mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-12-29 12:15:26 +01:00
Alibek Omarov
d56e53a347
* while we're here, fix some possible bugs * and fix -Wformat=2 s/__FUNCTION__/__func__/g awawawa
1037 lines
28 KiB
C
1037 lines
28 KiB
C
/*
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gl_sprite.c - sprite rendering
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Copyright (C) 2010 Uncle Mike
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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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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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#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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// 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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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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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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}
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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 const byte *R_SpriteLoadFrame( model_t *mod, const 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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memcpy( &pinframe, pin, sizeof(dspriteframe_t));
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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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// partial HD-textures support
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if( Mod_AllowMaterials( ))
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{
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if( R_SearchForTextureReplacement( texname, sizeof( texname ), sprite_name, "materials/%s/%s%i%i.tga", sprite_name, group_suffix, num / 10, num % 10 ))
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{
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gl_texturenum = GL_LoadTexture( texname, NULL, 0, r_texFlags );
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R_TextureReplacementReport( sprite_name, gl_texturenum, texname );
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}
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}
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if( gl_texturenum == 0 )
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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 (( const byte* )pin + sizeof( dspriteframe_t ) + 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 const byte *R_SpriteLoadGroup( model_t *mod, const void *pin, mspriteframe_t **ppframe, int framenum )
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{
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const dspritegroup_t *pingroup;
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mspritegroup_t *pspritegroup;
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const dspriteinterval_t *pin_intervals;
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float *poutintervals;
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int i, groupsize, numframes;
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const void *ptemp;
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pingroup = (const 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 = (const 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 = (const 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 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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const dsprite_t *pin;
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const short *numi = NULL;
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const byte *pframetype;
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msprite_t *psprite;
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int i;
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pin = buffer;
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psprite = mod->cache.data;
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if( pin->version == SPRITE_VERSION_Q1 || pin->version == SPRITE_VERSION_32 )
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numi = NULL;
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else if( pin->version == SPRITE_VERSION_HL )
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numi = (const short *)((const byte*)buffer + sizeof( dsprite_hl_t ));
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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 = gEngfuncs.FS_LoadImage( "#id.pal", (byte *)&i, 768 );
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pframetype = ((const byte*)buffer + sizeof( dsprite_q1_t )); // pinq1 + 1
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gEngfuncs.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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const byte *src = (const 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 = gEngfuncs.FS_LoadImage( "#gradient.pal", src, 768 );
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break;
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case SPR_ALPHTEST:
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pal = gEngfuncs.FS_LoadImage( "#masked.pal", src, 768 );
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break;
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default:
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pal = gEngfuncs.FS_LoadImage( "#normal.pal", src, 768 );
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break;
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}
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pframetype = (const byte *)(src + 768);
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gEngfuncs.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;
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dframetype_t dframetype;
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memcpy( &dframetype, pframetype, sizeof( dframetype ));
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frametype = dframetype.type;
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psprite->frames[i].type = (spriteframetype_t)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 + sizeof( dframetype_t ), &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 + sizeof( dframetype_t ), &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 + sizeof( dframetype_t ), &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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char poolname[MAX_VA_STRING];
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if( loaded ) *loaded = false;
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Q_snprintf( texname, sizeof( texname ), "#%s", mod->name );
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gEngfuncs.Image_SetForceFlags( IL_OVERVIEW );
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pix = gEngfuncs.FS_LoadImage( texname, buffer, size );
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gEngfuncs.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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gEngfuncs.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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Q_snprintf( poolname, sizeof( poolname ), "^2%s^7", mod->name );
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mod->mempool = Mem_AllocPool( poolname );
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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 * gEngfuncs.Image_GetPFDesc(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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gEngfuncs.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_SpriteUnloadTextures( void *data )
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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 = 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 "%s: no such frame %d (%s)\n", __func__, 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 = gp_cl->time - ((int)( gp_cl->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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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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static 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
|
|
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;
|
|
|
|
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( FBitSet( 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 = { 0.0f };
|
|
|
|
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 );
|
|
|
|
// select properly rendermode
|
|
switch( e->curstate.rendermode )
|
|
{
|
|
case kRenderTransAlpha:
|
|
pglDepthMask( GL_FALSE );
|
|
// fallthrough
|
|
case kRenderTransColor:
|
|
case kRenderTransTexture:
|
|
pglEnable( GL_BLEND );
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
break;
|
|
case kRenderGlow:
|
|
pglDisable( GL_DEPTH_TEST );
|
|
// fallthrough
|
|
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
|
|
// NOTE: make them easier to see with 0.3333, was 0.5 in original
|
|
pglAlphaFunc( GL_GREATER, 1.0f / 3.0f );
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|