]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
Make stepping up while jumping reliable
[xonotic/darkplaces.git] / r_sprites.c
index 2695c39f100ca56a80752e5f2c52850b3ed9187e..9bf13fb912f61542abc3bebc5eb473f007d1a939 100644 (file)
@@ -181,7 +181,7 @@ static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t le
                // Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
 
                // determine the angle of a sprite, we could only do that once though and
-               // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
+               // add a `qbool initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
 
                angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
 
@@ -208,7 +208,7 @@ static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i;
-       dp_model_t *model = ent->model;
+       model_t *model = ent->model;
        vec3_t left, up, org, mforward, mleft, mup, middle;
        float scale, dx, dy, hud_vs_screen;
        int edge = 0;
@@ -381,7 +381,7 @@ static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent,
                break;
        }
 
-       // LordHavoc: interpolated sprite rendering
+       // LadyHavoc: interpolated sprite rendering
        for (i = 0;i < MAX_FRAMEBLENDS;i++)
        {
                if (ent->frameblend[i].lerp >= 0.01f)
@@ -392,9 +392,15 @@ static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent,
                        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
+                       // sprites are fullbright by default, but if this one is not fullbright we
+                       // need to combine the lighting into ambient as sprite lighting is not
+                       // directional
                        if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                               VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
+                       {
+                               VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient);
+                               VectorClear(texture->render_modellight_diffuse);
+                               VectorClear(texture->render_modellight_specular);
+                       }
 
                        // SPR_LABEL should not use depth test AT ALL
                        if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
@@ -410,7 +416,11 @@ static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent,
 
                        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);
+                       if (r_showspriteedges.integer)
+                               for (i = 0; i < 4; i++)
+                                       R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
+
+                       R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false, false);
                }
        }
 
@@ -424,6 +434,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent)
                return;
 
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-       R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : ((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE), org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+       R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
 }