#include "quakedef.h" #include "r_shadow.h" void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; model_t *model = ent->model; vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup; float scale; // nudge it toward the view to make sure it isn't in a wall Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); VectorSubtract(org, r_view.forward, org); switch(model->sprite.sprnum_type) { case SPR_VP_PARALLEL_UPRIGHT: // flames and such // vertical beam sprite, faces view plane 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; up[2] = ent->scale; break; 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_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; up[2] = ent->scale; break; default: Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type); // fall through to normal sprite case SPR_VP_PARALLEL: // normal sprite // faces view plane VectorScale(r_view.left, ent->scale, left); VectorScale(r_view.up, ent->scale, up); break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely VectorCopy(mleft, left); VectorCopy(mup, up); break; case SPR_VP_PARALLEL_ORIENTED: // 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] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0]; left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1]; left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2]; up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0]; up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1]; up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2]; break; } R_Mesh_Matrix(&identitymatrix); if (!(ent->flags & RENDER_LIGHT)) color[0] = color[1] = color[2] = 1; else { vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true); VectorMA(color, 0.5f, diffusecolor, color); } color[0] *= ent->colormod[0]; color[1] *= ent->colormod[1]; color[2] *= ent->colormod[2]; // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { if (ent->frameblend[i].lerp >= 0.01f) { mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame; texture_t *texture = &frame->texture; R_UpdateTextureInfo(ent, texture); // FIXME: negate left and right in loader 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, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp); } } } void R_Model_Sprite_Draw(entity_render_t *ent) { vec3_t org; if (ent->frameblend[0].frame < 0) return; Matrix4x4_OriginFromMatrix(&ent->matrix, org); R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight); }