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fix crash when loading .dpm models
[divverent/darkplaces.git] / r_sprites.c
1
2 #include "quakedef.h"
3 #include "r_shadow.h"
4
5 void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
6 {
7         int i;
8         model_t *model = ent->model;
9         vec3_t left, up, org, color, diffusecolor, diffusenormal;
10         mspriteframe_t *frame;
11         float scale;
12
13         // nudge it toward the view to make sure it isn't in a wall
14         org[0] = ent->matrix.m[0][3] - r_viewforward[0];
15         org[1] = ent->matrix.m[1][3] - r_viewforward[1];
16         org[2] = ent->matrix.m[2][3] - r_viewforward[2];
17         switch(model->sprite.sprnum_type)
18         {
19         case SPR_VP_PARALLEL_UPRIGHT:
20                 // flames and such
21                 // vertical beam sprite, faces view plane
22                 scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
23                 left[0] = -r_viewforward[1] * scale;
24                 left[1] = r_viewforward[0] * scale;
25                 left[2] = 0;
26                 up[0] = 0;
27                 up[1] = 0;
28                 up[2] = ent->scale;
29                 break;
30         case SPR_FACING_UPRIGHT:
31                 // flames and such
32                 // vertical beam sprite, faces viewer's origin (not the view plane)
33                 scale = ent->scale / sqrt((org[0] - r_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
34                 left[0] = (org[1] - r_vieworigin[1]) * scale;
35                 left[1] = -(org[0] - r_vieworigin[0]) * scale;
36                 left[2] = 0;
37                 up[0] = 0;
38                 up[1] = 0;
39                 up[2] = ent->scale;
40                 break;
41         default:
42                 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
43                 // fall through to normal sprite
44         case SPR_VP_PARALLEL:
45                 // normal sprite
46                 // faces view plane
47                 left[0] = r_viewleft[0] * ent->scale;
48                 left[1] = r_viewleft[1] * ent->scale;
49                 left[2] = r_viewleft[2] * ent->scale;
50                 up[0] = r_viewup[0] * ent->scale;
51                 up[1] = r_viewup[1] * ent->scale;
52                 up[2] = r_viewup[2] * ent->scale;
53                 break;
54         case SPR_ORIENTED:
55                 // bullet marks on walls
56                 // ignores viewer entirely
57                 left[0] = ent->matrix.m[0][1];
58                 left[1] = ent->matrix.m[1][1];
59                 left[2] = ent->matrix.m[2][1];
60                 up[0] = ent->matrix.m[0][2];
61                 up[1] = ent->matrix.m[1][2];
62                 up[2] = ent->matrix.m[2][2];
63                 break;
64         case SPR_VP_PARALLEL_ORIENTED:
65                 // I have no idea what people would use this for...
66                 // oriented relative to view space
67                 // FIXME: test this and make sure it mimicks software
68                 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];
69                 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];
70                 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];
71                 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];
72                 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];
73                 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];
74                 break;
75         }
76
77         R_Mesh_Matrix(&identitymatrix);
78
79         if (!(ent->flags & RENDER_LIGHT))
80                 color[0] = color[1] = color[2] = 1;
81         else
82         {
83                 R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
84                 VectorMA(color, 0.5f, diffusecolor, color);
85         }
86         color[0] *= ent->colormod[0];
87         color[1] *= ent->colormod[1];
88         color[2] *= ent->colormod[2];
89
90         // LordHavoc: interpolated sprite rendering
91         for (i = 0;i < 4;i++)
92         {
93                 if (ent->frameblend[i].lerp >= 0.01f)
94                 {
95                         frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
96                         // FIXME: negate left and right in loader
97                         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);
98                 }
99         }
100 }
101
102 void R_Model_Sprite_Draw(entity_render_t *ent)
103 {
104         if (ent->frameblend[0].frame < 0)
105                 return;
106
107         R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
108 }
109