]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
renamed r_bloomstate to r_fb because it contains framebuffer settings
[xonotic/darkplaces.git] / r_sprites.c
index fbcd8b36d4b4b504ea6422090c49c1973b2444b6..5e150dad634a310a7e387ef720ffce25ed0a32ac 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
@@ -256,7 +258,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                // honors scale
                // honors a global label scaling cvar
        
-               if(r_waterstate.renderingscene) // labels are considered HUD items, and don't appear in reflections
+               if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
                        return;
 
                // See the R_TrackSprite definition for a reason for this copying
@@ -279,7 +281,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                // honors a global label scaling cvar before the rounding
                // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though.
 
-               if(r_waterstate.renderingscene) // labels are considered HUD items, and don't appear in reflections
+               if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
                        return;
 
                // See the R_TrackSprite definition for a reason for this copying
@@ -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;
        }
 
@@ -383,10 +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);
+                               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)