float scale;
// nudge it toward the view to make sure it isn't in a wall
- org[0] = ent->matrix.m[0][3] - r_viewforward[0];
- org[1] = ent->matrix.m[1][3] - r_viewforward[1];
- org[2] = ent->matrix.m[2][3] - r_viewforward[2];
+ org[0] = ent->matrix.m[0][3] - r_view.forward[0];
+ org[1] = ent->matrix.m[1][3] - r_view.forward[1];
+ org[2] = ent->matrix.m[2][3] - r_view.forward[2];
switch(model->sprite.sprnum_type)
{
case SPR_VP_PARALLEL_UPRIGHT:
// flames and such
// vertical beam sprite, faces view plane
- scale = ent->scale / sqrt(r_viewforward[0]*r_viewforward[0]+r_viewforward[1]*r_viewforward[1]);
- left[0] = -r_viewforward[1] * scale;
- left[1] = r_viewforward[0] * scale;
+ scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
+ left[0] = -r_view.forward[1] * scale;
+ left[1] = r_view.forward[0] * scale;
left[2] = 0;
up[0] = 0;
up[1] = 0;
case SPR_FACING_UPRIGHT:
// flames and such
// vertical beam sprite, faces viewer's origin (not the view plane)
- scale = ent->scale / sqrt((org[0] - r_vieworigin[0])*(org[0] - r_vieworigin[0])+(org[1] - r_vieworigin[1])*(org[1] - r_vieworigin[1]));
- left[0] = (org[1] - r_vieworigin[1]) * scale;
- left[1] = -(org[0] - r_vieworigin[0]) * scale;
+ 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]));
+ left[0] = (org[1] - r_view.origin[1]) * scale;
+ left[1] = -(org[0] - r_view.origin[0]) * scale;
left[2] = 0;
up[0] = 0;
up[1] = 0;
case SPR_VP_PARALLEL:
// normal sprite
// faces view plane
- left[0] = r_viewleft[0] * ent->scale;
- left[1] = r_viewleft[1] * ent->scale;
- left[2] = r_viewleft[2] * ent->scale;
- up[0] = r_viewup[0] * ent->scale;
- up[1] = r_viewup[1] * ent->scale;
- up[2] = r_viewup[2] * ent->scale;
+ left[0] = r_view.left[0] * ent->scale;
+ left[1] = r_view.left[1] * ent->scale;
+ left[2] = r_view.left[2] * ent->scale;
+ up[0] = r_view.up[0] * ent->scale;
+ up[1] = r_view.up[1] * ent->scale;
+ up[2] = r_view.up[2] * ent->scale;
break;
case SPR_ORIENTED:
// bullet marks on walls
// I have no idea what people would use this for...
// oriented relative to view space
// FIXME: test this and make sure it mimicks software
- 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];
- 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];
- 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];
- 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];
- 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];
- 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];
+ left[0] = ent->matrix.m[0][1] * r_view.forward[0] + ent->matrix.m[1][1] * r_view.left[0] + ent->matrix.m[2][1] * r_view.up[0];
+ left[1] = ent->matrix.m[0][1] * r_view.forward[1] + ent->matrix.m[1][1] * r_view.left[1] + ent->matrix.m[2][1] * r_view.up[1];
+ left[2] = ent->matrix.m[0][1] * r_view.forward[2] + ent->matrix.m[1][1] * r_view.left[2] + ent->matrix.m[2][1] * r_view.up[2];
+ up[0] = ent->matrix.m[0][2] * r_view.forward[0] + ent->matrix.m[1][2] * r_view.left[0] + ent->matrix.m[2][2] * r_view.up[0];
+ up[1] = ent->matrix.m[0][2] * r_view.forward[1] + ent->matrix.m[1][2] * r_view.left[1] + ent->matrix.m[2][2] * r_view.up[1];
+ up[2] = ent->matrix.m[0][2] * r_view.forward[2] + ent->matrix.m[1][2] * r_view.left[2] + ent->matrix.m[2][2] * r_view.up[2];
break;
}
if (ent->frameblend[0].frame < 0)
return;
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
}