#include "quakedef.h"
#include "r_shadow.h"
-void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
- vec3_t left, up, org, color, diffusecolor, diffusenormal;
- mspriteframe_t *frame;
+ 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
- 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)
+ 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_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;
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;
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
// 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;
+ 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
- left[0] = ent->matrix.m[0][1];
- left[1] = ent->matrix.m[1][1];
- left[2] = ent->matrix.m[2][1];
- up[0] = ent->matrix.m[0][2];
- up[1] = ent->matrix.m[1][2];
- up[2] = ent->matrix.m[2][2];
+ 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] = 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] = 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;
}
color[0] = color[1] = color[2] = 1;
else
{
- R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
+ 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];
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ 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(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);
+ 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;
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
+ 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);
}