3 // LordHavoc: disabled lerping
7 void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up)
10 mspriteframe_t *frame;
12 float fleft, fright, fdown, fup;
13 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[0].frame;
16 fright = frame->right;
18 for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
20 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
21 fleft = min(fleft , frame->left );
22 fdown = min(fdown , frame->down );
23 fright = max(fright, frame->right);
24 fup = max(fup , frame->up );
26 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];
27 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];
28 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];
29 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];
30 R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
33 void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up)
36 mspriteframe_t *frame;
38 float fleft, fright, fdown, fup;
40 for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
41 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
44 fright = frame->right;
46 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];
47 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];
48 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];
49 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];
50 R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
54 int R_SpriteSetup (int type, float org[3], float right[3], float up[3])
56 float matrix1[3][3], matrix2[3][3], matrix3[3][3];
58 VectorCopy(currentrenderentity->origin, org);
61 case SPR_VP_PARALLEL_UPRIGHT:
63 // vertical beam sprite, faces view plane
64 VectorNegate(vpn, matrix3[0]);
66 VectorNormalizeFast(matrix3[0]);
67 VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
69 case SPR_FACING_UPRIGHT:
71 // vertical beam sprite, faces viewer's origin (not the view plane)
72 VectorSubtract(r_origin, currentrenderentity->origin, matrix3[0]);
74 VectorNormalizeFast(matrix3[0]);
75 VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
78 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
79 // fall through to normal sprite
83 VectorCopy(vpn, matrix3[0]);
84 VectorCopy(vright, matrix3[1]);
85 VectorCopy(vup, matrix3[2]);
88 // bullet marks on walls
89 // ignores viewer entirely
90 AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]);
91 // nudge it toward the view, so it will be infront of the wall
92 VectorSubtract(org, vpn, org);
94 case SPR_VP_PARALLEL_ORIENTED:
95 // I have no idea what people would use this for
96 // oriented relative to view space
97 // FIXME: test this and make sure it mimicks software
98 AngleVectors (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
99 VectorCopy(vpn, matrix2[0]);
100 VectorCopy(vright, matrix2[1]);
101 VectorCopy(vup, matrix2[2]);
102 R_ConcatRotations (matrix1, matrix2, matrix3);
106 // don't draw if view origin is behind it
107 if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f))
110 if (currentrenderentity->scale != 1)
112 VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]);
113 VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]);
116 VectorCopy(matrix3[1], right);
117 VectorCopy(matrix3[2], up);
121 void R_ClipSprite (void)
123 vec3_t org, right, up;
125 if (currentrenderentity->frameblend[0].frame < 0)
128 if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
131 // LordHavoc: interpolated sprite rendering
132 R_ClipSpriteImage(org, right, up);
135 int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
137 void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float alpha)
140 float v[4][4], st[4][2];
141 // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
142 // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
143 memset(&m, 0, sizeof(m));
144 m.transparent = true;
145 m.blendfunc1 = GL_SRC_ALPHA;
146 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
147 if ((currentrenderentity->effects & EF_ADDITIVE)
148 || (currentrenderentity->model->flags & EF_ADDITIVE)
150 m.blendfunc2 = GL_ONE;
152 m.index = spritepolyindex;
155 m.vertexstep = sizeof(float[4]);
161 m.texcoords[0] = &st[0][0];
162 m.texcoordstep[0] = sizeof(float[2]);
164 v[0][0] = origin[0] + frame->down * up[0] + frame->left * right[0];
165 v[0][1] = origin[1] + frame->down * up[1] + frame->left * right[1];
166 v[0][2] = origin[2] + frame->down * up[2] + frame->left * right[2];
167 v[1][0] = origin[0] + frame->up * up[0] + frame->left * right[0];
168 v[1][1] = origin[1] + frame->up * up[1] + frame->left * right[1];
169 v[1][2] = origin[2] + frame->up * up[2] + frame->left * right[2];
170 v[2][0] = origin[0] + frame->up * up[0] + frame->right * right[0];
171 v[2][1] = origin[1] + frame->up * up[1] + frame->right * right[1];
172 v[2][2] = origin[2] + frame->up * up[2] + frame->right * right[2];
173 v[3][0] = origin[0] + frame->down * up[0] + frame->right * right[0];
174 v[3][1] = origin[1] + frame->down * up[1] + frame->right * right[1];
175 v[3][2] = origin[2] + frame->down * up[2] + frame->right * right[2];
193 void R_DrawSpriteModel ()
196 vec3_t right, up, org, color;
197 mspriteframe_t *frame;
201 if (currentrenderentity->frameblend[0].frame < 0)
204 if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up))
209 if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
210 color[0] = color[1] = color[2] = 1;
212 R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
216 VectorSubtract(currentrenderentity->origin, r_origin, diff);
217 fog = exp(fogdensity/DotProduct(diff,diff));
226 // LordHavoc: interpolated sprite rendering
227 for (i = 0;i < 4;i++)
229 if (currentrenderentity->frameblend[i].lerp >= 0.01f)
231 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
232 GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
233 if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
234 GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
238 // LordHavoc: no interpolation
240 for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
241 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
243 GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha);
244 if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
245 GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha);