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BuildTriangleNeighbors now detects edges shared by three triangles, fixes weird shado...
[divverent/darkplaces.git] / r_sprites.c
1
2 #include "quakedef.h"
3
4 #define LERPSPRITES
5
6 static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
7 {
8         float matrix1[3][3], matrix2[3][3], matrix3[3][3];
9
10         VectorCopy(ent->origin, org);
11         switch(type)
12         {
13         case SPR_VP_PARALLEL_UPRIGHT:
14                 // flames and such
15                 // vertical beam sprite, faces view plane
16                 VectorNegate(vpn, matrix3[0]);
17                 matrix3[0][2] = 0;
18                 VectorNormalizeFast(matrix3[0]);
19                 matrix3[1][0] = matrix3[0][1];
20                 matrix3[1][1] = -matrix3[0][0];
21                 matrix3[1][2] = 0;
22                 matrix3[2][0] = 0;
23                 matrix3[2][1] = 0;
24                 matrix3[2][2] = 1;
25                 break;
26         case SPR_FACING_UPRIGHT:
27                 // flames and such
28                 // vertical beam sprite, faces viewer's origin (not the view plane)
29                 VectorSubtract(ent->origin, r_origin, matrix3[0]);
30                 matrix3[0][2] = 0;
31                 VectorNormalizeFast(matrix3[0]);
32                 matrix3[1][0] = matrix3[0][1];
33                 matrix3[1][1] = -matrix3[0][0];
34                 matrix3[1][2] = 0;
35                 matrix3[2][0] = 0;
36                 matrix3[2][1] = 0;
37                 matrix3[2][2] = 1;
38                 break;
39         default:
40                 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
41                 // fall through to normal sprite
42         case SPR_VP_PARALLEL:
43                 // normal sprite
44                 // faces view plane
45                 VectorCopy(vpn, matrix3[0]);
46                 VectorNegate(vright, matrix3[1]);
47                 VectorCopy(vup, matrix3[2]);
48                 break;
49         case SPR_ORIENTED:
50                 // bullet marks on walls
51                 // ignores viewer entirely
52                 AngleVectorsFLU (ent->angles, matrix3[0], matrix3[1], matrix3[2]);
53                 // nudge it toward the view, so it will be infront of the wall
54                 VectorSubtract(org, vpn, org);
55                 break;
56         case SPR_VP_PARALLEL_ORIENTED:
57                 // I have no idea what people would use this for
58                 // oriented relative to view space
59                 // FIXME: test this and make sure it mimicks software
60                 AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]);
61                 VectorCopy(vpn, matrix2[0]);
62                 VectorNegate(vright, matrix2[1]);
63                 VectorCopy(vup, matrix2[2]);
64                 R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
65                 break;
66         }
67
68         if (ent->scale != 1)
69         {
70                 VectorScale(matrix3[1], ent->scale, left);
71                 VectorScale(matrix3[2], ent->scale, up);
72         }
73         else
74         {
75                 VectorCopy(matrix3[1], left);
76                 VectorCopy(matrix3[2], up);
77         }
78         return false;
79 }
80
81 static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
82 {
83         rmeshstate_t m;
84         memset(&m, 0, sizeof(m));
85         m.blendfunc1 = GL_SRC_ALPHA;
86         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
87         if (additive)
88                 m.blendfunc2 = GL_ONE;
89         m.tex[0] = texture;
90         R_Mesh_State(&m);
91
92         varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 1;
93         varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 0;
94         varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 0;
95         varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 1;
96         // FIXME: negate left and right in loader
97         varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left  * left[0];
98         varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left  * left[1];
99         varray_vertex[2] = origin[2] + frame->down * up[2] - frame->left  * left[2];
100         varray_vertex[4] = origin[0] + frame->up   * up[0] - frame->left  * left[0];
101         varray_vertex[5] = origin[1] + frame->up   * up[1] - frame->left  * left[1];
102         varray_vertex[6] = origin[2] + frame->up   * up[2] - frame->left  * left[2];
103         varray_vertex[8] = origin[0] + frame->up   * up[0] - frame->right * left[0];
104         varray_vertex[9] = origin[1] + frame->up   * up[1] - frame->right * left[1];
105         varray_vertex[10] = origin[2] + frame->up   * up[2] - frame->right * left[2];
106         varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
107         varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
108         varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
109         GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
110         R_Mesh_Draw(4, 2, polygonelements);
111 }
112
113 void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
114 {
115         const entity_render_t *ent = calldata1;
116         int i;
117         vec3_t left, up, org, color;
118         mspriteframe_t *frame;
119         vec3_t diff;
120         float fog, ifog;
121
122         if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
123                 return;
124
125         R_Mesh_Matrix(&r_identitymatrix);
126
127         if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
128                 color[0] = color[1] = color[2] = 1;
129         else
130                 R_CompleteLightPoint(color, ent->origin, true, NULL);
131
132         if (fogenabled)
133         {
134                 VectorSubtract(ent->origin, r_origin, diff);
135                 fog = exp(fogdensity/DotProduct(diff,diff));
136                 if (fog > 1)
137                         fog = 1;
138         }
139         else
140                 fog = 0;
141         ifog = 1 - fog;
142
143 #ifdef LERPSPRITES
144         // LordHavoc: interpolated sprite rendering
145         for (i = 0;i < 4;i++)
146         {
147                 if (ent->frameblend[i].lerp >= 0.01f)
148                 {
149                         frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
150                         R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
151                         if (fog * ent->frameblend[i].lerp >= 0.01f)
152                                 R_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
153                 }
154         }
155 #else
156         // LordHavoc: no interpolation
157         frame = NULL;
158         for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
159                 frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
160
161         R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha);
162         if (fog * ent->frameblend[i].lerp >= 0.01f)
163                 R_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
164 #endif
165 }
166
167 void R_Model_Sprite_Draw(entity_render_t *ent)
168 {
169         if (ent->frameblend[0].frame < 0)
170                 return;
171
172         c_sprites++;
173
174         R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
175 }
176