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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-25 11:19:59 +01:00
xash3d-fwgs/ref/soft/r_sprite.c

855 lines
22 KiB
C

/*
gl_sprite.c - sprite rendering
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "r_local.h"
#include "pm_local.h"
#include "sprite.h"
#include "studio.h"
#include "entity_types.h"
#define GLARE_FALLOFF 19000.0f
char sprite_name[MAX_QPATH];
char group_suffix[8];
static uint r_texFlags = 0;
static int sprite_version;
float sprite_radius;
/*
====================
R_SpriteInit
====================
*/
void R_SpriteInit( void )
{
}
/*
====================
R_SpriteLoadFrame
upload a single frame
====================
*/
static const byte *R_SpriteLoadFrame( model_t *mod, const void *pin, mspriteframe_t **ppframe, int num )
{
dspriteframe_t pinframe;
mspriteframe_t *pspriteframe;
int gl_texturenum = 0;
char texname[128];
int bytes = 1;
memcpy( &pinframe, pin, sizeof( dspriteframe_t ));
if( sprite_version == SPRITE_VERSION_32 )
bytes = 4;
// build uinque frame name
if( FBitSet( mod->flags, MODEL_CLIENT )) // it's a HUD sprite
{
Q_snprintf( texname, sizeof( texname ), "#HUD/%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 );
gl_texturenum = GL_LoadTexture( texname, pin, pinframe.width * pinframe.height * bytes, r_texFlags );
}
else
{
Q_snprintf( texname, sizeof( texname ), "#%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 );
gl_texturenum = GL_LoadTexture( texname, pin, pinframe.width * pinframe.height * bytes, r_texFlags );
}
// setup frame description
pspriteframe = Mem_Malloc( mod->mempool, sizeof( mspriteframe_t ));
pspriteframe->width = pinframe.width;
pspriteframe->height = pinframe.height;
pspriteframe->up = pinframe.origin[1];
pspriteframe->left = pinframe.origin[0];
pspriteframe->down = pinframe.origin[1] - pinframe.height;
pspriteframe->right = pinframe.width + pinframe.origin[0];
pspriteframe->gl_texturenum = gl_texturenum;
*ppframe = pspriteframe;
return (const byte *)((const byte *)pin + sizeof( dspriteframe_t ) + pinframe.width * pinframe.height * bytes );
}
/*
====================
R_SpriteLoadGroup
upload a group frames
====================
*/
static const void *R_SpriteLoadGroup( model_t *mod, const void *pin, mspriteframe_t **ppframe, int framenum )
{
const dspritegroup_t *pingroup;
mspritegroup_t *pspritegroup;
const dspriteinterval_t *pin_intervals;
float *poutintervals;
int i, groupsize, numframes;
const void *ptemp;
pingroup = (const dspritegroup_t *)pin;
numframes = pingroup->numframes;
groupsize = sizeof( mspritegroup_t ) + ( numframes - 1 ) * sizeof( pspritegroup->frames[0] );
pspritegroup = Mem_Calloc( mod->mempool, groupsize );
pspritegroup->numframes = numframes;
*ppframe = (mspriteframe_t *)pspritegroup;
pin_intervals = (const dspriteinterval_t *)( pingroup + 1 );
poutintervals = Mem_Calloc( mod->mempool, numframes * sizeof( float ));
pspritegroup->intervals = poutintervals;
for( i = 0; i < numframes; i++ )
{
*poutintervals = pin_intervals->interval;
if( *poutintervals <= 0.0f )
*poutintervals = 1.0f; // set error value
poutintervals++;
pin_intervals++;
}
ptemp = (const void *)pin_intervals;
for( i = 0; i < numframes; i++ )
{
ptemp = R_SpriteLoadFrame( mod, ptemp, &pspritegroup->frames[i], framenum * 10 + i );
}
return ptemp;
}
/*
====================
Mod_LoadSpriteModel
load sprite model
====================
*/
void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags )
{
const dsprite_t *pin;
const short *numi = NULL;
const byte *pframetype;
msprite_t *psprite;
int i;
pin = buffer;
psprite = mod->cache.data;
if( pin->version == SPRITE_VERSION_Q1 || pin->version == SPRITE_VERSION_32 )
numi = NULL;
else if( pin->version == SPRITE_VERSION_HL )
numi = (const short *)((const byte *)buffer + sizeof( dsprite_hl_t ));
r_texFlags = texFlags;
sprite_version = pin->version;
Q_strncpy( sprite_name, mod->name, sizeof( sprite_name ));
COM_StripExtension( sprite_name );
if( numi == NULL )
{
rgbdata_t *pal;
pal = gEngfuncs.FS_LoadImage( "#id.pal", (byte *)&i, 768 );
pframetype = ((const byte *)buffer + sizeof( dsprite_q1_t )); // pinq1 + 1
gEngfuncs.FS_FreeImage( pal ); // palette installed, no reason to keep this data
}
else if( *numi == 256 )
{
const byte *src = (const byte *)( numi + 1 );
rgbdata_t *pal;
// install palette
switch( psprite->texFormat )
{
case SPR_INDEXALPHA:
pal = gEngfuncs.FS_LoadImage( "#gradient.pal", src, 768 );
break;
case SPR_ALPHTEST:
pal = gEngfuncs.FS_LoadImage( "#masked.pal", src, 768 );
break;
default:
pal = gEngfuncs.FS_LoadImage( "#normal.pal", src, 768 );
break;
}
pframetype = (const byte *)( src + 768 );
gEngfuncs.FS_FreeImage( pal ); // palette installed, no reason to keep this data
}
else
{
gEngfuncs.Con_DPrintf( S_ERROR "%s has wrong number of palette colors %i (should be 256)\n", mod->name, *numi );
return;
}
if( mod->numframes < 1 )
return;
for( i = 0; i < mod->numframes; i++ )
{
frametype_t frametype;
dframetype_t dframetype;
memcpy( &dframetype, pframetype, sizeof( dframetype ));
frametype = dframetype.type;
psprite->frames[i].type = (spriteframetype_t)frametype;
switch( frametype )
{
case FRAME_SINGLE:
Q_strncpy( group_suffix, "frame", sizeof( group_suffix ));
pframetype = R_SpriteLoadFrame( mod, pframetype + sizeof( dframetype_t ), &psprite->frames[i].frameptr, i );
break;
case FRAME_GROUP:
Q_strncpy( group_suffix, "group", sizeof( group_suffix ));
pframetype = R_SpriteLoadGroup( mod, pframetype + sizeof( dframetype_t ), &psprite->frames[i].frameptr, i );
break;
case FRAME_ANGLED:
Q_strncpy( group_suffix, "angle", sizeof( group_suffix ));
pframetype = R_SpriteLoadGroup( mod, pframetype + sizeof( dframetype_t ), &psprite->frames[i].frameptr, i );
break;
}
if( pframetype == NULL )
break; // technically an error
}
if( loaded )
*loaded = true; // done
}
/*
====================
Mod_UnloadSpriteModel
release sprite model and frames
====================
*/
void Mod_SpriteUnloadTextures( void *data )
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, j;
psprite = data;
if( psprite )
{
// release all textures
for( i = 0; i < psprite->numframes; i++ )
{
if( psprite->frames[i].type == SPR_SINGLE )
{
pspriteframe = psprite->frames[i].frameptr;
GL_FreeTexture( pspriteframe->gl_texturenum );
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr;
for( j = 0; j < pspritegroup->numframes; j++ )
{
pspriteframe = pspritegroup->frames[i];
GL_FreeTexture( pspriteframe->gl_texturenum );
}
}
}
}
}
/*
================
R_GetSpriteFrame
assume pModel is valid
================
*/
mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw )
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe = NULL;
float *pintervals, fullinterval;
int i, numframes;
float targettime;
Assert( pModel != NULL );
psprite = pModel->cache.data;
if( frame < 0 )
{
frame = 0;
}
else if( frame >= psprite->numframes )
{
if( frame > psprite->numframes )
gEngfuncs.Con_Printf( S_WARN "%s: no such frame %d (%s)\n", __func__, frame, pModel->name );
frame = psprite->numframes - 1;
}
if( psprite->frames[frame].type == SPR_SINGLE )
{
pspriteframe = psprite->frames[frame].frameptr;
}
else if( psprite->frames[frame].type == SPR_GROUP )
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes - 1];
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by zero
targettime = gp_cl->time - ((int)( gp_cl->time / fullinterval )) * fullinterval;
for( i = 0; i < ( numframes - 1 ); i++ )
{
if( pintervals[i] > targettime )
break;
}
pspriteframe = pspritegroup->frames[i];
}
else if( psprite->frames[frame].type == FRAME_ANGLED )
{
int angleframe = (int)( Q_rint(( RI.viewangles[1] - yaw + 45.0f ) / 360 * 8 ) - 4 ) & 7;
// e.g. doom-style sprite monsters
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pspriteframe = pspritegroup->frames[angleframe];
}
return pspriteframe;
}
/*
================
R_GetSpriteFrameInterpolant
NOTE: we using prevblending[0] and [1] for holds interval
between frames where are we lerping
================
*/
static float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe )
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
int i, j, numframes, frame;
float lerpFrac, time, jtime, jinterval;
float *pintervals, fullinterval, targettime;
int m_fDoInterp;
psprite = ent->model->cache.data;
frame = (int)ent->curstate.frame;
lerpFrac = 1.0f;
// misc info
m_fDoInterp = ( ent->curstate.effects & EF_NOINTERP ) ? false : true;
if( frame < 0 )
{
frame = 0;
}
else if( frame >= psprite->numframes )
{
gEngfuncs.Con_Reportf( S_WARN "%s: no such frame %d (%s)\n", __func__, frame, ent->model->name );
frame = psprite->numframes - 1;
}
if( psprite->frames[frame].type == FRAME_SINGLE )
{
if( m_fDoInterp )
{
if( ent->latched.prevblending[0] >= psprite->numframes || psprite->frames[ent->latched.prevblending[0]].type != FRAME_SINGLE )
{
// this can be happens when rendering switched between single and angled frames
// or change model on replace delta-entity
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->time;
lerpFrac = 1.0f;
}
if( ent->latched.sequencetime < gp_cl->time )
{
if( frame != ent->latched.prevblending[1] )
{
ent->latched.prevblending[0] = ent->latched.prevblending[1];
ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->time;
lerpFrac = 0.0f;
}
else
lerpFrac = ( gp_cl->time - ent->latched.sequencetime ) * 11.0f;
}
else
{
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->time;
lerpFrac = 0.0f;
}
}
else
{
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
lerpFrac = 1.0f;
}
if( ent->latched.prevblending[0] >= psprite->numframes )
{
// reset interpolation on change model
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->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 = gp_cl->time;
jtime = 0.0f;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by zero
targettime = time - ((int)( time / fullinterval )) * fullinterval;
// LordHavoc: since I can't measure the time properly when it loops from numframes - 1 to 0,
// i instead measure the time of the first frame, hoping it is consistent
for( i = 0, j = numframes - 1; i < ( numframes - 1 ); i++ )
{
if( pintervals[i] > targettime )
break;
j = i;
jinterval = pintervals[i] - jtime;
jtime = pintervals[i];
}
if( m_fDoInterp )
lerpFrac = ( targettime - jtime ) / jinterval;
else
j = i; // no lerping
// get the interpolated frames
if( oldframe )
*oldframe = pspritegroup->frames[j];
if( curframe )
*curframe = pspritegroup->frames[i];
}
else if( psprite->frames[frame].type == FRAME_ANGLED )
{
// e.g. doom-style sprite monsters
float yaw = ent->angles[YAW];
int angleframe = (int)( Q_rint(( RI.viewangles[1] - yaw + 45.0f ) / 360 * 8 ) - 4 ) & 7;
if( m_fDoInterp )
{
if( ent->latched.prevblending[0] >= psprite->numframes || psprite->frames[ent->latched.prevblending[0]].type != FRAME_ANGLED )
{
// this can be happens when rendering switched between single and angled frames
// or change model on replace delta-entity
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->time;
lerpFrac = 1.0f;
}
if( ent->latched.sequencetime < gp_cl->time )
{
if( frame != ent->latched.prevblending[1] )
{
ent->latched.prevblending[0] = ent->latched.prevblending[1];
ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->time;
lerpFrac = 0.0f;
}
else
lerpFrac = ( gp_cl->time - ent->latched.sequencetime ) * ent->curstate.framerate;
}
else
{
ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
ent->latched.sequencetime = gp_cl->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
================
*/
static 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
================
*/
static 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;
image_t *image;
r_stats.c_sprite_polys++;
/*image = R_GetTexture(frame->gl_texturenum);
r_affinetridesc.pskin = image->pixels[0];
r_affinetridesc.skinwidth = image->width;
r_affinetridesc.skinheight = image->height;*/
TriBegin( TRI_QUADS );
TriTexCoord2f( 0.0f, 1.0f );
VectorMA( org, frame->down * scale, v_up, point );
VectorMA( point, frame->left * scale, v_right, point );
TriVertex3fv( point );
TriTexCoord2f( 0.0f, 0.0f );
VectorMA( org, frame->up * scale, v_up, point );
VectorMA( point, frame->left * scale, v_right, point );
TriVertex3fv( point );
TriTexCoord2f( 1.0f, 0.0f );
VectorMA( org, frame->up * scale, v_up, point );
VectorMA( point, frame->right * scale, v_right, point );
TriVertex3fv( point );
TriTexCoord2f( 1.0f, 1.0f );
VectorMA( org, frame->down * scale, v_up, point );
VectorMA( point, frame->right * scale, v_right, point );
TriVertex3fv( point );
TriEnd();
}
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 = CL_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 );
GL_SetRenderMode( e->curstate.rendermode );
// 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
_TriColor4f( 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 )
{
_TriColor4f( 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 )
{
_TriColor4f( 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 );
}
}
}