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1012 lines
27 KiB
1012 lines
27 KiB
/* |
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gl_sprite.c - sprite rendering |
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Copyright (C) 2010 Uncle Mike |
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|
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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|
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#include "gl_local.h" |
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#include "pm_local.h" |
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#include "sprite.h" |
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#include "studio.h" |
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#include "entity_types.h" |
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#include "cl_tent.h" |
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#include "common.h" |
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// it's a Valve default value for LoadMapSprite (probably must be power of two) |
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#define MAPSPRITE_SIZE 128 |
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#define GLARE_FALLOFF 19000.0f |
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|
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convar_t *r_sprite_lerping; |
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convar_t *r_sprite_lighting; |
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char sprite_name[MAX_QPATH]; |
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char group_suffix[8]; |
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static uint r_texFlags = 0; |
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static int sprite_version; |
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float sprite_radius; |
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|
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/* |
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==================== |
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R_SpriteInit |
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|
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==================== |
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*/ |
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void R_SpriteInit( void ) |
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{ |
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r_sprite_lerping = Cvar_Get( "r_sprite_lerping", "1", FCVAR_ARCHIVE, "enables sprite animation lerping" ); |
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r_sprite_lighting = Cvar_Get( "r_sprite_lighting", "1", FCVAR_ARCHIVE, "enables sprite lighting (blood etc)" ); |
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} |
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|
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/* |
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==================== |
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R_SpriteLoadFrame |
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upload a single frame |
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==================== |
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*/ |
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static dframetype_t *R_SpriteLoadFrame( model_t *mod, void *pin, mspriteframe_t **ppframe, int num ) |
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{ |
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dspriteframe_t *pinframe; |
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mspriteframe_t *pspriteframe; |
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int gl_texturenum = 0; |
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char texname[128]; |
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int bytes = 1; |
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pinframe = (dspriteframe_t *)pin; |
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if( sprite_version == SPRITE_VERSION_32 ) |
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bytes = 4; |
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// build uinque frame name |
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if( FBitSet( mod->flags, MODEL_CLIENT )) // it's a HUD sprite |
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{ |
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Q_snprintf( texname, sizeof( texname ), "#HUD/%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 ); |
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gl_texturenum = GL_LoadTexture( texname, pin, pinframe->width * pinframe->height * bytes, r_texFlags ); |
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} |
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else |
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{ |
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Q_snprintf( texname, sizeof( texname ), "#%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 ); |
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gl_texturenum = GL_LoadTexture( texname, pin, pinframe->width * pinframe->height * bytes, r_texFlags ); |
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} |
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|
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// setup frame description |
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pspriteframe = Mem_Malloc( mod->mempool, sizeof( mspriteframe_t )); |
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pspriteframe->width = pinframe->width; |
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pspriteframe->height = pinframe->height; |
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pspriteframe->up = pinframe->origin[1]; |
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pspriteframe->left = pinframe->origin[0]; |
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pspriteframe->down = pinframe->origin[1] - pinframe->height; |
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pspriteframe->right = pinframe->width + pinframe->origin[0]; |
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pspriteframe->gl_texturenum = gl_texturenum; |
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*ppframe = pspriteframe; |
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return (dframetype_t *)((byte *)(pinframe + 1) + pinframe->width * pinframe->height * bytes ); |
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} |
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/* |
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==================== |
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R_SpriteLoadGroup |
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upload a group frames |
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==================== |
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*/ |
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static dframetype_t *R_SpriteLoadGroup( model_t *mod, void *pin, mspriteframe_t **ppframe, int framenum ) |
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{ |
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dspritegroup_t *pingroup; |
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mspritegroup_t *pspritegroup; |
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dspriteinterval_t *pin_intervals; |
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float *poutintervals; |
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int i, groupsize, numframes; |
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void *ptemp; |
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pingroup = (dspritegroup_t *)pin; |
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numframes = pingroup->numframes; |
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groupsize = sizeof( mspritegroup_t ) + (numframes - 1) * sizeof( pspritegroup->frames[0] ); |
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pspritegroup = Mem_Calloc( mod->mempool, groupsize ); |
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pspritegroup->numframes = numframes; |
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*ppframe = (mspriteframe_t *)pspritegroup; |
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pin_intervals = (dspriteinterval_t *)(pingroup + 1); |
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poutintervals = Mem_Calloc( mod->mempool, numframes * sizeof( float )); |
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pspritegroup->intervals = poutintervals; |
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for( i = 0; i < numframes; i++ ) |
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{ |
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*poutintervals = pin_intervals->interval; |
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if( *poutintervals <= 0.0f ) |
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*poutintervals = 1.0f; // set error value |
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poutintervals++; |
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pin_intervals++; |
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} |
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ptemp = (void *)pin_intervals; |
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for( i = 0; i < numframes; i++ ) |
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{ |
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ptemp = R_SpriteLoadFrame( mod, ptemp, &pspritegroup->frames[i], framenum * 10 + i ); |
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} |
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return (dframetype_t *)ptemp; |
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} |
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/* |
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==================== |
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Mod_LoadSpriteModel |
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load sprite model |
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==================== |
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*/ |
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void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags ) |
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{ |
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dsprite_q1_t *pinq1; |
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dsprite_hl_t *pinhl; |
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dsprite_t *pin; |
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short *numi = NULL; |
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dframetype_t *pframetype; |
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msprite_t *psprite; |
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int i, size; |
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r_texFlags = texFlags; |
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sprite_version = pin->version; |
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Q_strncpy( sprite_name, mod->name, sizeof( sprite_name )); |
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COM_StripExtension( sprite_name ); |
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if( numi == NULL ) |
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{ |
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rgbdata_t *pal; |
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pal = FS_LoadImage( "#id.pal", (byte *)&i, 768 ); |
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pframetype = (dframetype_t *)(buffer + sizeof( dsprite_q1_t )); // pinq1 + 1 |
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FS_FreeImage( pal ); // palette installed, no reason to keep this data |
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} |
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else if( *numi == 256 ) |
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{ |
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byte *src = (byte *)(numi+1); |
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rgbdata_t *pal; |
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// install palette |
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switch( psprite->texFormat ) |
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{ |
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case SPR_INDEXALPHA: |
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pal = FS_LoadImage( "#gradient.pal", src, 768 ); |
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break; |
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case SPR_ALPHTEST: |
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pal = FS_LoadImage( "#masked.pal", src, 768 ); |
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break; |
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default: |
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pal = FS_LoadImage( "#normal.pal", src, 768 ); |
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break; |
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} |
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pframetype = (dframetype_t *)(src + 768); |
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FS_FreeImage( pal ); // palette installed, no reason to keep this data |
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} |
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else |
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{ |
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gEngfuncs.Con_DPrintf( S_ERROR "%s has wrong number of palette colors %i (should be 256)\n", mod->name, *numi ); |
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return; |
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} |
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if( mod->numframes < 1 ) |
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return; |
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for( i = 0; i < mod->numframes; i++ ) |
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{ |
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frametype_t frametype = pframetype->type; |
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psprite->frames[i].type = frametype; |
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switch( frametype ) |
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{ |
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case FRAME_SINGLE: |
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Q_strncpy( group_suffix, "frame", sizeof( group_suffix )); |
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pframetype = R_SpriteLoadFrame( mod, pframetype + 1, &psprite->frames[i].frameptr, i ); |
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break; |
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case FRAME_GROUP: |
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Q_strncpy( group_suffix, "group", sizeof( group_suffix )); |
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pframetype = R_SpriteLoadGroup( mod, pframetype + 1, &psprite->frames[i].frameptr, i ); |
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break; |
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case FRAME_ANGLED: |
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Q_strncpy( group_suffix, "angle", sizeof( group_suffix )); |
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pframetype = R_SpriteLoadGroup( mod, pframetype + 1, &psprite->frames[i].frameptr, i ); |
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break; |
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} |
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if( pframetype == NULL ) break; // technically an error |
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} |
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if( loaded ) *loaded = true; // done |
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} |
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/* |
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==================== |
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Mod_LoadMapSprite |
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Loading a bitmap image as sprite with multiple frames |
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as pieces of input image |
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==================== |
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*/ |
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void Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded ) |
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{ |
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byte *src, *dst; |
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rgbdata_t *pix, temp; |
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char texname[128]; |
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int i, j, x, y, w, h; |
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int xl, yl, xh, yh; |
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int linedelta, numframes; |
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mspriteframe_t *pspriteframe; |
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msprite_t *psprite; |
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if( loaded ) *loaded = false; |
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Q_snprintf( texname, sizeof( texname ), "#%s", mod->name ); |
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Image_SetForceFlags( IL_OVERVIEW ); |
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pix = FS_LoadImage( texname, buffer, size ); |
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Image_ClearForceFlags(); |
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if( !pix ) return; // bad image or something else |
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mod->type = mod_sprite; |
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r_texFlags = 0; // no custom flags for map sprites |
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if( pix->width % MAPSPRITE_SIZE ) |
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w = pix->width - ( pix->width % MAPSPRITE_SIZE ); |
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else w = pix->width; |
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if( pix->height % MAPSPRITE_SIZE ) |
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h = pix->height - ( pix->height % MAPSPRITE_SIZE ); |
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else h = pix->height; |
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if( w < MAPSPRITE_SIZE ) w = MAPSPRITE_SIZE; |
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if( h < MAPSPRITE_SIZE ) h = MAPSPRITE_SIZE; |
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// resample image if needed |
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Image_Process( &pix, w, h, IMAGE_FORCE_RGBA|IMAGE_RESAMPLE, 0.0f ); |
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w = h = MAPSPRITE_SIZE; |
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// check range |
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if( w > pix->width ) w = pix->width; |
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if( h > pix->height ) h = pix->height; |
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// determine how many frames we needs |
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numframes = (pix->width * pix->height) / (w * h); |
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mod->mempool = Mem_AllocPool( va( "^2%s^7", mod->name )); |
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psprite = Mem_Calloc( mod->mempool, sizeof( msprite_t ) + ( numframes - 1 ) * sizeof( psprite->frames )); |
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mod->cache.data = psprite; // make link to extradata |
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psprite->type = SPR_FWD_PARALLEL_ORIENTED; |
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psprite->texFormat = SPR_ALPHTEST; |
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psprite->numframes = mod->numframes = numframes; |
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psprite->radius = sqrt(((w >> 1) * (w >> 1)) + ((h >> 1) * (h >> 1))); |
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mod->mins[0] = mod->mins[1] = -w / 2; |
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mod->maxs[0] = mod->maxs[1] = w / 2; |
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mod->mins[2] = -h / 2; |
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mod->maxs[2] = h / 2; |
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// create a temporary pic |
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memset( &temp, 0, sizeof( temp )); |
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temp.width = w; |
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temp.height = h; |
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temp.type = pix->type; |
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temp.flags = pix->flags; |
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temp.size = w * h * PFDesc[temp.type].bpp; |
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temp.buffer = Mem_Malloc( r_temppool, temp.size ); |
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temp.palette = NULL; |
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// chop the image and upload into video memory |
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for( i = xl = yl = 0; i < numframes; i++ ) |
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{ |
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xh = xl + w; |
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yh = yl + h; |
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src = pix->buffer + ( yl * pix->width + xl ) * 4; |
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linedelta = ( pix->width - w ) * 4; |
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dst = temp.buffer; |
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// cut block from source |
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for( y = yl; y < yh; y++ ) |
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{ |
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for( x = xl; x < xh; x++ ) |
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for( j = 0; j < 4; j++ ) |
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*dst++ = *src++; |
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src += linedelta; |
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} |
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// build uinque frame name |
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Q_snprintf( texname, sizeof( texname ), "#MAP/%s_%i%i.spr", mod->name, i / 10, i % 10 ); |
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psprite->frames[i].frameptr = Mem_Calloc( mod->mempool, sizeof( mspriteframe_t )); |
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pspriteframe = psprite->frames[i].frameptr; |
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pspriteframe->width = w; |
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pspriteframe->height = h; |
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pspriteframe->up = ( h >> 1 ); |
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pspriteframe->left = -( w >> 1 ); |
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pspriteframe->down = ( h >> 1 ) - h; |
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pspriteframe->right = w + -( w >> 1 ); |
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pspriteframe->gl_texturenum = GL_LoadTextureInternal( texname, &temp, TF_IMAGE ); |
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xl += w; |
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if( xl >= pix->width ) |
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{ |
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xl = 0; |
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yl += h; |
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} |
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} |
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FS_FreeImage( pix ); |
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Mem_Free( temp.buffer ); |
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if( loaded ) *loaded = true; |
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} |
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/* |
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==================== |
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Mod_UnloadSpriteModel |
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release sprite model and frames |
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==================== |
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*/ |
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void Mod_UnloadSpriteModel( model_t *mod ) |
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{ |
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msprite_t *psprite; |
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mspritegroup_t *pspritegroup; |
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mspriteframe_t *pspriteframe; |
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int i, j; |
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psprite = mod->cache.data; |
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if( psprite ) |
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{ |
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// release all textures |
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for( i = 0; i < psprite->numframes; i++ ) |
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{ |
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if( psprite->frames[i].type == SPR_SINGLE ) |
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{ |
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pspriteframe = psprite->frames[i].frameptr; |
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GL_FreeTexture( pspriteframe->gl_texturenum ); |
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} |
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else |
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{ |
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pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr; |
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for( j = 0; j < pspritegroup->numframes; j++ ) |
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{ |
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pspriteframe = pspritegroup->frames[i]; |
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GL_FreeTexture( pspriteframe->gl_texturenum ); |
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} |
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} |
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} |
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} |
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} |
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/* |
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================ |
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R_GetSpriteFrame |
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assume pModel is valid |
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================ |
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*/ |
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mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw ) |
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{ |
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msprite_t *psprite; |
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mspritegroup_t *pspritegroup; |
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mspriteframe_t *pspriteframe = NULL; |
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float *pintervals, fullinterval; |
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int i, numframes; |
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float targettime; |
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Assert( pModel != NULL ); |
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psprite = pModel->cache.data; |
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if( frame < 0 ) |
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{ |
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frame = 0; |
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} |
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else if( frame >= psprite->numframes ) |
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{ |
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if( frame > psprite->numframes ) |
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gEngfuncs.Con_Printf( S_WARN "R_GetSpriteFrame: no such frame %d (%s)\n", frame, pModel->name ); |
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frame = psprite->numframes - 1; |
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} |
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if( psprite->frames[frame].type == SPR_SINGLE ) |
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{ |
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pspriteframe = psprite->frames[frame].frameptr; |
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} |
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else if( psprite->frames[frame].type == SPR_GROUP ) |
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{ |
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; |
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pintervals = pspritegroup->intervals; |
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numframes = pspritegroup->numframes; |
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fullinterval = pintervals[numframes-1]; |
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values |
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// are positive, so we don't have to worry about division by zero |
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targettime = gpGlobals->time - ((int)( gpGlobals->time / fullinterval )) * fullinterval; |
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for( i = 0; i < (numframes - 1); i++ ) |
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{ |
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if( pintervals[i] > targettime ) |
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break; |
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} |
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pspriteframe = pspritegroup->frames[i]; |
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} |
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else if( psprite->frames[frame].type == FRAME_ANGLED ) |
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{ |
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int angleframe = (int)(Q_rint(( RI.viewangles[1] - yaw + 45.0f ) / 360 * 8) - 4) & 7; |
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// e.g. doom-style sprite monsters |
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; |
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pspriteframe = pspritegroup->frames[angleframe]; |
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} |
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return pspriteframe; |
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} |
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|
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/* |
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================ |
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R_GetSpriteFrameInterpolant |
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NOTE: we using prevblending[0] and [1] for holds interval |
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between frames where are we lerping |
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================ |
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*/ |
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float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe ) |
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{ |
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msprite_t *psprite; |
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mspritegroup_t *pspritegroup; |
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int i, j, numframes, frame; |
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float lerpFrac, time, jtime, jinterval; |
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float *pintervals, fullinterval, targettime; |
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int m_fDoInterp; |
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psprite = ent->model->cache.data; |
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frame = (int)ent->curstate.frame; |
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lerpFrac = 1.0f; |
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// misc info |
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m_fDoInterp = (ent->curstate.effects & EF_NOINTERP) ? false : true; |
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if( frame < 0 ) |
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{ |
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frame = 0; |
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} |
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else if( frame >= psprite->numframes ) |
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{ |
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gEngfuncs.Con_Reportf( S_WARN "R_GetSpriteFrameInterpolant: no such frame %d (%s)\n", frame, ent->model->name ); |
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frame = psprite->numframes - 1; |
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} |
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if( psprite->frames[frame].type == FRAME_SINGLE ) |
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{ |
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if( m_fDoInterp ) |
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{ |
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if( ent->latched.prevblending[0] >= psprite->numframes || psprite->frames[ent->latched.prevblending[0]].type != FRAME_SINGLE ) |
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{ |
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// this can be happens when rendering switched between single and angled frames |
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// or change model on replace delta-entity |
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; |
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ent->latched.sequencetime = gpGlobals->time; |
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lerpFrac = 1.0f; |
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} |
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if( ent->latched.sequencetime < gpGlobals->time ) |
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{ |
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if( frame != ent->latched.prevblending[1] ) |
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{ |
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ent->latched.prevblending[0] = ent->latched.prevblending[1]; |
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ent->latched.prevblending[1] = frame; |
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ent->latched.sequencetime = gpGlobals->time; |
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lerpFrac = 0.0f; |
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} |
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else lerpFrac = (gpGlobals->time - ent->latched.sequencetime) * 11.0f; |
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} |
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else |
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{ |
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; |
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ent->latched.sequencetime = gpGlobals->time; |
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lerpFrac = 0.0f; |
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} |
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} |
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else |
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{ |
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; |
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lerpFrac = 1.0f; |
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} |
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|
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if( ent->latched.prevblending[0] >= psprite->numframes ) |
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{ |
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// reset interpolation on change model |
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame; |
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ent->latched.sequencetime = gpGlobals->time; |
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lerpFrac = 0.0f; |
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} |
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|
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// get the interpolated frames |
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if( oldframe ) *oldframe = psprite->frames[ent->latched.prevblending[0]].frameptr; |
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if( curframe ) *curframe = psprite->frames[frame].frameptr; |
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} |
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else if( psprite->frames[frame].type == FRAME_GROUP ) |
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{ |
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; |
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pintervals = pspritegroup->intervals; |
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numframes = pspritegroup->numframes; |
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fullinterval = pintervals[numframes-1]; |
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jinterval = pintervals[1] - pintervals[0]; |
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time = gpGlobals->time; |
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jtime = 0.0f; |
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|
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// 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 ); |
|
} |
|
}
|
|
|