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, color, diffusecolor, diffusenormal;
10 mspriteframe_t *frame;
13 // nudge it toward the view to make sure it isn't in a wall
14 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
15 VectorSubtract(org, r_view.forward, org);
16 switch(model->sprite.sprnum_type)
18 case SPR_VP_PARALLEL_UPRIGHT:
20 // vertical beam sprite, faces view plane
21 scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
22 left[0] = -r_view.forward[1] * scale;
23 left[1] = r_view.forward[0] * scale;
29 case SPR_FACING_UPRIGHT:
31 // vertical beam sprite, faces viewer's origin (not the view plane)
32 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]));
33 left[0] = (org[1] - r_view.origin[1]) * scale;
34 left[1] = -(org[0] - r_view.origin[0]) * scale;
41 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
42 // fall through to normal sprite
46 left[0] = r_view.left[0] * ent->scale;
47 left[1] = r_view.left[1] * ent->scale;
48 left[2] = r_view.left[2] * ent->scale;
49 up[0] = r_view.up[0] * ent->scale;
50 up[1] = r_view.up[1] * ent->scale;
51 up[2] = r_view.up[2] * ent->scale;
54 // bullet marks on walls
55 // ignores viewer entirely
56 left[0] = ent->matrix.m[0][1];
57 left[1] = ent->matrix.m[1][1];
58 left[2] = ent->matrix.m[2][1];
59 up[0] = ent->matrix.m[0][2];
60 up[1] = ent->matrix.m[1][2];
61 up[2] = ent->matrix.m[2][2];
63 case SPR_VP_PARALLEL_ORIENTED:
64 // I have no idea what people would use this for...
65 // oriented relative to view space
66 // FIXME: test this and make sure it mimicks software
67 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];
68 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];
69 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];
70 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];
71 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];
72 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];
76 R_Mesh_Matrix(&identitymatrix);
78 if (!(ent->flags & RENDER_LIGHT))
79 color[0] = color[1] = color[2] = 1;
82 R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
83 VectorMA(color, 0.5f, diffusecolor, color);
85 color[0] *= ent->colormod[0];
86 color[1] *= ent->colormod[1];
87 color[2] *= ent->colormod[2];
89 // LordHavoc: interpolated sprite rendering
92 if (ent->frameblend[i].lerp >= 0.01f)
94 frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
95 // FIXME: negate left and right in loader
96 R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->skin.base, frame->skin.fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp);
101 void R_Model_Sprite_Draw(entity_render_t *ent)
103 if (ent->frameblend[0].frame < 0)
106 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);