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, mforward, mleft, mup;
12 // nudge it toward the view to make sure it isn't in a wall
13 Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
14 VectorSubtract(org, r_view.forward, org);
15 switch(model->sprite.sprnum_type)
17 case SPR_VP_PARALLEL_UPRIGHT:
19 // vertical beam sprite, faces view plane
20 scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
21 left[0] = -r_view.forward[1] * scale;
22 left[1] = r_view.forward[0] * scale;
28 case SPR_FACING_UPRIGHT:
30 // vertical beam sprite, faces viewer's origin (not the view plane)
31 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]));
32 left[0] = (org[1] - r_view.origin[1]) * scale;
33 left[1] = -(org[0] - r_view.origin[0]) * scale;
40 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
41 // fall through to normal sprite
45 VectorScale(r_view.left, ent->scale, left);
46 VectorScale(r_view.up, ent->scale, up);
49 // bullet marks on walls
50 // ignores viewer entirely
51 VectorCopy(mleft, left);
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 left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
59 left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
60 left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
61 up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
62 up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
63 up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
67 R_Mesh_Matrix(&identitymatrix);
69 // LordHavoc: interpolated sprite rendering
72 if (ent->frameblend[i].lerp >= 0.01f)
74 mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
75 texture_t *texture = &frame->texture;
76 R_UpdateTextureInfo(ent, texture);
77 // FIXME: negate left and right in loader
78 R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
83 void R_Model_Sprite_Draw(entity_render_t *ent)
86 if (ent->frameblend[0].frame < 0)
89 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
90 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);