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;
10 mspriteframe_t *frame;
13 // nudge it toward the view to make sure it isn't in a wall
14 org[0] = ent->matrix.m[0][3] - r_viewforward[0];
15 org[1] = ent->matrix.m[1][3] - r_viewforward[1];
16 org[2] = ent->matrix.m[2][3] - r_viewforward[2];
17 switch(model->sprite.sprnum_type)
19 case SPR_VP_PARALLEL_UPRIGHT:
21 // vertical beam sprite, faces view plane
22 scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
23 left[0] = -r_viewforward[1] * scale;
24 left[1] = r_viewforward[0] * scale;
30 case SPR_FACING_UPRIGHT:
32 // vertical beam sprite, faces viewer's origin (not the view plane)
33 scale = ent->scale / sqrt((org[0] - r_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
34 left[0] = (org[1] - r_vieworigin[1]) * scale;
35 left[1] = -(org[0] - r_vieworigin[0]) * scale;
42 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
43 // fall through to normal sprite
47 left[0] = r_viewleft[0] * ent->scale;
48 left[1] = r_viewleft[1] * ent->scale;
49 left[2] = r_viewleft[2] * ent->scale;
50 up[0] = r_viewup[0] * ent->scale;
51 up[1] = r_viewup[1] * ent->scale;
52 up[2] = r_viewup[2] * ent->scale;
55 // bullet marks on walls
56 // ignores viewer entirely
57 left[0] = ent->matrix.m[0][1];
58 left[1] = ent->matrix.m[1][1];
59 left[2] = ent->matrix.m[2][1];
60 up[0] = ent->matrix.m[0][2];
61 up[1] = ent->matrix.m[1][2];
62 up[2] = ent->matrix.m[2][2];
64 case SPR_VP_PARALLEL_ORIENTED:
65 // I have no idea what people would use this for...
66 // oriented relative to view space
67 // FIXME: test this and make sure it mimicks software
68 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];
69 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];
70 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];
71 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];
72 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];
73 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];
77 R_Mesh_Matrix(&identitymatrix);
79 if (!(ent->flags & RENDER_LIGHT))
80 color[0] = color[1] = color[2] = 1;
83 R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
84 VectorMA(color, 0.5f, diffusecolor, color);
86 color[0] *= ent->colormod[0];
87 color[1] *= ent->colormod[1];
88 color[2] *= ent->colormod[2];
90 // LordHavoc: interpolated sprite rendering
93 if (ent->frameblend[i].lerp >= 0.01f)
95 frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
96 // FIXME: negate left and right in loader
97 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);
102 void R_Model_Sprite_Draw(entity_render_t *ent)
104 if (ent->frameblend[0].frame < 0)
107 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);