#include "quakedef.h"
-static int R_SpriteSetup (const entity_render_t *ent, int type, float org[3], float left[3], float up[3])
+void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
{
+ const entity_render_t *ent = (entity_render_t *)calldata1;
+ int i;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal;
+ mspriteframe_t *frame;
+ vec3_t diff;
+ float fog, ifog;
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(type)
+ switch(ent->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", type);
+ Con_Printf("R_SpriteSetup: unknown sprite type %i\n", ent->model->sprite.sprnum_type);
// fall through to normal sprite
case SPR_VP_PARALLEL:
// normal sprite
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];
break;
}
- return false;
-}
-
-static void R_DrawSpriteImage (int additive, int depthdisable, mspriteframe_t *frame, rtexture_t *texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
-{
- // FIXME: negate left and right in loader
- R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, depthdisable, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha);
-}
-
-void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = (entity_render_t *)calldata1;
- int i;
- vec3_t left, up, org, color, diffusecolor, diffusenormal;
- mspriteframe_t *frame;
- vec3_t diff;
- float fog, ifog;
-
- if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up))
- return;
R_Mesh_Matrix(&r_identitymatrix);
if (ent->frameblend[i].lerp >= 0.01f)
{
frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
- R_DrawSpriteImage((ent->effects & EF_ADDITIVE), (ent->effects & EF_NODEPTHTEST), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
+ // FIXME: negate left and right in loader
+ R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->texture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
if (fog * ent->frameblend[i].lerp >= 0.01f)
- R_DrawSpriteImage(true, (ent->effects & EF_NODEPTHTEST), frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, frame->fogtexture, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
}
}
}