5 void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8 model_t *model = ent->model;
9 vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
10 mspriteframe_t *frame;
13 // nudge it toward the view to make sure it isn't in a wall
14 Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
15 VectorSubtract(org, r_view.forward, org);
16 switch(model->sprite.sprnum_type)
18 case SPR_VP_PARALLEL_UPRIGHT:
20 // vertical beam sprite, faces view plane
21 scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
22 left[0] = -r_view.forward[1] * scale;
23 left[1] = r_view.forward[0] * scale;
29 case SPR_FACING_UPRIGHT:
31 // vertical beam sprite, faces viewer's origin (not the view plane)
32 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]));
33 left[0] = (org[1] - r_view.origin[1]) * scale;
34 left[1] = -(org[0] - r_view.origin[0]) * scale;
41 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
42 // fall through to normal sprite
46 VectorScale(r_view.left, ent->scale, left);
47 VectorScale(r_view.up, ent->scale, up);
50 // bullet marks on walls
51 // ignores viewer entirely
52 VectorCopy(mleft, left);
55 case SPR_VP_PARALLEL_ORIENTED:
56 // I have no idea what people would use this for...
57 // oriented relative to view space
58 // FIXME: test this and make sure it mimicks software
59 left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
60 left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
61 left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
62 up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
63 up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
64 up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
68 R_Mesh_Matrix(&identitymatrix);
70 if (!(ent->flags & RENDER_LIGHT))
71 color[0] = color[1] = color[2] = 1;
74 R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
75 VectorMA(color, 0.5f, diffusecolor, color);
77 color[0] *= ent->colormod[0];
78 color[1] *= ent->colormod[1];
79 color[2] *= ent->colormod[2];
81 // LordHavoc: interpolated sprite rendering
84 if (ent->frameblend[i].lerp >= 0.01f)
86 frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
87 // FIXME: negate left and right in loader
88 R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->skin.base, frame->skin.fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp);
93 void R_Model_Sprite_Draw(entity_render_t *ent)
95 if (ent->frameblend[0].frame < 0)
98 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);