]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
added mod_collision_bih_childrengrouping cvar (default 16), this
[xonotic/darkplaces.git] / r_sprites.c
index 4e3d614eb73a70432df6dac9a2db5bcb31a85769..8f416b47b6e665d430c15da4fb879ff315ba8815 100644 (file)
@@ -8,6 +8,10 @@ extern cvar_t r_track_sprites;
 extern cvar_t r_track_sprites_flags;
 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
@@ -353,6 +357,24 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
                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:
+               // 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);
+               // 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;
+               break;
        }
 
        // LordHavoc: interpolated sprite rendering
@@ -365,6 +387,10 @@ 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)
@@ -380,7 +406,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 
                        R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
 
-                       R_DrawCustomSurface(texture->currentskinframe, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false);
+                       R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
                }
        }