/* gl_sprite.c - sprite rendering Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "gl_local.h" #include "pm_local.h" #include "sprite.h" #include "studio.h" #include "entity_types.h" #include "cl_tent.h" // it's a Valve default value for LoadMapSprite (probably must be power of two) #define MAPSPRITE_SIZE 128 #define GLARE_FALLOFF 19000.0f cvar_t *r_sprite_lerping; cvar_t *r_sprite_lighting; char sprite_name[MAX_QPATH]; char group_suffix[8]; static uint r_texFlags = 0; static int sprite_version; float sprite_radius; /* ==================== R_SpriteInit ==================== */ void R_SpriteInit( void ) { r_sprite_lerping = gEngfuncs.Cvar_Get( "r_sprite_lerping", "1", FCVAR_ARCHIVE, "enables sprite animation lerping" ); r_sprite_lighting = gEngfuncs.Cvar_Get( "r_sprite_lighting", "1", FCVAR_ARCHIVE, "enables sprite lighting (blood etc)" ); } /* ==================== R_SpriteLoadFrame upload a single frame ==================== */ static const dframetype_t *R_SpriteLoadFrame( model_t *mod, const void *pin, mspriteframe_t **ppframe, int num ) { const dspriteframe_t *pinframe; mspriteframe_t *pspriteframe; int gl_texturenum = 0; char texname[128]; int bytes = 1; pinframe = (dspriteframe_t *)pin; if( sprite_version == SPRITE_VERSION_32 ) bytes = 4; // build uinque frame name if( FBitSet( mod->flags, MODEL_CLIENT )) // it's a HUD sprite { Q_snprintf( texname, sizeof( texname ), "#HUD/%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 ); gl_texturenum = GL_LoadTexture( texname, pin, pinframe->width * pinframe->height * bytes, r_texFlags ); } else { Q_snprintf( texname, sizeof( texname ), "#%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 ); gl_texturenum = GL_LoadTexture( texname, pin, pinframe->width * pinframe->height * bytes, r_texFlags ); } // setup frame description pspriteframe = Mem_Malloc( mod->mempool, sizeof( mspriteframe_t )); pspriteframe->width = pinframe->width; pspriteframe->height = pinframe->height; pspriteframe->up = pinframe->origin[1]; pspriteframe->left = pinframe->origin[0]; pspriteframe->down = pinframe->origin[1] - pinframe->height; pspriteframe->right = pinframe->width + pinframe->origin[0]; pspriteframe->gl_texturenum = gl_texturenum; *ppframe = pspriteframe; return (dframetype_t *)((byte *)(pinframe + 1) + pinframe->width * pinframe->height * bytes ); } /* ==================== R_SpriteLoadGroup upload a group frames ==================== */ static const dframetype_t *R_SpriteLoadGroup( model_t *mod, const void *pin, mspriteframe_t **ppframe, int framenum ) { const dspritegroup_t *pingroup; mspritegroup_t *pspritegroup; const dspriteinterval_t *pin_intervals; float *poutintervals; int i, groupsize, numframes; const void *ptemp; pingroup = (const dspritegroup_t *)pin; numframes = pingroup->numframes; groupsize = sizeof( mspritegroup_t ) + (numframes - 1) * sizeof( pspritegroup->frames[0] ); pspritegroup = Mem_Calloc( mod->mempool, groupsize ); pspritegroup->numframes = numframes; *ppframe = (mspriteframe_t *)pspritegroup; pin_intervals = (const dspriteinterval_t *)(pingroup + 1); poutintervals = Mem_Calloc( mod->mempool, numframes * sizeof( float )); pspritegroup->intervals = poutintervals; for( i = 0; i < numframes; i++ ) { *poutintervals = pin_intervals->interval; if( *poutintervals <= 0.0f ) *poutintervals = 1.0f; // set error value poutintervals++; pin_intervals++; } ptemp = (const void *)pin_intervals; for( i = 0; i < numframes; i++ ) { ptemp = R_SpriteLoadFrame( mod, ptemp, &pspritegroup->frames[i], framenum * 10 + i ); } return (const dframetype_t *)ptemp; } /* ==================== Mod_LoadSpriteModel load sprite model ==================== */ void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags ) { const dsprite_t *pin; const short *numi = NULL; const dframetype_t *pframetype; msprite_t *psprite; int i; pin = buffer; psprite = mod->cache.data; if( pin->version == SPRITE_VERSION_Q1 || pin->version == SPRITE_VERSION_32 ) numi = NULL; else if( pin->version == SPRITE_VERSION_HL ) numi = (const short *)((const byte*)buffer + sizeof( dsprite_hl_t )); r_texFlags = texFlags; sprite_version = pin->version; Q_strncpy( sprite_name, mod->name, sizeof( sprite_name )); COM_StripExtension( sprite_name ); if( numi == NULL ) { rgbdata_t *pal; pal = gEngfuncs.FS_LoadImage( "#id.pal", (byte *)&i, 768 ); pframetype = (const dframetype_t *)((const byte*)buffer + sizeof( dsprite_q1_t )); // pinq1 + 1 gEngfuncs.FS_FreeImage( pal ); // palette installed, no reason to keep this data } else if( *numi == 256 ) { const byte *src = (const byte *)(numi+1); rgbdata_t *pal; // install palette switch( psprite->texFormat ) { case SPR_INDEXALPHA: pal = gEngfuncs.FS_LoadImage( "#gradient.pal", src, 768 ); break; case SPR_ALPHTEST: pal = gEngfuncs.FS_LoadImage( "#masked.pal", src, 768 ); break; default: pal = gEngfuncs.FS_LoadImage( "#normal.pal", src, 768 ); break; } pframetype = (const dframetype_t *)(src + 768); gEngfuncs.FS_FreeImage( pal ); // palette installed, no reason to keep this data } else { gEngfuncs.Con_DPrintf( S_ERROR "%s has wrong number of palette colors %i (should be 256)\n", mod->name, *numi ); return; } if( mod->numframes < 1 ) return; for( i = 0; i < mod->numframes; i++ ) { frametype_t frametype = pframetype->type; psprite->frames[i].type = frametype; switch( frametype ) { case FRAME_SINGLE: Q_strncpy( group_suffix, "frame", sizeof( group_suffix )); pframetype = R_SpriteLoadFrame( mod, pframetype + 1, &psprite->frames[i].frameptr, i ); break; case FRAME_GROUP: Q_strncpy( group_suffix, "group", sizeof( group_suffix )); pframetype = R_SpriteLoadGroup( mod, pframetype + 1, &psprite->frames[i].frameptr, i ); break; case FRAME_ANGLED: Q_strncpy( group_suffix, "angle", sizeof( group_suffix )); pframetype = R_SpriteLoadGroup( mod, pframetype + 1, &psprite->frames[i].frameptr, i ); break; } if( pframetype == NULL ) break; // technically an error } if( loaded ) *loaded = true; // done } /* ==================== Mod_LoadMapSprite Loading a bitmap image as sprite with multiple frames as pieces of input image ==================== */ void Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded ) { byte *src, *dst; rgbdata_t *pix, temp; char texname[128]; int i, j, x, y, w, h; int xl, yl, xh, yh; int linedelta, numframes; mspriteframe_t *pspriteframe; msprite_t *psprite; if( loaded ) *loaded = false; Q_snprintf( texname, sizeof( texname ), "#%s", mod->name ); gEngfuncs.Image_SetForceFlags( IL_OVERVIEW ); pix = gEngfuncs.FS_LoadImage( texname, buffer, size ); gEngfuncs.Image_ClearForceFlags(); if( !pix ) return; // bad image or something else mod->type = mod_sprite; r_texFlags = 0; // no custom flags for map sprites if( pix->width % MAPSPRITE_SIZE ) w = pix->width - ( pix->width % MAPSPRITE_SIZE ); else w = pix->width; if( pix->height % MAPSPRITE_SIZE ) h = pix->height - ( pix->height % MAPSPRITE_SIZE ); else h = pix->height; if( w < MAPSPRITE_SIZE ) w = MAPSPRITE_SIZE; if( h < MAPSPRITE_SIZE ) h = MAPSPRITE_SIZE; // resample image if needed gEngfuncs.Image_Process( &pix, w, h, IMAGE_FORCE_RGBA|IMAGE_RESAMPLE, 0.0f ); w = h = MAPSPRITE_SIZE; // check range if( w > pix->width ) w = pix->width; if( h > pix->height ) h = pix->height; // determine how many frames we needs numframes = (pix->width * pix->height) / (w * h); mod->mempool = Mem_AllocPool( va( "^2%s^7", mod->name )); psprite = Mem_Calloc( mod->mempool, sizeof( msprite_t ) + ( numframes - 1 ) * sizeof( psprite->frames )); mod->cache.data = psprite; // make link to extradata psprite->type = SPR_FWD_PARALLEL_ORIENTED; psprite->texFormat = SPR_ALPHTEST; psprite->numframes = mod->numframes = numframes; psprite->radius = sqrt(((w >> 1) * (w >> 1)) + ((h >> 1) * (h >> 1))); mod->mins[0] = mod->mins[1] = -w / 2; mod->maxs[0] = mod->maxs[1] = w / 2; mod->mins[2] = -h / 2; mod->maxs[2] = h / 2; // create a temporary pic memset( &temp, 0, sizeof( temp )); temp.width = w; temp.height = h; temp.type = pix->type; temp.flags = pix->flags; temp.size = w * h * gEngfuncs.Image_GetPFDesc(temp.type)->bpp; temp.buffer = Mem_Malloc( r_temppool, temp.size ); temp.palette = NULL; // chop the image and upload into video memory for( i = xl = yl = 0; i < numframes; i++ ) { xh = xl + w; yh = yl + h; src = pix->buffer + ( yl * pix->width + xl ) * 4; linedelta = ( pix->width - w ) * 4; dst = temp.buffer; // cut block from source for( y = yl; y < yh; y++ ) { for( x = xl; x < xh; x++ ) for( j = 0; j < 4; j++ ) *dst++ = *src++; src += linedelta; } // build uinque frame name Q_snprintf( texname, sizeof( texname ), "#MAP/%s_%i%i.spr", mod->name, i / 10, i % 10 ); psprite->frames[i].frameptr = Mem_Calloc( mod->mempool, sizeof( mspriteframe_t )); pspriteframe = psprite->frames[i].frameptr; pspriteframe->width = w; pspriteframe->height = h; pspriteframe->up = ( h >> 1 ); pspriteframe->left = -( w >> 1 ); pspriteframe->down = ( h >> 1 ) - h; pspriteframe->right = w + -( w >> 1 ); pspriteframe->gl_texturenum = GL_LoadTextureInternal( texname, &temp, TF_IMAGE ); xl += w; if( xl >= pix->width ) { xl = 0; yl += h; } } gEngfuncs.FS_FreeImage( pix ); Mem_Free( temp.buffer ); if( loaded ) *loaded = true; } /* ==================== Mod_UnloadSpriteModel release sprite model and frames ==================== */ void Mod_SpriteUnloadTextures( void *data ) { msprite_t *psprite; mspritegroup_t *pspritegroup; mspriteframe_t *pspriteframe; int i, j; psprite = data; if( psprite ) { // release all textures for( i = 0; i < psprite->numframes; i++ ) { if( psprite->frames[i].type == SPR_SINGLE ) { pspriteframe = psprite->frames[i].frameptr; GL_FreeTexture( pspriteframe->gl_texturenum ); } else { pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr; for( j = 0; j < pspritegroup->numframes; j++ ) { pspriteframe = pspritegroup->frames[i]; GL_FreeTexture( pspriteframe->gl_texturenum ); } } } } } /* ================ R_GetSpriteFrame assume pModel is valid ================ */ mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw ) { msprite_t *psprite; mspritegroup_t *pspritegroup; mspriteframe_t *pspriteframe = NULL; float *pintervals, fullinterval; int i, numframes; float targettime; Assert( pModel != NULL ); psprite = pModel->cache.data; if( frame < 0 ) { frame = 0; } else if( frame >= psprite->numframes ) { if( frame > psprite->numframes ) gEngfuncs.Con_Printf( S_WARN "R_GetSpriteFrame: no such frame %d (%s)\n", frame, pModel->name ); frame = psprite->numframes - 1; } if( psprite->frames[frame].type == SPR_SINGLE ) { pspriteframe = psprite->frames[frame].frameptr; } else if( psprite->frames[frame].type == SPR_GROUP ) { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pintervals = pspritegroup->intervals; numframes = pspritegroup->numframes; fullinterval = pintervals[numframes-1]; // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values // are positive, so we don't have to worry about division by zero targettime = gpGlobals->time - ((int)( gpGlobals->time / fullinterval )) * fullinterval; for( i = 0; i < (numframes - 1); i++ ) { if( pintervals[i] > targettime ) break; } pspriteframe = pspritegroup->frames[i]; } else if( psprite->frames[frame].type == FRAME_ANGLED ) { int angleframe = (int)(Q_rint(( RI.viewangles[1] - yaw + 45.0f ) / 360 * 8) - 4) & 7; // e.g. doom-style sprite monsters pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pspriteframe = pspritegroup->frames[angleframe]; } return pspriteframe; } /* ================ R_GetSpriteFrameInterpolant NOTE: we using prevblending[0] and [1] for holds interval between frames where are we lerping ================ */ float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe ) { msprite_t *psprite; mspritegroup_t *pspritegroup; int i, j, numframes, frame; float lerpFrac, time, jtime, jinterval; float *pintervals, fullinterval, targettime; int m_fDoInterp; psprite = ent->model->cache.data; frame = (int)ent->curstate.frame; lerpFrac = 1.0f; // misc info m_fDoInterp = (ent->curstate.effects & EF_NOINTERP) ? false : true; if( frame < 0 ) { frame = 0; } else if( frame >= psprite->numframes ) { gEngfuncs.Con_Reportf( S_WARN "R_GetSpriteFrameInterpolant: no such frame %d (%s)\n", frame, ent->model->name ); frame = psprite->numframes - 1; } if( psprite->frames[frame].type == FRAME_SINGLE ) { if( m_fDoInterp ) { if( ent->latched.prevblending[0] >= psprite->numframes || psprite->frames[ent->latched.prevblending[0]].type != FRAME_SINGLE ) { // this can be happens when rendering switched between single and angled frames // or change model on replace delta-entity ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 1.0f; } if( ent->latched.sequencetime < gpGlobals->time ) { if( frame != ent->latched.prevblending[1] ) { ent->latched.prevblending[0] = ent->latched.prevblending[1]; ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 0.0f; } else lerpFrac = (gpGlobals->time - ent->latched.sequencetime) * 11.0f; } else { ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 0.0f; } } else { ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; lerpFrac = 1.0f; } if( ent->latched.prevblending[0] >= psprite->numframes ) { // reset interpolation on change model ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 0.0f; } // get the interpolated frames if( oldframe ) *oldframe = psprite->frames[ent->latched.prevblending[0]].frameptr; if( curframe ) *curframe = psprite->frames[frame].frameptr; } else if( psprite->frames[frame].type == FRAME_GROUP ) { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pintervals = pspritegroup->intervals; numframes = pspritegroup->numframes; fullinterval = pintervals[numframes-1]; jinterval = pintervals[1] - pintervals[0]; time = gpGlobals->time; jtime = 0.0f; // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values // are positive, so we don't have to worry about division by zero targettime = time - ((int)(time / fullinterval)) * fullinterval; // LordHavoc: since I can't measure the time properly when it loops from numframes - 1 to 0, // i instead measure the time of the first frame, hoping it is consistent for( i = 0, j = numframes - 1; i < (numframes - 1); i++ ) { if( pintervals[i] > targettime ) break; j = i; jinterval = pintervals[i] - jtime; jtime = pintervals[i]; } if( m_fDoInterp ) lerpFrac = (targettime - jtime) / jinterval; else j = i; // no lerping // get the interpolated frames if( oldframe ) *oldframe = pspritegroup->frames[j]; if( curframe ) *curframe = pspritegroup->frames[i]; } else if( psprite->frames[frame].type == FRAME_ANGLED ) { // e.g. doom-style sprite monsters float yaw = ent->angles[YAW]; int angleframe = (int)(Q_rint(( RI.viewangles[1] - yaw + 45.0f ) / 360 * 8) - 4) & 7; if( m_fDoInterp ) { if( ent->latched.prevblending[0] >= psprite->numframes || psprite->frames[ent->latched.prevblending[0]].type != FRAME_ANGLED ) { // this can be happens when rendering switched between single and angled frames // or change model on replace delta-entity ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 1.0f; } if( ent->latched.sequencetime < gpGlobals->time ) { if( frame != ent->latched.prevblending[1] ) { ent->latched.prevblending[0] = ent->latched.prevblending[1]; ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 0.0f; } else lerpFrac = (gpGlobals->time - ent->latched.sequencetime) * ent->curstate.framerate; } else { ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; ent->latched.sequencetime = gpGlobals->time; lerpFrac = 0.0f; } } else { ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; lerpFrac = 1.0f; } pspritegroup = (mspritegroup_t *)psprite->frames[ent->latched.prevblending[0]].frameptr; if( oldframe ) *oldframe = pspritegroup->frames[angleframe]; pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; if( curframe ) *curframe = pspritegroup->frames[angleframe]; } return lerpFrac; } /* ================ R_CullSpriteModel Cull sprite model by bbox ================ */ qboolean R_CullSpriteModel( cl_entity_t *e, vec3_t origin ) { vec3_t sprite_mins, sprite_maxs; float scale = 1.0f; if( !e->model->cache.data ) return true; if( e->curstate.scale > 0.0f ) scale = e->curstate.scale; // scale original bbox (no rotation for sprites) VectorScale( e->model->mins, scale, sprite_mins ); VectorScale( e->model->maxs, scale, sprite_maxs ); sprite_radius = RadiusFromBounds( sprite_mins, sprite_maxs ); VectorAdd( sprite_mins, origin, sprite_mins ); VectorAdd( sprite_maxs, origin, sprite_maxs ); return R_CullModel( e, sprite_mins, sprite_maxs ); } /* ================ R_GlowSightDistance Set sprite brightness factor ================ */ static float R_SpriteGlowBlend( vec3_t origin, int rendermode, int renderfx, float *pscale ) { float dist, brightness; vec3_t glowDist; pmtrace_t *tr; VectorSubtract( origin, RI.vieworg, glowDist ); dist = VectorLength( glowDist ); if( RP_NORMALPASS( )) { tr = gEngfuncs.EV_VisTraceLine( RI.vieworg, origin, r_traceglow->value ? PM_GLASS_IGNORE : (PM_GLASS_IGNORE|PM_STUDIO_IGNORE)); if(( 1.0f - tr->fraction ) * dist > 8.0f ) return 0.0f; } if( renderfx == kRenderFxNoDissipation ) return 1.0f; brightness = GLARE_FALLOFF / ( dist * dist ); brightness = bound( 0.05f, brightness, 1.0f ); *pscale *= dist * ( 1.0f / 200.0f ); return brightness; } /* ================ R_SpriteOccluded Do occlusion test for glow-sprites ================ */ qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale ) { if( e->curstate.rendermode == kRenderGlow ) { float blend; vec3_t v; TriWorldToScreen( origin, v ); if( v[0] < RI.viewport[0] || v[0] > RI.viewport[0] + RI.viewport[2] ) return true; // do scissor if( v[1] < RI.viewport[1] || v[1] > RI.viewport[1] + RI.viewport[3] ) return true; // do scissor blend = R_SpriteGlowBlend( origin, e->curstate.rendermode, e->curstate.renderfx, pscale ); tr.blend *= blend; if( blend <= 0.01f ) return true; // faded } else { if( R_CullSpriteModel( e, origin )) return true; } return false; } /* ================= R_DrawSpriteQuad ================= */ static void R_DrawSpriteQuad( mspriteframe_t *frame, vec3_t org, vec3_t v_right, vec3_t v_up, float scale ) { vec3_t point; r_stats.c_sprite_polys++; pglBegin( GL_QUADS ); pglTexCoord2f( 0.0f, 1.0f ); VectorMA( org, frame->down * scale, v_up, point ); VectorMA( point, frame->left * scale, v_right, point ); pglVertex3fv( point ); pglTexCoord2f( 0.0f, 0.0f ); VectorMA( org, frame->up * scale, v_up, point ); VectorMA( point, frame->left * scale, v_right, point ); pglVertex3fv( point ); pglTexCoord2f( 1.0f, 0.0f ); VectorMA( org, frame->up * scale, v_up, point ); VectorMA( point, frame->right * scale, v_right, point ); pglVertex3fv( point ); pglTexCoord2f( 1.0f, 1.0f ); VectorMA( org, frame->down * scale, v_up, point ); VectorMA( point, frame->right * scale, v_right, point ); pglVertex3fv( point ); pglEnd(); } static qboolean R_SpriteHasLightmap( cl_entity_t *e, int texFormat ) { if( !r_sprite_lighting->value ) return false; if( texFormat != SPR_ALPHTEST ) return false; if( e->curstate.effects & EF_FULLBRIGHT ) return false; if( e->curstate.renderamt <= 127 ) return false; switch( e->curstate.rendermode ) { case kRenderNormal: case kRenderTransAlpha: case kRenderTransTexture: break; default: return false; } return true; } /* ================= R_SpriteAllowLerping ================= */ static qboolean R_SpriteAllowLerping( cl_entity_t *e, msprite_t *psprite ) { if( !r_sprite_lerping->value ) return false; if( psprite->numframes <= 1 ) return false; if( psprite->texFormat != SPR_ADDITIVE ) return false; if( e->curstate.rendermode == kRenderNormal || e->curstate.rendermode == kRenderTransAlpha ) return false; return true; } /* ================= R_DrawSpriteModel ================= */ void R_DrawSpriteModel( cl_entity_t *e ) { mspriteframe_t *frame, *oldframe; msprite_t *psprite; model_t *model; int i, type; float angle, dot, sr, cr; float lerp = 1.0f, ilerp, scale; vec3_t v_forward, v_right, v_up; vec3_t origin, color, color2; if( RI.params & RP_ENVVIEW ) return; model = e->model; psprite = (msprite_t * )model->cache.data; VectorCopy( e->origin, origin ); // set render origin // do movewith if( e->curstate.aiment > 0 && e->curstate.movetype == MOVETYPE_FOLLOW ) { cl_entity_t *parent; parent = gEngfuncs.GetEntityByIndex( e->curstate.aiment ); if( parent && parent->model ) { if( parent->model->type == mod_studio && e->curstate.body > 0 ) { int num = bound( 1, e->curstate.body, MAXSTUDIOATTACHMENTS ); VectorCopy( parent->attachment[num-1], origin ); } else VectorCopy( parent->origin, origin ); } } scale = e->curstate.scale; if( !scale ) scale = 1.0f; if( R_SpriteOccluded( e, origin, &scale )) return; // sprite culled r_stats.c_sprite_models_drawn++; if( e->curstate.rendermode == kRenderGlow || e->curstate.rendermode == kRenderTransAdd ) R_AllowFog( false ); // select properly rendermode switch( e->curstate.rendermode ) { case kRenderTransAlpha: pglDepthMask( GL_FALSE ); case kRenderTransColor: case kRenderTransTexture: pglEnable( GL_BLEND ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); break; case kRenderGlow: pglDisable( GL_DEPTH_TEST ); case kRenderTransAdd: pglEnable( GL_BLEND ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); pglDepthMask( GL_FALSE ); break; case kRenderNormal: default: pglDisable( GL_BLEND ); break; } // all sprites can have color pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglEnable( GL_ALPHA_TEST ); // NOTE: never pass sprites with rendercolor '0 0 0' it's a stupid Valve Hammer Editor bug if( e->curstate.rendercolor.r || e->curstate.rendercolor.g || e->curstate.rendercolor.b ) { color[0] = (float)e->curstate.rendercolor.r * ( 1.0f / 255.0f ); color[1] = (float)e->curstate.rendercolor.g * ( 1.0f / 255.0f ); color[2] = (float)e->curstate.rendercolor.b * ( 1.0f / 255.0f ); } else { color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; } if( R_SpriteHasLightmap( e, psprite->texFormat )) { colorVec lightColor = R_LightPoint( origin ); // FIXME: collect light from dlights? color2[0] = (float)lightColor.r * ( 1.0f / 255.0f ); color2[1] = (float)lightColor.g * ( 1.0f / 255.0f ); color2[2] = (float)lightColor.b * ( 1.0f / 255.0f ); // NOTE: sprites with 'lightmap' looks ugly when alpha func is GL_GREATER 0.0 pglAlphaFunc( GL_GREATER, 0.5f ); } if( R_SpriteAllowLerping( e, psprite )) lerp = R_GetSpriteFrameInterpolant( e, &oldframe, &frame ); else frame = oldframe = R_GetSpriteFrame( model, e->curstate.frame, e->angles[YAW] ); type = psprite->type; // automatically roll parallel sprites if requested if( e->angles[ROLL] != 0.0f && type == SPR_FWD_PARALLEL ) type = SPR_FWD_PARALLEL_ORIENTED; switch( type ) { case SPR_ORIENTED: AngleVectors( e->angles, v_forward, v_right, v_up ); VectorScale( v_forward, 0.01f, v_forward ); // to avoid z-fighting VectorSubtract( origin, v_forward, origin ); break; case SPR_FACING_UPRIGHT: VectorSet( v_right, origin[1] - RI.vieworg[1], -(origin[0] - RI.vieworg[0]), 0.0f ); VectorSet( v_up, 0.0f, 0.0f, 1.0f ); VectorNormalize( v_right ); break; case SPR_FWD_PARALLEL_UPRIGHT: dot = RI.vforward[2]; if(( dot > 0.999848f ) || ( dot < -0.999848f )) // cos(1 degree) = 0.999848 return; // invisible VectorSet( v_up, 0.0f, 0.0f, 1.0f ); VectorSet( v_right, RI.vforward[1], -RI.vforward[0], 0.0f ); VectorNormalize( v_right ); break; case SPR_FWD_PARALLEL_ORIENTED: angle = e->angles[ROLL] * (M_PI2 / 360.0f); SinCos( angle, &sr, &cr ); for( i = 0; i < 3; i++ ) { v_right[i] = (RI.vright[i] * cr + RI.vup[i] * sr); v_up[i] = RI.vright[i] * -sr + RI.vup[i] * cr; } break; case SPR_FWD_PARALLEL: // normal sprite default: VectorCopy( RI.vright, v_right ); VectorCopy( RI.vup, v_up ); break; } if( psprite->facecull == SPR_CULL_NONE ) GL_Cull( GL_NONE ); if( oldframe == frame ) { // draw the single non-lerped frame pglColor4f( color[0], color[1], color[2], tr.blend ); GL_Bind( XASH_TEXTURE0, frame->gl_texturenum ); R_DrawSpriteQuad( frame, origin, v_right, v_up, scale ); } else { // draw two combined lerped frames lerp = bound( 0.0f, lerp, 1.0f ); ilerp = 1.0f - lerp; if( ilerp != 0.0f ) { pglColor4f( color[0], color[1], color[2], tr.blend * ilerp ); GL_Bind( XASH_TEXTURE0, oldframe->gl_texturenum ); R_DrawSpriteQuad( oldframe, origin, v_right, v_up, scale ); } if( lerp != 0.0f ) { pglColor4f( color[0], color[1], color[2], tr.blend * lerp ); GL_Bind( XASH_TEXTURE0, frame->gl_texturenum ); R_DrawSpriteQuad( frame, origin, v_right, v_up, scale ); } } // draw the sprite 'lightmap' :-) if( R_SpriteHasLightmap( e, psprite->texFormat )) { if( !r_lightmap->value ) pglEnable( GL_BLEND ); else pglDisable( GL_BLEND ); pglDepthFunc( GL_EQUAL ); pglDisable( GL_ALPHA_TEST ); pglBlendFunc( GL_ZERO, GL_SRC_COLOR ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglColor4f( color2[0], color2[1], color2[2], tr.blend ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture ); R_DrawSpriteQuad( frame, origin, v_right, v_up, scale ); pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST ); pglDepthFunc( GL_LEQUAL ); } if( psprite->facecull == SPR_CULL_NONE ) GL_Cull( GL_FRONT ); pglDisable( GL_ALPHA_TEST ); pglDepthMask( GL_TRUE ); if( e->curstate.rendermode == kRenderGlow || e->curstate.rendermode == kRenderTransAdd ) R_AllowFog( true ); if( e->curstate.rendermode != kRenderNormal ) { pglDisable( GL_BLEND ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglEnable( GL_DEPTH_TEST ); } }