4 static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
6 float matrix1[3][3], matrix2[3][3], matrix3[3][3];
8 VectorCopy(ent->origin, org);
11 case SPR_VP_PARALLEL_UPRIGHT:
13 // vertical beam sprite, faces view plane
14 VectorNegate(r_viewforward, matrix3[0]);
16 VectorNormalizeFast(matrix3[0]);
17 matrix3[1][0] = matrix3[0][1];
18 matrix3[1][1] = -matrix3[0][0];
24 case SPR_FACING_UPRIGHT:
26 // vertical beam sprite, faces viewer's origin (not the view plane)
27 VectorSubtract(ent->origin, r_vieworigin, matrix3[0]);
29 VectorNormalizeFast(matrix3[0]);
30 matrix3[1][0] = matrix3[0][1];
31 matrix3[1][1] = -matrix3[0][0];
38 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
39 // fall through to normal sprite
43 VectorCopy(r_viewforward, matrix3[0]);
44 VectorCopy(r_viewleft, matrix3[1]);
45 VectorCopy(r_viewup, matrix3[2]);
48 // bullet marks on walls
49 // ignores viewer entirely
50 AngleVectorsFLU (ent->angles, matrix3[0], matrix3[1], matrix3[2]);
51 // nudge it toward the view, so it will be infront of the wall
52 VectorSubtract(org, r_viewforward, org);
54 case SPR_VP_PARALLEL_ORIENTED:
55 // I have no idea what people would use this for
56 // oriented relative to view space
57 // FIXME: test this and make sure it mimicks software
58 AngleVectorsFLU (ent->angles, matrix1[0], matrix1[1], matrix1[2]);
59 VectorCopy(r_viewforward, matrix2[0]);
60 VectorCopy(r_viewleft, matrix2[1]);
61 VectorCopy(r_viewup, matrix2[2]);
62 R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
68 VectorScale(matrix3[1], ent->scale, left);
69 VectorScale(matrix3[2], ent->scale, up);
73 VectorCopy(matrix3[1], left);
74 VectorCopy(matrix3[2], up);
79 static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
81 // FIXME: negate left and right in loader
82 R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, false, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha);
85 void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
87 const entity_render_t *ent = calldata1;
89 vec3_t left, up, org, color, diffusecolor, diffusenormal;
90 mspriteframe_t *frame;
94 if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up))
97 R_Mesh_Matrix(&r_identitymatrix);
99 if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
100 color[0] = color[1] = color[2] = 1;
103 R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL);
104 VectorMA(color, 0.5f, diffusecolor, color);
109 VectorSubtract(ent->origin, r_vieworigin, diff);
110 fog = exp(fogdensity/DotProduct(diff,diff));
118 if (r_lerpsprites.integer)
120 // LordHavoc: interpolated sprite rendering
121 for (i = 0;i < 4;i++)
123 if (ent->frameblend[i].lerp >= 0.01f)
125 frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
126 R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
127 if (fog * ent->frameblend[i].lerp >= 0.01f)
128 R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
134 // LordHavoc: no interpolation
136 for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
137 frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
139 R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha);
140 if (fog * ent->frameblend[i].lerp >= 0.01f)
141 R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
145 void R_Model_Sprite_Draw(entity_render_t *ent)
147 if (ent->frameblend[0].frame < 0)
152 R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);