ VectorScale(up, e->render.scale, up);
+ VectorScale(right, e->render.scale, right);
}
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
+ if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
{
- color[0] = e->colormod[0] * 255;
- color[1] = e->colormod[1] * 255;
- color[2] = e->colormod[2] * 255;
+ color[0] = e->render.colormod[0] * 255;
+ color[1] = e->render.colormod[1] * 255;
+ color[2] = e->render.colormod[2] * 255;
}
else
- {
- R_LightPoint (color, e->origin);
- R_DynamicLightPointNoMask(color, e->origin);
- }
+ 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);
// 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);
+ 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);
}