]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
implemented MATRIX4X4_OPENGLORIENTATION #define option, this is on by default and...
[xonotic/darkplaces.git] / r_sprites.c
index 02f7f2e16eba390f420078b89029e31bc0570e86..87c06b74ebce192b1bb36f8f9896db629d372920 100644 (file)
@@ -6,22 +6,21 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 {
        int i;
        model_t *model = ent->model;
-       vec3_t left, up, org, color, diffusecolor, diffusenormal;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
        mspriteframe_t *frame;
        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];
+       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;
@@ -30,9 +29,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
        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;
@@ -44,33 +43,25 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
        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;
        }
 
@@ -104,6 +95,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent)
        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);
+       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
 }