From 9c97aa67a10e44faecab2c11a0a1938e228b2489 Mon Sep 17 00:00:00 2001 From: vortex Date: Sun, 2 Jan 2011 16:48:22 +0000 Subject: [PATCH] Better perspective effect for SPR_OVERHEAD, added global xy scale for them. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10689 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 8 ++++++-- r_sprites.c | 32 ++++++++++++++++++-------------- 2 files changed, 24 insertions(+), 16 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 6dd046ed..1ec229b7 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -189,8 +189,10 @@ cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* s cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; -cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"}; -cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; +cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"}; +cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; +cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"}; +cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; @@ -7450,6 +7452,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_track_sprites_scaleh); Cvar_RegisterVariable(&r_overheadsprites_perspective); Cvar_RegisterVariable(&r_overheadsprites_pushback); + Cvar_RegisterVariable(&r_overheadsprites_scalex); + Cvar_RegisterVariable(&r_overheadsprites_scaley); } extern void R_Textures_Init(void); diff --git a/r_sprites.c b/r_sprites.c index 02348b37..8f416b47 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -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 +358,22 @@ 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; break; } @@ -383,7 +387,7 @@ 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 -- 2.39.2