Files
xash3d-fwgs/ref/soft/r_sprite.c
2026-04-19 00:32:45 +05:00

270 lines
7.1 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
/*
================
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 );
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;
VectorSubtract( origin, RI.rvp.vieworigin, glowDist );
dist = VectorLength( glowDist );
pmtrace_t *tr = gEngfuncs.EV_VisTraceLine( RI.rvp.vieworigin, 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.rvp.viewport[0] || v[0] > RI.rvp.viewport[0] + RI.rvp.viewport[2] )
return true; // do scissor
if( v[1] < RI.rvp.viewport[1] || v[1] > RI.rvp.viewport[1] + RI.rvp.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++;
/*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();
}
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel( cl_entity_t *e )
{
mspriteframe_t *frame = NULL;
msprite_t *psprite;
model_t *model;
int i, type;
float angle, dot, sr, cr, scale;
vec3_t v_forward, v_right, v_up;
vec3_t origin, color;
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;
}
frame = gEngfuncs.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.rvp.vieworigin[1], -( origin[0] - RI.rvp.vieworigin[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 );
// 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 );
}