904 lines
25 KiB
C
904 lines
25 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// gl_sprite.c - sprite rendering
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//=======================================================================
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#include "common.h"
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#include "client.h"
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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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// 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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convar_t *r_sprite_lerping;
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char sprite_name[64];
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char group_suffix[8];
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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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void R_SpriteInit( void )
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{
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r_sprite_lerping = Cvar_Get( "r_sprite_lerping", "1", CVAR_ARCHIVE, "enables sprite animation lerping" );
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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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char texname[64];
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// build uinque frame name
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if( !sprite_name[0] ) FS_FileBase( mod->name, sprite_name );
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com.snprintf( texname, sizeof( texname ), "#%s_%s_%i%i.spr", sprite_name, group_suffix, num / 10, num % 10 );
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pinframe = (dspriteframe_t *)pin;
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// setup frame description
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pspriteframe = Mem_Alloc( 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_LoadTexture( texname, pin, pinframe->width * pinframe->height, 0 );
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*ppframe = pspriteframe;
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GL_SetTextureType( pspriteframe->gl_texturenum, TEX_SPRITE );
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return (dframetype_t *)((byte *)(pinframe + 1) + pinframe->width * pinframe->height );
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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_Alloc( 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_Alloc( 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 )
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{
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dsprite_t *pin;
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short *numi;
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msprite_t *psprite;
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dframetype_t *pframetype;
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int i, size;
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pin = (dsprite_t *)buffer;
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i = pin->version;
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if( pin->ident != IDSPRITEHEADER )
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{
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MsgDev( D_ERROR, "%s has wrong id (%x should be %x)\n", mod->name, pin->ident, IDSPRITEHEADER );
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return;
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}
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if( i != SPRITE_VERSION )
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{
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MsgDev( D_ERROR, "%s has wrong version number (%i should be %i)\n", mod->name, i, SPRITE_VERSION );
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return;
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}
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mod->mempool = Mem_AllocPool( va( "^2%s^7", mod->name ));
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size = sizeof( msprite_t ) + ( pin->numframes - 1 ) * sizeof( psprite->frames );
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psprite = Mem_Alloc( mod->mempool, size );
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mod->cache.data = psprite; // make link to extradata
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psprite->type = pin->type;
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psprite->texFormat = pin->texFormat;
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psprite->numframes = mod->numframes = pin->numframes;
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psprite->facecull = pin->facetype;
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psprite->radius = pin->boundingradius;
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psprite->synctype = pin->synctype;
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mod->mins[0] = mod->mins[1] = -pin->bounds[0] / 2;
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mod->maxs[0] = mod->maxs[1] = pin->bounds[0] / 2;
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mod->mins[2] = -pin->bounds[1] / 2;
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mod->maxs[2] = pin->bounds[1] / 2;
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numi = (short *)(pin + 1);
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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_ADDITIVE:
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pal = FS_LoadImage( "#normal.pal", src, 768 );
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break;
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case SPR_INDEXALPHA:
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pal = FS_LoadImage( "#decal.pal", src, 768 );
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break;
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case SPR_ALPHTEST:
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pal = FS_LoadImage( "#transparent.pal", src, 768 );
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break;
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case SPR_NORMAL:
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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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MsgDev( D_ERROR, "%s has wrong number of palette colors %i (should be 256)\n", mod->name, numi );
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Mem_FreePool( &mod->mempool );
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return;
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}
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if( pin->numframes < 1 )
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{
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MsgDev( D_ERROR, "%s has invalid # of frames: %d\n", mod->name, pin->numframes );
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Mem_FreePool( &mod->mempool );
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return;
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}
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// reset the sprite name
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sprite_name[0] = '\0';
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for( i = 0; i < pin->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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com.strncpy( group_suffix, "one", 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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com.strncpy( group_suffix, "grp", 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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com.strncpy( group_suffix, "ang", 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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mod->type = mod_sprite; // 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 )
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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[64];
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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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com.snprintf( texname, sizeof( texname ), "#%s", mod->name );
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pix = FS_LoadImage( texname, buffer, size );
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if( !pix ) return; // bad image or something else
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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 );
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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_Alloc( 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 = com.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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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_Alloc( r_temppool, temp.size );
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temp.palette = NULL;
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// reset the sprite name
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sprite_name[0] = '\0';
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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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if( !sprite_name[0] ) FS_FileBase( mod->name, sprite_name );
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com.snprintf( texname, sizeof( texname ), "#%s_%i%i.spr", sprite_name, i / 10, i % 10 );
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psprite->frames[i].frameptr = Mem_Alloc( 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, false );
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GL_SetTextureType( pspriteframe->gl_texturenum, TEX_NOMIP );
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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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mod->type = mod_sprite; // done
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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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ASSERT( mod != NULL );
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if( mod->type != mod_sprite )
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return; // not a sprite
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psprite = mod->cache.data;
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if( !psprite ) return; // already freed
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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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Mem_FreePool( &mod->mempool );
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Mem_Set( mod, 0, sizeof( *mod ));
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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;
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float *pintervals, fullinterval;
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float targettime, time;
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int i, numframes;
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ASSERT( pModel );
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psprite = pModel->cache.data;
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if( frame < 0 ) frame = 0;
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else if( frame >= psprite->numframes )
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{
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MsgDev( D_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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time = cl.time;
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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 = time - ((int)(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)(( RI.refdef.viewangles[1] - yaw ) / 360 * 8 + 0.5 - 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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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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if( r_sprite_lerping->integer )
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m_fDoInterp = (ent->curstate.effects & EF_NOINTERP) ? false : true;
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else m_fDoInterp = false;
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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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MsgDev( D_WARN, "R_GetSpriteFrame: 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
|
|
// or change model on replace delta-entity
|
|
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
|
|
ent->latched.prevanimtime = RI.refdef.time;
|
|
lerpFrac = 1.0f;
|
|
}
|
|
|
|
if( ent->latched.prevanimtime < RI.refdef.time )
|
|
{
|
|
if( frame != ent->latched.prevblending[1] )
|
|
{
|
|
ent->latched.prevblending[0] = ent->latched.prevblending[1];
|
|
ent->latched.prevblending[1] = frame;
|
|
ent->latched.prevanimtime = RI.refdef.time;
|
|
lerpFrac = 0.0f;
|
|
}
|
|
else lerpFrac = (RI.refdef.time - ent->latched.prevanimtime) * 10;
|
|
}
|
|
else
|
|
{
|
|
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
|
|
ent->latched.prevanimtime = RI.refdef.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.prevanimtime = RI.refdef.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 = RI.refdef.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)(( RI.refdef.viewangles[1] - yaw ) / 360 * 8 + 0.5 - 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.prevanimtime = RI.refdef.time;
|
|
lerpFrac = 1.0f;
|
|
}
|
|
|
|
if( ent->latched.prevanimtime < RI.refdef.time )
|
|
{
|
|
if( frame != ent->latched.prevblending[1] )
|
|
{
|
|
ent->latched.prevblending[0] = ent->latched.prevblending[1];
|
|
ent->latched.prevblending[1] = frame;
|
|
ent->latched.prevanimtime = RI.refdef.time;
|
|
lerpFrac = 0.0f;
|
|
}
|
|
else lerpFrac = (RI.refdef.time - ent->latched.prevanimtime) * ent->curstate.framerate;
|
|
}
|
|
else
|
|
{
|
|
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
|
|
ent->latched.prevanimtime = RI.refdef.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_GlowSightDistance
|
|
|
|
Calc sight distance for glow-sprites
|
|
================
|
|
*/
|
|
static float R_GlowSightDistance( vec3_t glowOrigin )
|
|
{
|
|
float dist;
|
|
vec3_t glowDist;
|
|
pmtrace_t tr;
|
|
|
|
VectorSubtract( glowOrigin, RI.vieworg, glowDist );
|
|
dist = VectorLength( glowDist );
|
|
|
|
tr = PM_PlayerTrace( clgame.pmove, RI.vieworg, glowOrigin, PM_GLASS_IGNORE|PM_STUDIO_IGNORE, 2, -1, NULL );
|
|
|
|
if(( 1.0f - tr.fraction ) * dist > 8 )
|
|
return -1;
|
|
return dist;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_GlowSightDistance
|
|
|
|
Set sprite brightness factor
|
|
================
|
|
*/
|
|
static float R_SpriteGlowBlend( cl_entity_t *e, vec3_t origin )
|
|
{
|
|
float dist = R_GlowSightDistance( origin );
|
|
float brightness;
|
|
|
|
if( dist <= 0 ) return 0.0f; // occluded
|
|
|
|
if( e->curstate.renderfx == kRenderFxNoDissipation )
|
|
return (float)e->curstate.renderamt * (1.0f / 255.0f);
|
|
|
|
// UNDONE: Tweak these magic numbers (19000 - falloff & 200 - sprite size)
|
|
brightness = 19000.0 / ( dist * dist );
|
|
brightness = bound( 0.05f, brightness, 1.0f );
|
|
|
|
// Make the glow fixed size in screen space, taking into consideration the scale setting.
|
|
if( e->curstate.scale == 0.0f ) e->curstate.scale = 1.0f;
|
|
e->curstate.scale *= 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 )
|
|
{
|
|
if( e->curstate.rendermode == kRenderGlow )
|
|
{
|
|
float blend = 1.0f;
|
|
vec3_t v;
|
|
|
|
TriWorldToScreen( origin, v );
|
|
|
|
if( v[0] < RI.refdef.viewport[0] || v[0] > RI.refdef.viewport[0] + RI.refdef.viewport[2] )
|
|
return true; // do scissor
|
|
if( v[1] < RI.refdef.viewport[1] || v[1] > RI.refdef.viewport[1] + RI.refdef.viewport[3] )
|
|
return true; // do scissor
|
|
|
|
blend *= R_SpriteGlowBlend( e, origin );
|
|
e->curstate.renderamt *= blend;
|
|
|
|
if( blend <= 0.05f )
|
|
return true; // faded
|
|
}
|
|
else
|
|
{
|
|
vec3_t mins, maxs;
|
|
|
|
VectorAdd( origin, e->model->mins, mins );
|
|
VectorAdd( origin, e->model->maxs, maxs );
|
|
|
|
if( R_CullBox( mins, maxs, RI.clipFlags ))
|
|
return true; // culled
|
|
}
|
|
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;
|
|
|
|
GL_Bind( GL_TEXTURE0, frame->gl_texturenum );
|
|
|
|
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();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawSpriteModel
|
|
=================
|
|
*/
|
|
void R_DrawSpriteModel( cl_entity_t *e )
|
|
{
|
|
mspriteframe_t *frame, *oldframe;
|
|
msprite_t *psprite;
|
|
model_t *model;
|
|
int i, state = 0;
|
|
float angle, sr, cr;
|
|
float lerp = 1.0f, ilerp;
|
|
vec3_t v_forward, v_right, v_up;
|
|
vec3_t origin;
|
|
color24 color;
|
|
|
|
model = e->model;
|
|
psprite = (msprite_t * )model->cache.data;
|
|
color.r = color.g = color.b = 255;
|
|
|
|
VectorCopy( e->origin, origin ); // set render origin
|
|
|
|
// do movewith
|
|
if( e->curstate.aiment > 0 && e->curstate.movetype == MOVETYPE_FOLLOW )
|
|
{
|
|
cl_entity_t *parent;
|
|
|
|
parent = CL_GetEntityByIndex( e->curstate.aiment );
|
|
|
|
if( parent && parent->model && parent->model->type == mod_studio )
|
|
{
|
|
if( e->curstate.body > 0 )
|
|
{
|
|
int num = bound( 1, e->curstate.body, MAXSTUDIOATTACHMENTS );
|
|
VectorCopy( parent->attachment[num-1], origin );
|
|
}
|
|
else VectorCopy( parent->origin, origin );
|
|
}
|
|
}
|
|
|
|
if( R_SpriteOccluded( e, origin ))
|
|
return; // sprite culled
|
|
|
|
if( psprite->texFormat == SPR_ALPHTEST )
|
|
state |= GLSTATE_AFUNC_GE128|GLSTATE_DEPTHWRITE;
|
|
|
|
// select properly rendermode
|
|
switch( e->curstate.rendermode )
|
|
{
|
|
case kRenderTransAlpha:
|
|
case kRenderTransTexture:
|
|
state |= GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case kRenderGlow:
|
|
case kRenderTransAdd:
|
|
state |= GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE;
|
|
break;
|
|
case kRenderNormal:
|
|
default: state |= GLSTATE_DEPTHWRITE;
|
|
break;
|
|
}
|
|
|
|
if( e->curstate.rendermode == kRenderNormal )
|
|
GL_TexEnv( GL_REPLACE );
|
|
else GL_TexEnv( GL_MODULATE );
|
|
|
|
GL_SetState( state );
|
|
|
|
color.r = e->curstate.rendercolor.r;
|
|
color.g = e->curstate.rendercolor.g;
|
|
color.b = e->curstate.rendercolor.b;
|
|
|
|
if( e->curstate.rendermode == kRenderNormal || e->curstate.rendermode == kRenderTransAlpha )
|
|
frame = oldframe = R_GetSpriteFrame( model, e->curstate.frame, e->angles[YAW] );
|
|
else lerp = R_GetSpriteFrameInterpolant( e, &oldframe, &frame );
|
|
|
|
switch( psprite->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:
|
|
VectorSet( v_right, RI.vforward[1], -RI.vforward[0], 0.0f );
|
|
VectorSet( v_up, 0.0f, 0.0f, 1.0f );
|
|
break;
|
|
case SPR_FWD_PARALLEL_ORIENTED:
|
|
angle = e->angles[ROLL] * (M_PI * 2.0f / 360.0f);
|
|
com.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:
|
|
if( e->curstate.entityType == ET_TEMPENTITY )
|
|
angle = e->angles[ROLL]; // for support rotating muzzleflashes
|
|
else angle = 0.0f;
|
|
|
|
if( angle != 0.0f )
|
|
{
|
|
RotatePointAroundVector( v_right, RI.vforward, RI.vright, angle );
|
|
CrossProduct( RI.vforward, v_right, v_up );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( RI.vright, v_right );
|
|
VectorCopy( RI.vup, v_up );
|
|
}
|
|
break;
|
|
}
|
|
|
|
if( e->curstate.rendermode == kRenderGlow )
|
|
pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
|
|
|
|
if( psprite->facecull == SPR_CULL_NONE )
|
|
GL_Cull( GL_NONE );
|
|
|
|
if( oldframe == frame )
|
|
{
|
|
// draw the single non-lerped frame
|
|
pglColor4ub( color.r, color.g, color.b, e->curstate.renderamt );
|
|
R_DrawSpriteQuad( frame, origin, v_right, v_up, e->curstate.scale );
|
|
}
|
|
else
|
|
{
|
|
// draw two combined lerped frames
|
|
lerp = bound( 0.0f, lerp, 1.0f );
|
|
ilerp = 1.0f - lerp;
|
|
|
|
if( ilerp != 0 )
|
|
{
|
|
pglColor4ub( color.r, color.g, color.b, e->curstate.renderamt * ilerp );
|
|
R_DrawSpriteQuad( oldframe, origin, v_right, v_up, e->curstate.scale );
|
|
}
|
|
|
|
if( lerp != 0 )
|
|
{
|
|
pglColor4ub( color.r, color.g, color.b, e->curstate.renderamt * lerp );
|
|
R_DrawSpriteQuad( frame, origin, v_right, v_up, e->curstate.scale );
|
|
}
|
|
}
|
|
|
|
if( e->curstate.rendermode == kRenderGlow )
|
|
pglDepthRange( gldepthmin, gldepthmax );
|
|
|
|
if( psprite->facecull == SPR_CULL_NONE )
|
|
GL_Cull( GL_FRONT );
|
|
|
|
pglColor4ub( 255, 255, 255, 255 );
|
|
} |