+ case SPR_VP_PARALLEL_UPRIGHT:
+ // flames and such
+ // vertical beam sprite, faces view plane
+ scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]);
+ left[0] = -r_refdef.view.forward[1] * scale;
+ left[1] = r_refdef.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_refdef.view.origin[0])*(org[0] - r_refdef.view.origin[0])+(org[1] - r_refdef.view.origin[1])*(org[1] - r_refdef.view.origin[1]));
+ left[0] = (org[1] - r_refdef.view.origin[1]) * scale;
+ left[1] = -(org[0] - r_refdef.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_refdef.view.left, ent->scale, left);
+ VectorScale(r_refdef.view.up, ent->scale, up);
+ break;
+ case SPR_LABEL_SCALE:
+ // normal sprite
+ // faces view plane
+ // fixed HUD pixel size specified in sprite
+ // honors scale
+ // honors a global label scaling cvar
+
+ if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
+ return;
+
+ // See the R_TrackSprite definition for a reason for this copying
+ VectorCopy(r_refdef.view.left, left);
+ VectorCopy(r_refdef.view.up, up);
+ // It has to be done before the calculations, because it moves the origin.
+ if(r_track_sprites.integer)
+ R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
+
+ scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value;
+ VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px
+ VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px
+ break;
+ case SPR_LABEL:
+ // normal sprite
+ // faces view plane
+ // fixed pixel size specified in sprite
+ // tries to get the right size in HUD units, if possible
+ // ignores scale
+ // honors a global label scaling cvar before the rounding
+ // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though.
+
+ if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
+ return;
+
+ // See the R_TrackSprite definition for a reason for this copying
+ VectorCopy(r_refdef.view.left, left);
+ VectorCopy(r_refdef.view.up, up);
+ // It has to be done before the calculations, because it moves the origin.
+ if(r_track_sprites.integer)
+ R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
+
+ scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin));
+
+ if(r_labelsprites_roundtopixels.integer)
+ {
+ hud_vs_screen = max(
+ vid_conwidth.integer / (float) r_refdef.view.width,
+ vid_conheight.integer / (float) r_refdef.view.height
+ ) / max(0.125, r_labelsprites_scale.value);
+
+ // snap to "good sizes"
+ // 1 for (0.6, 1.41]
+ // 2 for (1.8, 3.33]
+ if(hud_vs_screen <= 0.6)
+ hud_vs_screen = 0; // don't, use real HUD pixels
+ else if(hud_vs_screen <= 1.41)
+ hud_vs_screen = 1;
+ else if(hud_vs_screen <= 3.33)
+ hud_vs_screen = 2;
+ else
+ hud_vs_screen = 0; // don't, use real HUD pixels
+
+ if(hud_vs_screen)
+ {
+ // use screen pixels
+ VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px
+ VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px
+ }
+ else
+ {
+ // use HUD pixels
+ VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+ VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ }
+
+ if(hud_vs_screen == 1)
+ {
+ VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale
+ dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
+ dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
+ VectorMAMAM(1, org, dx, left, dy, up, org);
+ }
+ }
+ else
+ {
+ // use HUD pixels
+ VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
+ VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ }
+ 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_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
+ left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
+ left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
+ up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
+ up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
+ up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
+ break;
+ case SPR_OVERHEAD:
+ // Overhead games sprites, have some special hacks to look good
+ VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
+ VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
+ VectorSubtract(org, r_refdef.view.origin, middle);
+ VectorNormalize(middle);
+ // offset and rotate
+ dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
+ up[2] = up[2] + dir_angle;
+ VectorNormalize(up);
+ VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
+ // offset (move nearer to player, yz is camera plane)
+ org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
+ org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
+ org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
+ // little perspective effect
+ up[2] = up[2] + dir_angle * 0.3;
+ // a bit of counter-camera rotation
+ up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
+ up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
+ up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
+ break;