#define SIDE_BOTTOM 3
#define SIDE_RIGHT 4
-void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
+static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
{
float distance;
vec3_t bCoord; // body coordinates of object
}
}
-void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
+static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
{
if(!(r_track_sprites_flags.integer & TSF_ROTATE))
{
static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
-void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
dp_model_t *model = ent->model;
break;
}
- // LordHavoc: interpolated sprite rendering
+ // LadyHavoc: interpolated sprite rendering
for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
- // lit sprite by lightgrid if it is not fullbright, lit only ambient
+ // sprites are fullbright by default, but if this one is not fullbright we
+ // need to combine the lighting into ambient as sprite lighting is not
+ // directional
if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
+ {
+ VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient);
+ VectorClear(texture->render_modellight_diffuse);
+ VectorClear(texture->render_modellight_specular);
+ }
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
- R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
+ if (r_showspriteedges.integer)
+ for (i = 0; i < 4; i++)
+ R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
+
+ R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false, false);
}
}
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+ R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
}