5 extern cvar_t r_labelsprites_scale;
6 extern cvar_t r_labelsprites_roundtopixels;
8 void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11 model_t *model = ent->model;
12 vec3_t left, up, org, mforward, mleft, mup, middle;
13 float scale, dx, dy, hud_vs_screen;
15 // nudge it toward the view to make sure it isn't in a wall
16 Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
17 VectorSubtract(org, r_view.forward, org);
18 switch(model->sprite.sprnum_type)
20 case SPR_VP_PARALLEL_UPRIGHT:
22 // vertical beam sprite, faces view plane
23 scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
24 left[0] = -r_view.forward[1] * scale;
25 left[1] = r_view.forward[0] * scale;
31 case SPR_FACING_UPRIGHT:
33 // vertical beam sprite, faces viewer's origin (not the view plane)
34 scale = ent->scale / sqrt((org[0] - r_view.origin[0])*(org[0] - r_view.origin[0])+(org[1] - r_view.origin[1])*(org[1] - r_view.origin[1]));
35 left[0] = (org[1] - r_view.origin[1]) * scale;
36 left[1] = -(org[0] - r_view.origin[0]) * scale;
43 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
44 // fall through to normal sprite
48 VectorScale(r_view.left, ent->scale, left);
49 VectorScale(r_view.up, ent->scale, up);
54 // fixed HUD pixel size specified in sprite
56 // honors a global label scaling cvar
58 scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value;
59 VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px
60 VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px
65 // fixed pixel size specified in sprite
66 // tries to get the right size in HUD units, if possible
68 // honors a global label scaling cvar before the rounding
69 // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though.
71 scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin));
73 if(r_labelsprites_roundtopixels.integer)
76 vid_conwidth.integer / (float) r_view.width,
77 vid_conheight.integer / (float) r_view.height
78 ) / max(0.125, r_labelsprites_scale.value);
80 // snap to "good sizes"
83 if(hud_vs_screen <= 0.6)
84 hud_vs_screen = 0; // don't, use real HUD pixels
85 else if(hud_vs_screen <= 1.41)
87 else if(hud_vs_screen <= 3.33)
90 hud_vs_screen = 0; // don't, use real HUD pixels
95 VectorScale(r_view.left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px
96 VectorScale(r_view.up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px
101 VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
102 VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
105 if(hud_vs_screen == 1)
107 VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale
108 dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
109 dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
110 VectorMAMAM(1, org, dx, left, dy, up, org);
116 VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
117 VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
121 // bullet marks on walls
122 // ignores viewer entirely
123 VectorCopy(mleft, left);
126 case SPR_VP_PARALLEL_ORIENTED:
127 // I have no idea what people would use this for...
128 // oriented relative to view space
129 // FIXME: test this and make sure it mimicks software
130 left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
131 left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
132 left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
133 up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
134 up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
135 up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
139 R_Mesh_Matrix(&identitymatrix);
141 // LordHavoc: interpolated sprite rendering
142 for (i = 0;i < 4;i++)
144 if (ent->frameblend[i].lerp >= 0.01f)
146 mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
147 texture_t *texture = model->data_textures + ent->frameblend[i].frame;
148 R_UpdateTextureInfo(ent, texture);
149 // FIXME: negate left and right in loader
150 R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
155 void R_Model_Sprite_Draw(entity_render_t *ent)
158 if (ent->frameblend[0].frame < 0)
161 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
162 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);