mirror of
https://github.com/FWGS/xash3d-fwgs.git
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580 lines
16 KiB
C
580 lines
16 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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#define GLARE_FALLOFF 19000.0f
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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 = ent->model->cache.data;
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int frame = (int)ent->curstate.frame;
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float lerpFrac = 1.0f;
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// misc info
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int m_fDoInterp = (ent->curstate.effects & EF_NOINTERP) ? false : true;
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if( frame < 0 )
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{
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frame = 0;
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}
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else if( frame >= psprite->numframes )
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{
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gEngfuncs.Con_Reportf( S_WARN "%s: no such frame %d (%s)\n", __func__, frame, ent->model->name );
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frame = psprite->numframes - 1;
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}
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if( psprite->frames[frame].type == FRAME_SINGLE )
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{
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if( m_fDoInterp )
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{
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if( ent->latched.prevblending[0] >= psprite->numframes || psprite->frames[ent->latched.prevblending[0]].type != FRAME_SINGLE )
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{
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// this can be happens when rendering switched between single and angled frames
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// or change model on replace delta-entity
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 1.0f;
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}
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if( ent->latched.sequencetime < gp_cl->time )
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{
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if( frame != ent->latched.prevblending[1] )
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1];
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ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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else lerpFrac = (gp_cl->time - ent->latched.sequencetime) * 11.0f;
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}
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else
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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}
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else
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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lerpFrac = 1.0f;
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}
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if( ent->latched.prevblending[0] >= psprite->numframes )
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{
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// reset interpolation on change model
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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// get the interpolated frames
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if( oldframe ) *oldframe = psprite->frames[ent->latched.prevblending[0]].frameptr;
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if( curframe ) *curframe = psprite->frames[frame].frameptr;
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}
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else if( psprite->frames[frame].type == FRAME_GROUP )
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{
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mspritegroup_t *pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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float *pintervals = pspritegroup->intervals;
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int numframes = pspritegroup->numframes;
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float fullinterval = pintervals[numframes-1];
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float jinterval = pintervals[1] - pintervals[0];
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float time = gp_cl->time;
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float jtime = 0.0f;
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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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float targettime = time - ((int)(time / fullinterval)) * fullinterval;
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// LordHavoc: since I can't measure the time properly when it loops from numframes - 1 to 0,
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// i instead measure the time of the first frame, hoping it is consistent
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int i, j;
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for( i = 0, j = numframes - 1; 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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j = i;
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jinterval = pintervals[i] - jtime;
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jtime = pintervals[i];
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}
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if( m_fDoInterp )
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lerpFrac = (targettime - jtime) / jinterval;
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else j = i; // no lerping
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// get the interpolated frames
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if( oldframe ) *oldframe = pspritegroup->frames[j];
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if( curframe ) *curframe = 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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// e.g. doom-style sprite monsters
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float yaw = ent->angles[YAW];
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int angleframe = (int)(Q_rint(( RI.rvp.viewangles[1] - yaw + 45.0f ) / 360 * 8) - 4) & 7;
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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_ANGLED )
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{
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// this can be happens when rendering switched between single and angled frames
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// or change model on replace delta-entity
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 1.0f;
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}
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if( ent->latched.sequencetime < gp_cl->time )
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{
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if( frame != ent->latched.prevblending[1] )
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1];
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ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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else lerpFrac = (gp_cl->time - ent->latched.sequencetime) * ent->curstate.framerate;
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}
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else
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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}
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else
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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lerpFrac = 1.0f;
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}
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mspritegroup_t *pspritegroup = (mspritegroup_t *)psprite->frames[ent->latched.prevblending[0]].frameptr;
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if( oldframe ) *oldframe = pspritegroup->frames[angleframe];
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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if( curframe ) *curframe = pspritegroup->frames[angleframe];
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}
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return lerpFrac;
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}
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/*
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================
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R_CullSpriteModel
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Cull sprite model by bbox
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================
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*/
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static qboolean R_CullSpriteModel( cl_entity_t *e, vec3_t origin )
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{
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vec3_t sprite_mins, sprite_maxs;
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float scale = 1.0f;
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if( !e->model->cache.data )
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return true;
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if( e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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// scale original bbox (no rotation for sprites)
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VectorScale( e->model->mins, scale, sprite_mins );
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VectorScale( e->model->maxs, scale, sprite_maxs );
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VectorAdd( sprite_mins, origin, sprite_mins );
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VectorAdd( sprite_maxs, origin, sprite_maxs );
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return R_CullModel( e, sprite_mins, sprite_maxs );
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}
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/*
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================
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R_GlowSightDistance
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Set sprite brightness factor
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================
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*/
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static float R_SpriteGlowBlend( vec3_t origin, int rendermode, int renderfx, float *pscale )
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{
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vec3_t glowDist;
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VectorSubtract( origin, RI.rvp.vieworigin, glowDist );
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float dist = VectorLength( glowDist );
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if( !FBitSet( RI.rvp.flags, RF_DRAW_CUBEMAP ))
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{
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pmtrace_t *tr = gEngfuncs.EV_VisTraceLine( RI.rvp.vieworigin, origin, r_traceglow.value ? PM_GLASS_IGNORE : (PM_GLASS_IGNORE|PM_STUDIO_IGNORE));
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if(( 1.0f - tr->fraction ) * dist > 8.0f )
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return 0.0f;
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}
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if( renderfx == kRenderFxNoDissipation )
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return 1.0f;
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float brightness = GLARE_FALLOFF / ( dist * dist );
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brightness = bound( 0.05f, brightness, 1.0f );
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*pscale *= dist * ( 1.0f / 200.0f );
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return brightness;
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}
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/*
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================
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R_SpriteOccluded
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Do occlusion test for glow-sprites
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================
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*/
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static qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale )
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{
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if( e->curstate.rendermode == kRenderGlow )
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{
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float blend;
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vec3_t v;
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TriWorldToScreen( origin, v );
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if( v[0] < RI.rvp.viewport[0] || v[0] > RI.rvp.viewport[0] + RI.rvp.viewport[2] )
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return true; // do scissor
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if( v[1] < RI.rvp.viewport[1] || v[1] > RI.rvp.viewport[1] + RI.rvp.viewport[3] )
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return true; // do scissor
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blend = R_SpriteGlowBlend( origin, e->curstate.rendermode, e->curstate.renderfx, pscale );
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tr.blend *= blend;
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if( blend <= 0.01f )
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return true; // faded
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}
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else
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{
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if( R_CullSpriteModel( e, origin ))
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return true;
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}
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return false;
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}
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/*
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=================
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R_DrawSpriteQuad
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=================
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*/
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static void R_DrawSpriteQuad( mspriteframe_t *frame, vec3_t org, vec3_t v_right, vec3_t v_up, float scale )
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{
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vec3_t point;
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r_stats.c_sprite_polys++;
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pglBegin( GL_QUADS );
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pglTexCoord2f( 0.0f, 1.0f );
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VectorMA( org, frame->down * scale, v_up, point );
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VectorMA( point, frame->left * scale, v_right, point );
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pglVertex3fv( point );
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pglTexCoord2f( 0.0f, 0.0f );
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VectorMA( org, frame->up * scale, v_up, point );
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VectorMA( point, frame->left * scale, v_right, point );
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pglVertex3fv( point );
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pglTexCoord2f( 1.0f, 0.0f );
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VectorMA( org, frame->up * scale, v_up, point );
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VectorMA( point, frame->right * scale, v_right, point );
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pglVertex3fv( point );
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pglTexCoord2f( 1.0f, 1.0f );
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VectorMA( org, frame->down * scale, v_up, point );
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VectorMA( point, frame->right * scale, v_right, point );
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pglVertex3fv( point );
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pglEnd();
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}
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static qboolean R_SpriteHasLightmap( cl_entity_t *e, int texFormat )
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{
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if( !r_sprite_lighting->value )
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return false;
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if( texFormat != SPR_ALPHTEST )
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return false;
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if( FBitSet( e->curstate.effects, EF_FULLBRIGHT ))
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return false;
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if( e->curstate.renderamt <= 127 )
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return false;
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switch( e->curstate.rendermode )
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{
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case kRenderNormal:
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case kRenderTransAlpha:
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case kRenderTransTexture:
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break;
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default:
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return false;
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}
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return true;
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}
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/*
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=================
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R_SpriteAllowLerping
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=================
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*/
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static qboolean R_SpriteAllowLerping( cl_entity_t *e, msprite_t *psprite )
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{
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if( !r_sprite_lerping->value )
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return false;
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if( psprite->numframes <= 1 )
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return false;
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if( psprite->texFormat != SPR_ADDITIVE )
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return false;
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if( e->curstate.rendermode == kRenderNormal || e->curstate.rendermode == kRenderTransAlpha )
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return false;
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return true;
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}
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/*
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=================
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R_DrawSpriteModel
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=================
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*/
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void R_DrawSpriteModel( cl_entity_t *e )
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{
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if( FBitSet( RI.rvp.flags, RF_DRAW_CUBEMAP ))
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return;
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model_t *model = e->model;
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msprite_t *psprite = (msprite_t *)model->cache.data;
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vec3_t color, color2 = { 0.0f };
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vec3_t v_right, v_up;
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vec3_t origin = Vec3( e->origin ); // set render origin
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// do movewith
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if( e->curstate.aiment > 0 && e->curstate.movetype == MOVETYPE_FOLLOW )
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{
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cl_entity_t *parent = CL_GetEntityByIndex( e->curstate.aiment );
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if( parent && parent->model )
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{
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if( parent->model->type == mod_studio && e->curstate.body > 0 )
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{
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int num = bound( 1, e->curstate.body, MAXSTUDIOATTACHMENTS );
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VectorCopy( parent->attachment[num-1], origin );
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}
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else VectorCopy( parent->origin, origin );
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}
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}
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float scale = e->curstate.scale;
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if( !scale ) scale = 1.0f;
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if( R_SpriteOccluded( e, origin, &scale ))
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return; // sprite culled
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r_stats.c_sprite_models_drawn++;
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if( e->curstate.rendermode == kRenderGlow || e->curstate.rendermode == kRenderTransAdd )
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R_AllowFog( false );
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// select properly rendermode
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switch( e->curstate.rendermode )
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{
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case kRenderTransAlpha:
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pglDepthMask( GL_FALSE );
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// fallthrough
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case kRenderTransColor:
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case kRenderTransTexture:
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pglEnable( GL_BLEND );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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break;
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case kRenderGlow:
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pglDisable( GL_DEPTH_TEST );
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// fallthrough
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case kRenderTransAdd:
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pglEnable( GL_BLEND );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
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pglDepthMask( GL_FALSE );
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break;
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case kRenderNormal:
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default:
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pglDisable( GL_BLEND );
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break;
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}
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// all sprites can have color
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglEnable( GL_ALPHA_TEST );
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// NOTE: never pass sprites with rendercolor '0 0 0' it's a stupid Valve Hammer Editor bug
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if( e->curstate.rendercolor.r || e->curstate.rendercolor.g || e->curstate.rendercolor.b )
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{
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color[0] = (float)e->curstate.rendercolor.r * ( 1.0f / 255.0f );
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color[1] = (float)e->curstate.rendercolor.g * ( 1.0f / 255.0f );
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color[2] = (float)e->curstate.rendercolor.b * ( 1.0f / 255.0f );
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}
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else
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{
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color[0] = 1.0f;
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color[1] = 1.0f;
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color[2] = 1.0f;
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}
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if( R_SpriteHasLightmap( e, psprite->texFormat ))
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{
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colorVec lightColor = R_LightPoint( origin );
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// FIXME: collect light from dlights?
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color2[0] = (float)lightColor.r * ( 1.0f / 255.0f );
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color2[1] = (float)lightColor.g * ( 1.0f / 255.0f );
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color2[2] = (float)lightColor.b * ( 1.0f / 255.0f );
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// NOTE: sprites with 'lightmap' looks ugly when alpha func is GL_GREATER 0.0
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// NOTE: make them easier to see with 0.3333, was 0.5 in original
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pglAlphaFunc( GL_GREATER, 1.0f / 3.0f );
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}
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mspriteframe_t *frame = NULL, *oldframe = NULL;
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float lerp = 1.0f;
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if( R_SpriteAllowLerping( e, psprite ))
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lerp = R_GetSpriteFrameInterpolant( e, &oldframe, &frame );
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else frame = oldframe = gEngfuncs.R_GetSpriteFrame( model, e->curstate.frame, e->angles[YAW] );
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int type = psprite->type;
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// automatically roll parallel sprites if requested
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if( e->angles[ROLL] != 0.0f && type == SPR_FWD_PARALLEL )
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type = SPR_FWD_PARALLEL_ORIENTED;
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switch( type )
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{
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case SPR_ORIENTED:
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{
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vec3_t v_forward;
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AngleVectors( e->angles, v_forward, v_right, v_up );
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VectorScale( v_forward, 0.01f, v_forward ); // to avoid z-fighting
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VectorSubtract( origin, v_forward, origin );
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break;
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}
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case SPR_FACING_UPRIGHT:
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VectorSet( v_right, origin[1] - RI.rvp.vieworigin[1], -(origin[0] - RI.rvp.vieworigin[0]), 0.0f );
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VectorSet( v_up, 0.0f, 0.0f, 1.0f );
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VectorNormalize( v_right );
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break;
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case SPR_FWD_PARALLEL_UPRIGHT:
|
|
{
|
|
float 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:
|
|
{
|
|
float angle = e->angles[ROLL] * (M_PI2 / 360.0f);
|
|
float sr, cr;
|
|
SinCos( angle, &sr, &cr );
|
|
for( int 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 );
|
|
float 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 );
|
|
pglDisable( GL_BLEND );
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|