6 static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
8 float matrix1[3][3], matrix2[3][3], matrix3[3][3];
10 VectorCopy(ent->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(ent->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 (ent->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 (ent->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]);
70 VectorScale(matrix3[1], ent->scale, left);
71 VectorScale(matrix3[2], ent->scale, up);
75 VectorCopy(matrix3[1], left);
76 VectorCopy(matrix3[2], up);
81 static void R_DrawSpriteImage (int additive, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
84 memset(&m, 0, sizeof(m));
85 m.blendfunc1 = GL_SRC_ALPHA;
86 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
88 m.blendfunc2 = GL_ONE;
92 varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 1;
93 varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 0;
94 varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 0;
95 varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 1;
96 // FIXME: negate left and right in loader
97 varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0];
98 varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1];
99 varray_vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2];
100 varray_vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0];
101 varray_vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1];
102 varray_vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2];
103 varray_vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0];
104 varray_vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1];
105 varray_vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2];
106 varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
107 varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
108 varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
109 GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
110 R_Mesh_Draw(4, 2, polygonelements);
113 void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
115 const entity_render_t *ent = calldata1;
117 vec3_t left, up, org, color;
118 mspriteframe_t *frame;
122 if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
125 R_Mesh_Matrix(&r_identitymatrix);
127 if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
128 color[0] = color[1] = color[2] = 1;
130 R_CompleteLightPoint(color, ent->origin, true, NULL);
134 VectorSubtract(ent->origin, r_origin, diff);
135 fog = exp(fogdensity/DotProduct(diff,diff));
144 // LordHavoc: interpolated sprite rendering
145 for (i = 0;i < 4;i++)
147 if (ent->frameblend[i].lerp >= 0.01f)
149 frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
150 R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
151 if (fog * ent->frameblend[i].lerp >= 0.01f)
152 R_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
156 // LordHavoc: no interpolation
158 for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
159 frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
161 R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha);
162 if (fog * ent->frameblend[i].lerp >= 0.01f)
163 R_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha);
167 void R_Model_Sprite_Draw(entity_render_t *ent)
169 if (ent->frameblend[0].frame < 0)
174 R_MeshQueue_AddTransparent(ent->origin, R_DrawSpriteModelCallback, ent, 0);