redesigned how the renderer handles much of it's state (R_Mesh_State turned into...
[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, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
82 {
83         // FIXME: negate left and right in loader
84         R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, false, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha);
85 }
86
87 void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
88 {
89         const entity_render_t *ent = calldata1;
90         int i;
91         vec3_t left, up, org, color;
92         mspriteframe_t *frame;
93         vec3_t diff;
94         float fog, ifog;
95
96         if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
97                 return;
98
99         R_Mesh_Matrix(&r_identitymatrix);
100
101         if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
102                 color[0] = color[1] = color[2] = 1;
103         else
104                 R_CompleteLightPoint(color, ent->origin, true, NULL);
105
106         if (fogenabled)
107         {
108                 VectorSubtract(ent->origin, r_origin, diff);
109                 fog = exp(fogdensity/DotProduct(diff,diff));
110                 if (fog > 1)
111                         fog = 1;
112         }
113         else
114                 fog = 0;
115         ifog = 1 - fog;
116
117 #ifdef LERPSPRITES
118         // LordHavoc: interpolated sprite rendering
119         for (i = 0;i < 4;i++)
120         {
121                 if (ent->frameblend[i].lerp >= 0.01f)
122                 {
123                         frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
124                         R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
125                         if (fog * ent->frameblend[i].lerp >= 0.01f)
126                                 R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
127                 }
128         }
129 #else
130         // LordHavoc: no interpolation
131         frame = NULL;
132         for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
133                 frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
134
135         R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha);
136         if (fog * ent->frameblend[i].lerp >= 0.01f)
137                 R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
138 #endif
139 }
140
141 void R_Model_Sprite_Draw(entity_render_t *ent)
142 {
143         if (ent->frameblend[0].frame < 0)
144                 return;
145
146         c_sprites++;
147
148         R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);
149 }
150