6 static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
8 float matrix1[3][3], matrix2[3][3], matrix3[3][3];
10 VectorCopy(ent->origin, org);
13 case SPR_VP_PARALLEL_UPRIGHT:
15 // vertical beam sprite, faces view plane
16 VectorNegate(vpn, matrix3[0]);
18 VectorNormalizeFast(matrix3[0]);
19 matrix3[1][0] = matrix3[0][1];
20 matrix3[1][1] = -matrix3[0][0];
26 case SPR_FACING_UPRIGHT:
28 // vertical beam sprite, faces viewer's origin (not the view plane)
29 VectorSubtract(ent->origin, r_origin, matrix3[0]);
31 VectorNormalizeFast(matrix3[0]);
32 matrix3[1][0] = matrix3[0][1];
33 matrix3[1][1] = -matrix3[0][0];
40 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
41 // fall through to normal sprite
45 VectorCopy(vpn, matrix3[0]);
46 VectorNegate(vright, matrix3[1]);
47 VectorCopy(vup, matrix3[2]);
50 // bullet marks on walls
51 // ignores viewer entirely
52 AngleVectorsFLU (ent->angles, matrix3[0], matrix3[1], matrix3[2]);
53 // nudge it toward the view, so it will be infront of the wall
54 VectorSubtract(org, vpn, org);
56 case SPR_VP_PARALLEL_ORIENTED:
57 // I have no idea what people would use this for
58 // oriented relative to view space
59 // FIXME: test this and make sure it mimicks software
60 AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]);
61 VectorCopy(vpn, matrix2[0]);
62 VectorNegate(vright, matrix2[1]);
63 VectorCopy(vup, matrix2[2]);
64 R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
70 VectorScale(matrix3[1], ent->scale, left);
71 VectorScale(matrix3[2], ent->scale, up);
75 VectorCopy(matrix3[1], left);
76 VectorCopy(matrix3[2], up);
81 static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
84 memset(&m, 0, sizeof(m));
85 m.blendfunc1 = GL_SRC_ALPHA;
86 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
88 m.blendfunc2 = GL_ONE;
92 GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
93 // FIXME: negate left and right in loader
94 R_DrawSpriteMesh(origin, left, up, frame->left, frame->right, frame->down, frame->up);
97 void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
99 const entity_render_t *ent = calldata1;
101 vec3_t left, up, org, color;
102 mspriteframe_t *frame;
106 if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
109 R_Mesh_Matrix(&r_identitymatrix);
111 if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
112 color[0] = color[1] = color[2] = 1;
114 R_CompleteLightPoint(color, ent->origin, true, NULL);
118 VectorSubtract(ent->origin, r_origin, diff);
119 fog = exp(fogdensity/DotProduct(diff,diff));
128 // LordHavoc: interpolated sprite rendering
129 for (i = 0;i < 4;i++)
131 if (ent->frameblend[i].lerp >= 0.01f)
133 frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
134 R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
135 if (fog * ent->frameblend[i].lerp >= 0.01f)
136 R_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
140 // LordHavoc: no interpolation
142 for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
143 frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
145 R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha);
146 if (fog * ent->frameblend[i].lerp >= 0.01f)
147 R_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
151 void R_Model_Sprite_Draw(entity_render_t *ent)
153 if (ent->frameblend[0].frame < 0)
158 R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);