4 void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
6 const entity_render_t *ent = (entity_render_t *)calldata1;
8 vec3_t left, up, org, color, diffusecolor, diffusenormal;
14 // nudge it toward the view to make sure it isn't in a wall
15 org[0] = ent->matrix.m[0][3] - r_viewforward[0];
16 org[1] = ent->matrix.m[1][3] - r_viewforward[1];
17 org[2] = ent->matrix.m[2][3] - r_viewforward[2];
18 switch(ent->model->sprite.sprnum_type)
20 case SPR_VP_PARALLEL_UPRIGHT:
22 // vertical beam sprite, faces view plane
23 scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
24 left[0] = -r_viewforward[1] * scale;
25 left[1] = r_viewforward[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_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
35 left[0] = (org[1] - r_vieworigin[1]) * scale;
36 left[1] = -(org[0] - r_vieworigin[0]) * scale;
43 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", ent->model->sprite.sprnum_type);
44 // fall through to normal sprite
48 left[0] = r_viewleft[0] * ent->scale;
49 left[1] = r_viewleft[1] * ent->scale;
50 left[2] = r_viewleft[2] * ent->scale;
51 up[0] = r_viewup[0] * ent->scale;
52 up[1] = r_viewup[1] * ent->scale;
53 up[2] = r_viewup[2] * ent->scale;
56 // bullet marks on walls
57 // ignores viewer entirely
58 left[0] = ent->matrix.m[0][1];
59 left[1] = ent->matrix.m[1][1];
60 left[2] = ent->matrix.m[2][1];
61 up[0] = ent->matrix.m[0][2];
62 up[1] = ent->matrix.m[1][2];
63 up[2] = ent->matrix.m[2][2];
65 case SPR_VP_PARALLEL_ORIENTED:
66 // I have no idea what people would use this for...
67 // oriented relative to view space
68 // FIXME: test this and make sure it mimicks software
69 left[0] = ent->matrix.m[0][1] * r_viewforward[0] + ent->matrix.m[1][1] * r_viewleft[0] + ent->matrix.m[2][1] * r_viewup[0];
70 left[1] = ent->matrix.m[0][1] * r_viewforward[1] + ent->matrix.m[1][1] * r_viewleft[1] + ent->matrix.m[2][1] * r_viewup[1];
71 left[2] = ent->matrix.m[0][1] * r_viewforward[2] + ent->matrix.m[1][1] * r_viewleft[2] + ent->matrix.m[2][1] * r_viewup[2];
72 up[0] = ent->matrix.m[0][2] * r_viewforward[0] + ent->matrix.m[1][2] * r_viewleft[0] + ent->matrix.m[2][2] * r_viewup[0];
73 up[1] = ent->matrix.m[0][2] * r_viewforward[1] + ent->matrix.m[1][2] * r_viewleft[1] + ent->matrix.m[2][2] * r_viewup[1];
74 up[2] = ent->matrix.m[0][2] * r_viewforward[2] + ent->matrix.m[1][2] * r_viewleft[2] + ent->matrix.m[2][2] * r_viewup[2];
78 R_Mesh_Matrix(&r_identitymatrix);
80 if (!(ent->flags & RENDER_LIGHT))
81 color[0] = color[1] = color[2] = 1;
84 R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
85 VectorMA(color, 0.5f, diffusecolor, color);
87 color[0] *= ent->colormod[0];
88 color[1] *= ent->colormod[1];
89 color[2] *= ent->colormod[2];
93 VectorSubtract(ent->origin, r_vieworigin, diff);
94 fog = exp(fogdensity/DotProduct(diff,diff));
102 // LordHavoc: interpolated sprite rendering
103 for (i = 0;i < 4;i++)
105 if (ent->frameblend[i].lerp >= 0.01f)
107 frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
108 // FIXME: negate left and right in loader
109 R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->texture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
110 if (fog * ent->frameblend[i].lerp >= 0.01f)
111 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, frame->fogtexture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
116 void R_Model_Sprite_Draw(entity_render_t *ent)
118 if (ent->frameblend[0].frame < 0)
121 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);