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
}
}
+static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
float scale, dx, dy, hud_vs_screen;
int edge = 0;
float dir_angle = 0.0f;
-
- // R_GetCurrentTexture needs this
- rsurface.entity = (entity_render_t *)ent;
+ float vertex3f[12];
// nudge it toward the view to make sure it isn't in a wall
Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
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;
+ // 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;
}
- R_Mesh_Matrix(&identitymatrix);
-
// LordHavoc: interpolated sprite rendering
for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
- texture_t *texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
-#if 0
- vec3_t o, l, u;
-#endif
+ mspriteframe_t *frame;
+ texture_t *texture;
+ 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)
if(edge)
{
// FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame
-#if 0
- VectorCopy(org, o);
- VectorCopy(left, l);
- VectorCopy(up, u);
-#endif
R_RotateSprite(frame, org, left, up, edge, dir_angle);
-#if 1
edge = 0;
-#endif
- }
- // FIXME: negate left and right in loader
- R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
- if(edge)
- {
-#if 0
- VectorCopy(o, org);
- VectorCopy(l, left);
- VectorCopy(u, up);
-#endif
}
+
+ R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
+
+ R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
}
}
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+ R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
}