#include "quakedef.h"
+#include "r_shadow.h"
-void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const entity_render_t *ent = (entity_render_t *)calldata1;
int i;
+ model_t *model = ent->model;
vec3_t left, up, org, color, diffusecolor, diffusenormal;
mspriteframe_t *frame;
float scale;
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];
- switch(ent->model->sprite.sprnum_type)
+ switch(model->sprite.sprnum_type)
{
case SPR_VP_PARALLEL_UPRIGHT:
// flames and such
up[2] = ent->scale;
break;
default:
- Con_Printf("R_SpriteSetup: unknown sprite type %i\n", ent->model->sprite.sprnum_type);
+ Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
// fall through to normal sprite
case SPR_VP_PARALLEL:
// normal sprite
break;
}
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
if (!(ent->flags & RENDER_LIGHT))
color[0] = color[1] = color[2] = 1;
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
// FIXME: negate left and right in loader
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);
}
if (ent->frameblend[0].frame < 0)
return;
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
}