X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=5530a591be9f98ea92fd352257828d2aa67169f9;hb=dfc47efdb3debd968f5a08243cb34bc69441882c;hp=02f7f2e16eba390f420078b89029e31bc0570e86;hpb=5d04684b45d2ebb6f28f7ab0d2563b1de9d713cc;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 02f7f2e1..5530a591 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -11,17 +11,17 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r 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; @@ -30,9 +30,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r 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; @@ -44,12 +44,12 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r 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 @@ -65,12 +65,12 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // 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; } @@ -104,6 +104,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent) 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); }