6 static int R_SpriteSetup (int type, float org[3], float left[3], float up[3])
8 float matrix1[3][3], matrix2[3][3], matrix3[3][3];
10 VectorCopy(currentrenderentity->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(currentrenderentity->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 (currentrenderentity->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 (currentrenderentity->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]);
68 if (currentrenderentity->scale != 1)
70 VectorScale(matrix3[1], currentrenderentity->scale, left);
71 VectorScale(matrix3[2], currentrenderentity->scale, up);
75 VectorCopy(matrix3[1], left);
76 VectorCopy(matrix3[2], up);
81 static int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
83 static void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
86 float v[4][4], st[4][2];
87 memset(&m, 0, sizeof(m));
89 m.blendfunc1 = GL_SRC_ALPHA;
90 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
91 if ((currentrenderentity->effects & EF_ADDITIVE)
92 || (currentrenderentity->model->flags & EF_ADDITIVE)
94 m.blendfunc2 = GL_ONE;
96 m.index = spritepolyindex;
99 m.vertexstep = sizeof(float[4]);
105 m.texcoords[0] = &st[0][0];
106 m.texcoordstep[0] = sizeof(float[2]);
108 // FIXME: negate left and right in loader
109 v[0][0] = origin[0] + frame->down * up[0] - frame->left * left[0];
110 v[0][1] = origin[1] + frame->down * up[1] - frame->left * left[1];
111 v[0][2] = origin[2] + frame->down * up[2] - frame->left * left[2];
112 v[1][0] = origin[0] + frame->up * up[0] - frame->left * left[0];
113 v[1][1] = origin[1] + frame->up * up[1] - frame->left * left[1];
114 v[1][2] = origin[2] + frame->up * up[2] - frame->left * left[2];
115 v[2][0] = origin[0] + frame->up * up[0] - frame->right * left[0];
116 v[2][1] = origin[1] + frame->up * up[1] - frame->right * left[1];
117 v[2][2] = origin[2] + frame->up * up[2] - frame->right * left[2];
118 v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0];
119 v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1];
120 v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[2];
138 void R_DrawSpriteModel ()
141 vec3_t left, up, org, color;
142 mspriteframe_t *frame;
146 if (currentrenderentity->frameblend[0].frame < 0)
149 if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
154 if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
155 color[0] = color[1] = color[2] = 1;
157 R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
161 VectorSubtract(currentrenderentity->origin, r_origin, diff);
162 fog = exp(fogdensity/DotProduct(diff,diff));
171 // LordHavoc: interpolated sprite rendering
172 for (i = 0;i < 4;i++)
174 if (currentrenderentity->frameblend[i].lerp >= 0.01f)
176 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
177 GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
178 if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
179 GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
183 // LordHavoc: no interpolation
185 for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
186 frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
188 GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha);
189 if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
190 GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha);