void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture) { float fU1,fV1; float fU2,fV2; float tx; float x1,y1,x2,y2; float scale; float scalex; float ftexturemid; // 4:3 16:9 16:10 17:10 5:4 17:10 21:9 static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7}; // [BB] In the HUD model step we just render the model and break out. if ( hudModelStep ) { gl_RenderHUDModel(psp, sx, sy); return; } // decide which patch to use bool mirror; FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, &mirror); if (!lump.isValid()) return; FMaterial * tex = FMaterial::ValidateTexture(lump, true, false); if (!tex) return; gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture); float vw = (float)viewwidth; float vh = (float)viewheight; FloatRect r; tex->GetSpriteRect(&r); // calculate edges of the shape scalex = xratio[WidescreenRatio] * vw / 320; tx = sx - (160 - r.left); x1 = tx * scalex + vw/2; if (x1 > vw) return; // off the right side x1 += viewwindowx; tx += r.width; x2 = tx * scalex + vw / 2; if (x2 < 0) return; // off the left side x2 += viewwindowx; // killough 12/98: fix psprite positioning problem ftexturemid = 100.f - sy - r.top; AWeapon * wi=player->ReadyWeapon; if (wi && wi->YAdjust != 0) { float fYAd = wi->YAdjust; if (screenblocks >= 11) { ftexturemid -= fYAd; } else if (!st_scale) { ftexturemid -= StatusBar->GetDisplacement () * fYAd; } } scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f); y1 = viewwindowy + vh / 2 - (ftexturemid * scale); y2 = y1 + (r.height * scale) + 1; if (!mirror) { fU1=tex->GetSpriteUL(); fV1=tex->GetSpriteVT(); fU2=tex->GetSpriteUR(); fV2=tex->GetSpriteVB(); } else { fU2=tex->GetSpriteUL(); fV1=tex->GetSpriteVT(); fU1=tex->GetSpriteUR(); fV2=tex->GetSpriteVB(); } if (tex->GetTransparent() || OverrideShader != -1) { gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); } gl_RenderState.Apply(); FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(x1, y1, 0, fU1, fV1); ptr++; ptr->Set(x1, y2, 0, fU1, fV2); ptr++; ptr->Set(x2, y1, 0, fU2, fV1); ptr++; ptr->Set(x2, y2, 0, fU2, fV2); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f); }