3 void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
8 float fleft, fright, fdown, fup;
9 frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame;
12 fright = frame->right;
14 for (i = 1;i < 4 && blend[i].lerp;i++)
16 frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[i].frame;
17 fleft = min(fleft , frame->left );
18 fdown = min(fdown , frame->down );
19 fright = max(fright, frame->right);
20 fup = max(fup , frame->up );
22 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];
23 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];
24 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];
25 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];
26 R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, e, NULL, NULL);
29 void R_ClipSprite (entity_t *e, frameblend_t *blend)
31 vec3_t right, up, org;
37 psprite = Mod_Extradata(e->render.model);
39 if (psprite->type == SPR_ORIENTED)
41 // bullet marks on walls
43 AngleVectors (e->render.angles, forward, right, up);
44 // nudge it toward the view, so it will be infront of the wall
45 VectorSubtract(e->render.origin, vpn, org);
46 // don't draw if it's a backface
47 if (DotProduct(r_origin, forward) < (DotProduct(org, forward) + 1.0f))
54 VectorCopy(vright, right);
55 VectorCopy(e->render.origin, org);
56 // don't draw if it's a backface
57 if (DotProduct(org, vpn) < (DotProduct(r_origin, vpn) + 1.0f))
62 if (e->render.scale != 1)
64 VectorScale(up, e->render.scale, up);
65 VectorScale(right, e->render.scale, right);
68 // LordHavoc: interpolated sprite rendering
69 R_ClipSpriteImage(e, psprite, blend, org, up, right);
72 void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
75 alphaub = bound(0, alpha, 255);
76 transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
77 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);
78 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);
79 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);
80 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);
89 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
91 vec3_t right, up, org, color, mins, maxs;
98 VectorAdd (e->render.origin, e->render.model->mins, mins);
99 VectorAdd (e->render.origin, e->render.model->maxs, maxs);
101 // if (R_CullBox (mins, maxs))
106 psprite = Mod_Extradata(e->render.model);
107 //psprite = e->model->cache.data;
109 if (psprite->type == SPR_ORIENTED)
110 { // bullet marks on walls
112 AngleVectors (e->render.angles, forward, right, up);
113 VectorSubtract(e->render.origin, vpn, org);
114 if (DotProduct(r_origin, forward) < DotProduct(e->render.origin, forward))
120 VectorCopy(vright, right);
121 VectorCopy(e->render.origin, org);
124 if (e->render.scale != 1)
126 VectorScale(up, e->render.scale, up);
127 VectorScale(right, e->render.scale, right);
130 if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
132 color[0] = e->render.colormod[0] * 255;
133 color[1] = e->render.colormod[1] * 255;
134 color[2] = e->render.colormod[2] * 255;
137 R_CompleteLightPoint(color, e->render.origin, true);
139 colorub[0] = bound(0, color[0], 255);
140 colorub[1] = bound(0, color[1], 255);
141 colorub[2] = bound(0, color[2], 255);
143 // LordHavoc: interpolated sprite rendering
145 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);
147 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);
149 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);
151 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);