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"};
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);
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
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;
}
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