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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 20:41:20 +00:00
[renderer] Clean up some stray vup etc
Now vup, vfwd, vright names are restricted to only the software renderer (the only one that has such global variables).
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parent
0e58f96d37
commit
335d387ba8
2 changed files with 22 additions and 25 deletions
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@ -180,18 +180,17 @@ R_GetSpriteFrames (entity_t *ent, msprite_t *sprite, mspriteframe_t **frame1,
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}
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static void
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make_quad (mspriteframe_t *frame, vec4f_t origin, vec4f_t vpn, vec4f_t vright,
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vec4f_t vup, float verts[6][3])
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make_quad (mspriteframe_t *frame, vec4f_t origin, vec4f_t sright, vec4f_t sup, float verts[6][3])
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{
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vec4f_t left, up, right, down;
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vec4f_t ul, ur, ll, lr;
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// build the sprite poster in worldspace
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// first, rotate the sprite axes into world space
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right = frame->right * vright;
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up = frame->up * vup;
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left = frame->left * vright;
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down = frame->down * vup;
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right = frame->right * sright;
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up = frame->up * sup;
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left = frame->left * sright;
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down = frame->down * sup;
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// next, build the sprite corners from the axes
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ul = up + left;
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ur = up + right;
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@ -213,7 +212,7 @@ glsl_R_DrawSprite (entity_t *ent)
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mspriteframe_t *frame1, *frame2;
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float blend;
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vec4f_t cameravec = {};
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vec4f_t svpn = {}, svright = {}, svup = {};
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vec4f_t spn = {}, sright = {}, sup = {};
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static quat_t color = { 1, 1, 1, 1};
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float vertsa[6][3], vertsb[6][3];
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static float uvab[6][4] = {
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@ -229,7 +228,7 @@ glsl_R_DrawSprite (entity_t *ent)
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cameravec = r_refdef.frame.position - origin;
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if (!R_BillboardFrame (ent, sprite->type, &cameravec[0],
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&svup[0], &svright[0], &svpn[0])) {
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&sup[0], &sright[0], &spn[0])) {
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// the orientation is undefined so can't draw the sprite
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return;
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}
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@ -246,8 +245,8 @@ glsl_R_DrawSprite (entity_t *ent)
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qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
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qfeglVertexAttrib1f (quake_sprite.blend.location, blend);
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make_quad (frame1, origin, svpn, svright, svup, vertsa);
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make_quad (frame2, origin, svpn, svright, svup, vertsb);
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make_quad (frame1, origin, sright, sup, vertsa);
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make_quad (frame2, origin, sright, sup, vertsb);
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qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
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0, 0, vertsa);
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@ -92,22 +92,20 @@ void
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R_SetFrustum (void)
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{
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int i;
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vec4f_t vright = r_refdef.frame.right;
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vec4f_t vfwd = r_refdef.frame.forward;
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vec4f_t vup = r_refdef.frame.up;
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vec4f_t right = r_refdef.frame.right;
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vec4f_t fwd = r_refdef.frame.forward;
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vec4f_t up = r_refdef.frame.up;
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float rot_x = 90 - r_refdef.fov_x / 2;
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float rot_y = 90 - r_refdef.fov_y / 2;
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// rotate VPN right by FOV_X/2 degrees
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RotatePointAroundVector (frustum[0].normal, &vup[0], &vfwd[0],
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-(90 - r_refdef.fov_x / 2));
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// rotate VPN left by FOV_X/2 degrees
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RotatePointAroundVector (frustum[1].normal, &vup[0], &vfwd[0],
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90 - r_refdef.fov_x / 2);
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// rotate VPN up by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[2].normal, &vright[0], &vfwd[0],
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90 - r_refdef.fov_y / 2);
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// rotate VPN down by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[3].normal, &vright[0], &vfwd[0],
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-(90 - r_refdef.fov_y / 2));
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// rotate FWD right by FOV_X/2 degrees
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RotatePointAroundVector (frustum[0].normal, &up[0], &fwd[0], -rot_x);
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// rotate FWD left by FOV_X/2 degrees
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RotatePointAroundVector (frustum[1].normal, &up[0], &fwd[0], rot_x);
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// rotate FWD up by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[2].normal, &right[0], &fwd[0], rot_y);
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// rotate FWD down by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[3].normal, &right[0], &fwd[0], -rot_y);
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vec4f_t origin = r_refdef.frame.position;
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for (i = 0; i < 4; i++) {
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