]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
undo an accidental r_test commit in vid_sdl.c
[xonotic/darkplaces.git] / r_sprites.c
index 64401e404f60562cb3924cddfaada224c172f6c9..486b119f5271367b04278049bbbf47b97442cfb0 100644 (file)
@@ -10,6 +10,8 @@ extern cvar_t r_track_sprites_scalew;
 extern cvar_t r_track_sprites_scaleh;
 extern cvar_t r_overheadsprites_perspective;
 extern cvar_t r_overheadsprites_pushback;
+extern cvar_t r_overheadsprites_scalex;
+extern cvar_t r_overheadsprites_scaley;
 
 #define TSF_ROTATE 1
 #define TSF_ROTATE_CONTINOUSLY 2
@@ -356,20 +358,26 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
                break;
        case SPR_OVERHEAD:
-               VectorScale(r_refdef.view.left, ent->scale, left);
-               VectorScale(r_refdef.view.up, ent->scale, up);
-               // offset
-               VectorCopy(r_refdef.view.up, up);
-               up[2] = up[2] + r_overheadsprites_perspective.value; VectorNormalize(up); // some rotation
-               VectorScale(up, ent->scale, up);
-               // offset (move nearer to player, yz is camera plane)
-               VectorSubtract(r_refdef.view.origin, org, middle);
+               // Overhead games sprites, have some special hacks to look good
+               VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
+               VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
+               VectorSubtract(org, r_refdef.view.origin, middle);
                VectorNormalize(middle);
-               org[0] = org[0] + middle[0]*r_overheadsprites_pushback.value;
-               org[1] = org[1] + middle[1]*r_overheadsprites_pushback.value;
-               org[2] = org[2] + middle[2]*r_overheadsprites_pushback.value;
-                // simlulate a bit of perspective effect
-               up[2] = up[2] + r_overheadsprites_perspective.value;
+               // offset and rotate
+               dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
+               up[2] = up[2] + dir_angle;
+               VectorNormalize(up);
+               VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
+               // offset (move nearer to player, yz is camera plane)
+               org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
+               org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
+               org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
+               // little perspective effect
+               up[2] = up[2] + dir_angle * 0.3;
+               // a bit of counter-camera rotation
+               up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
+               up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
+               up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
                break;
        }
 
@@ -383,6 +391,10 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                        RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, ent->flags, 0, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha * ent->frameblend[i].lerp, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
                        frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
                        texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
+               
+                       // lit sprite by lightgrid if it is not fullbright, lit only ambient
+                       if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                               VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
 
                        // SPR_LABEL should not use depth test AT ALL
                        if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)