[renderer] Merge sprite billboarding code

As the sw renderer's implementation was the closest to id's, it was used
as the model (thus a fair bit of cleanup is still needed). This fixes
some incorrect implementations in glsl and gl.
This commit is contained in:
Bill Currie 2021-12-10 14:34:04 +09:00
parent 8c5c39cbe4
commit 3a17e062da
7 changed files with 178 additions and 279 deletions

View file

@ -93,4 +93,7 @@ void R_MarkLeaves (void);
void GL_SetPalette (void *data, const byte *palette);
void GLSL_SetPalette (void *data, const byte *palette);
int R_BillboardFrame (entity_t *ent, int orientation, const vec3_t cameravec,
vec3_t bbup, vec3_t bbright, vec3_t bbpn);
#endif//__r_internal_h

View file

@ -29,6 +29,7 @@ video_renderer_common_sources = \
libs/video/renderer/font8x8.c \
libs/video/renderer/noisetextures.c \
libs/video/renderer/r_alias.c \
libs/video/renderer/r_billboard.c \
libs/video/renderer/r_bsp.c \
libs/video/renderer/r_dyn_textures.c \
libs/video/renderer/r_efrag.c \

View file

@ -105,24 +105,23 @@ static void
R_DrawSpriteModel_f (entity_t *e)
{
float modelalpha, color[4];
vec4f_t up = {}, right = {};
vec4f_t cameravec = {};
vec4f_t up = {}, right = {}, pn = {};
vec4f_t origin, point;
msprite_t *psprite;
msprite_t *sprite = e->renderer.model->cache.data;
mspriteframe_t *frame;
origin = Transform_GetWorldPosition (e->transform);
VectorCopy (r_origin, cameravec);
cameravec -= origin;
// don't bother culling, it's just a single polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = e->renderer.model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
up = Transform_Up (e->transform);
right = Transform_Right (e->transform);
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
up = (vec4f_t) { 0, 0, 1, 0 };
VectorCopy (vright, right);
} else { // normal sprite
VectorCopy (vup, up);
VectorCopy (vright, right);
if (!R_BillboardFrame (e, sprite->type, &cameravec[0],
&up[0], &right[0], &pn[0])) {
// the orientation is undefined so can't draw the sprite
return;
}
VectorCopy (e->renderer.colormod, color);
@ -136,7 +135,6 @@ R_DrawSpriteModel_f (entity_t *e)
qfglColor4fv (color);
origin = Transform_GetWorldPosition (e->transform);
point = origin + frame->down * up + frame->left * right;
qfglTexCoord2f (0, 1);

View file

@ -214,9 +214,9 @@ glsl_R_DrawSprite (entity_t *ent)
{
msprite_t *sprite = (msprite_t *) ent->renderer.model->cache.data;
mspriteframe_t *frame1, *frame2;
float blend, sr, cr, dot;
vec3_t tvec;
vec4f_t svpn = {}, svright = {}, svup = {}, rot;
float blend;
vec4f_t cameravec = {};
vec4f_t svpn = {}, svright = {}, svup = {};
static quat_t color = { 1, 1, 1, 1};
float vertsa[6][3], vertsb[6][3];
static float uvab[6][4] = {
@ -228,76 +228,14 @@ glsl_R_DrawSprite (entity_t *ent)
{ 0, 1, 0, 1 },
};
switch (sprite->type) {
case SPR_FACING_UPRIGHT:
// generate the sprite's exes with svup straight up in worldspace
// and svright perpendicular to r_origin. This will not work if the
// view direction is very close to straight up or down because the
// cross product will be between two nearly parallel vectors and
// starts to approach an undefined staate, so we don't draw if the
// two vectors are less than 1 degree apart
VectorNegate (r_origin, tvec);
VectorNormalize (tvec);
dot = tvec[2]; // same as DotProcut (tvec, svup) because
// svup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
return;
VectorSet (0, 0, 1, svup);
// CrossProduct (svup, -r_origin, svright)
VectorSet (tvec[1], -tvec[0], 0, svright);
svright = normalf (svright);
// CrossProduct (svright, svup, svpn);
VectorSet (-svright[1], svright[0], 0, svpn);
break;
case SPR_VP_PARALLEL:
// generate the prite's axes completely parallel to the viewplane.
// There are no problem situations, because the prite is always in
// the same position relative to the viewer.
VectorCopy (vup, svup);
VectorCopy (vright, svright);
VectorCopy (vpn, svpn);
break;
case SPR_VP_PARALLEL_UPRIGHT:
// generate the sprite's axes with svup straight up in worldspace,
// and svright parallel to the viewplane. This will not work if the
// view diretion iss very close to straight up or down because the
// cross prodcut will be between two nearly parallel vectors and
// starts to approach an undefined state, so we don't draw if the
// two vectros are less that 1 degree apart
dot = vpn[2];
if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
return;
VectorSet (0, 0, 1, svup);
// CrossProduct (svup, -r_origin, svright)
VectorSet (vpn[1], -vpn[0], 0, svright);
svright = normalf (svright);
// CrossProduct (svright, svup, svpn);
VectorSet (-svright[1], svright[0], 0, svpn);
break;
case SPR_ORIENTED:
// generate the prite's axes according to the sprite's world
// orientation
svup = Transform_Up (ent->transform);
svright = Transform_Right (ent->transform);
svpn = Transform_Forward (ent->transform);
break;
case SPR_VP_PARALLEL_ORIENTED:
// generate the sprite's axes parallel to the viewplane, but
// rotated in that plane round the center according to the sprite
// entity's roll angle. Thus svpn stays the same, but svright and
// svup rotate
rot = Transform_GetLocalRotation (ent->transform);
//FIXME assumes the entity is only rolled
sr = 2 * rot[0] * rot[3];
cr = rot[3] * rot[3] - rot[0] * rot[0];
VectorCopy (vpn, svpn);
VectorScale (vright, cr, svright);
VectorMultAdd (svright, sr, vup, svright);
VectorScale (vup, cr, svup);
VectorMultAdd (svup, -sr, vright, svup);
break;
default:
Sys_Error ("R_DrawSprite: Bad sprite type %d", sprite->type);
vec4f_t origin = Transform_GetWorldPosition (ent->transform);
VectorCopy (r_origin, cameravec);
cameravec -= origin;
if (!R_BillboardFrame (ent, sprite->type, &cameravec[0],
&svup[0], &svright[0], &svpn[0])) {
// the orientation is undefined so can't draw the sprite
return;
}
R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);
@ -312,7 +250,6 @@ glsl_R_DrawSprite (entity_t *ent)
qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
qfeglVertexAttrib1f (quake_sprite.blend.location, blend);
vec4f_t origin = Transform_GetWorldPosition (ent->transform);
make_quad (frame1, origin, svpn, svright, svup, vertsa);
make_quad (frame2, origin, svpn, svright, svup, vertsb);

View file

@ -0,0 +1,134 @@
/*
r_billboard.c
Billboard frame setup
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <string.h>
#endif
#include <math.h>
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "r_internal.h"
int
R_BillboardFrame (entity_t *ent, int orientation, const vec3_t cameravec,
vec3_t bbup, vec3_t bbright, vec3_t bbpn)
{
vec3_t tvec;
float dot;
switch (orientation) {
case SPR_FACING_UPRIGHT:
// generate the sprite's axes, with vup straight up in worldspace,
// and bbright perpendicular to cameravec. This will not work if
// the camera origin is directly above the entity origin
// (cameravec is straight up or down), because the cross product
// will be between two nearly parallel vectors and starts to
// approach an undefined state, so we don't draw if the two
// vectors are less than 1 degree apart
VectorNegate (cameravec, tvec);
VectorNormalize (tvec);
dot = tvec[2]; // same as DotProduct (tvec, bbup) because
// bbup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree)
return 0;
VectorSet (0, 0, 1, bbup);
//CrossProduct(bbup, -cameravec, bbright)
VectorSet (tvec[1], -tvec[0], 0, bbright);
VectorNormalize (bbright);
//CrossProduct (bbright, bbup, bbpn)
VectorSet (-bbright[1], bbright[0], 0, bbpn);
break;
case SPR_VP_PARALLEL:
// generate the sprite's axes, completely parallel to the
// viewplane. There are no problem situations, because the
// sprite is always in the same orientation relative to the viewer
VectorCopy (vup, bbup);
VectorCopy (vright, bbright);
VectorCopy (vpn, bbpn);
break;
case SPR_VP_PARALLEL_UPRIGHT:
// generate the sprite's axes, with vup straight up in worldspace,
// and bbright parallel to the viewplane.
// This will not work if the view direction is very close to
// straight up or down, because the cross product will be between
// two nearly parallel vectors and starts to approach an undefined
// state, so we don't draw if the two vectors are less than 1
// degree apart
dot = vpn[2]; // same as DotProduct (vpn, bbup) because
// bbup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
return 0;
VectorSet (0, 0, 1, bbup);
//CrossProduct(bbup, vpn, bbright)
VectorSet (vpn[1], -vpn[0], 0, bbright);
VectorNormalize (bbright);
//CrossProduct (bbright, bbup, bbpn)
VectorSet (-bbright[1], bbright[0], 0, bbpn);
break;
case SPR_ORIENTED:
{
// generate the sprite's axes, according to the sprite's world
// orientation
mat4f_t mat;
Transform_GetWorldMatrix (ent->transform, mat);
VectorCopy (mat[0], bbpn);
VectorNegate (mat[1], bbright);
VectorCopy (mat[2], bbup);
}
break;
case SPR_VP_PARALLEL_ORIENTED:
{
// generate the sprite's axes, parallel to the viewplane, but
// rotated in that plane around the center according to the
// sprite entity's roll angle. So vpn stays the same, but
// vright and vup rotate
vec4f_t rot = Transform_GetLocalRotation (ent->transform);
// FIXME needs proper testing (need to find, make, or fake a
// parallel oriented sprite)
rot = qmulf (r_refdef.viewrotation, rot);
QuatMultVec (&rot[0], vpn, bbpn);
QuatMultVec (&rot[0], vright, bbright);
QuatMultVec (&rot[0], vup, bbup);
}
break;
default:
Sys_Error ("R_BillboardFrame: Bad orientation %d", orientation);
}
return 1;
}

View file

@ -284,109 +284,22 @@ R_GetSpriteframe (msprite_t *psprite)
void
R_DrawSprite (void)
{
int i;
msprite_t *psprite;
vec3_t tvec;
float dot, sr, cr;
msprite_t *sprite = currententity->renderer.model->cache.data;
psprite = currententity->renderer.model->cache.data;
r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);
r_spritedesc.pspriteframe = R_GetSpriteframe (sprite);
sprite_width = r_spritedesc.pspriteframe->width;
sprite_height = r_spritedesc.pspriteframe->height;
// TODO: make this caller-selectable
if (psprite->type == SPR_FACING_UPRIGHT) {
// generate the sprite's axes, with vup straight up in worldspace, and
// r_spritedesc.vright perpendicular to modelorg.
// This will not work if the view direction is very close to straight
// up or down, because the cross product will be between two nearly
// parallel vectors and starts to approach an undefined state, so we
// don't draw if the two vectors are less than 1 degree apart
tvec[0] = -modelorg[0];
tvec[1] = -modelorg[1];
tvec[2] = -modelorg[2];
VectorNormalize (tvec);
dot = tvec[2]; // same as DotProduct (tvec,
// r_spritedesc.vup) because
// r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
// 0.999848
return;
r_spritedesc.vup[0] = 0;
r_spritedesc.vup[1] = 0;
r_spritedesc.vup[2] = 1;
r_spritedesc.vright[0] = tvec[1];
//CrossProduct(r_spritedesc.vup, -modelorg, r_spritedesc.vright)
r_spritedesc.vright[1] = -tvec[0];
r_spritedesc.vright[2] = 0;
VectorNormalize (r_spritedesc.vright);
r_spritedesc.vpn[0] = -r_spritedesc.vright[1];
r_spritedesc.vpn[1] = r_spritedesc.vright[0];
r_spritedesc.vpn[2] = 0;
//CrossProduct (r_spritedesc.vright, r_spritedesc.vup, r_spritedesc.vpn)
} else if (psprite->type == SPR_VP_PARALLEL) {
// generate the sprite's axes, completely parallel to the viewplane.
// There are no problem situations, because the sprite is always in the
// same position relative to the viewer
for (i = 0; i < 3; i++) {
r_spritedesc.vup[i] = vup[i];
r_spritedesc.vright[i] = vright[i];
r_spritedesc.vpn[i] = vpn[i];
}
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
// generate the sprite's axes, with vup straight up in worldspace, and
// r_spritedesc.vright parallel to the viewplane.
// This will not work if the view direction is very close to straight
// up or down, because the cross product will be between two nearly
// parallel vectors and starts to approach an undefined state, so we
// don't draw if the two vectors are less than 1 degree apart
dot = vpn[2]; // same as DotProduct (vpn,
// r_spritedesc.vup) because
// r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
// 0.999848
return;
r_spritedesc.vup[0] = 0;
r_spritedesc.vup[1] = 0;
r_spritedesc.vup[2] = 1;
r_spritedesc.vright[0] = vpn[1];
//CrossProduct (r_spritedesc.vup, vpn,
r_spritedesc.vright[1] = -vpn[0]; // r_spritedesc.vright)
r_spritedesc.vright[2] = 0;
VectorNormalize (r_spritedesc.vright);
r_spritedesc.vpn[0] = -r_spritedesc.vright[1];
r_spritedesc.vpn[1] = r_spritedesc.vright[0];
r_spritedesc.vpn[2] = 0;
//CrossProduct (r_spritedesc.vright, r_spritedesc.vup, r_spritedesc.vpn)
} else if (psprite->type == SPR_ORIENTED) {
// generate the sprite's axes, according to the sprite's world
// orientation
mat4f_t mat;
Transform_GetWorldMatrix (currententity->transform, mat);
VectorCopy (mat[0], r_spritedesc.vpn);
VectorNegate (mat[1], r_spritedesc.vright);
VectorCopy (mat[2], r_spritedesc.vup);
} else if (psprite->type == SPR_VP_PARALLEL_ORIENTED) {
// generate the sprite's axes, parallel to the viewplane, but rotated
// in that plane around the center according to the sprite entity's
// roll angle. So vpn stays the same, but vright and vup rotate
vec4f_t rot = Transform_GetLocalRotation (currententity->transform);
//FIXME assumes the entity is only rolled
sr = 2 * rot[0] * rot[3];
cr = rot[3] * rot[3] - rot[0] * rot[0];
for (i = 0; i < 3; i++) {
r_spritedesc.vpn[i] = vpn[i];
r_spritedesc.vright[i] = vright[i] * cr + vup[i] * sr;
r_spritedesc.vup[i] = vright[i] * -sr + vup[i] * cr;
}
} else {
Sys_Error ("R_DrawSprite: Bad sprite type %d", psprite->type);
if (!R_BillboardFrame (currententity, sprite->type, modelorg,
r_spritedesc.vup,
r_spritedesc.vright,
r_spritedesc.vpn)) {
// the orientation is undefined so can't draw the sprite
return;
}
R_RotateSprite (psprite->beamlength);
R_RotateSprite (sprite->beamlength);
R_SetupAndDrawSprite ();
}

View file

@ -280,109 +280,22 @@ R_GetSpriteframe (msprite_t *psprite)
void
sw32_R_DrawSprite (void)
{
int i;
msprite_t *psprite;
vec3_t tvec;
float dot, sr, cr;
msprite_t *sprite = currententity->renderer.model->cache.data;
psprite = currententity->renderer.model->cache.data;
sw32_r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);
sw32_r_spritedesc.pspriteframe = R_GetSpriteframe (sprite);
sprite_width = sw32_r_spritedesc.pspriteframe->width;
sprite_height = sw32_r_spritedesc.pspriteframe->height;
// TODO: make this caller-selectable
if (psprite->type == SPR_FACING_UPRIGHT) {
// generate the sprite's axes, with vup straight up in worldspace, and
// sw32_r_spritedesc.vright perpendicular to modelorg.
// This will not work if the view direction is very close to straight
// up or down, because the cross product will be between two nearly
// parallel vectors and starts to approach an undefined state, so we
// don't draw if the two vectors are less than 1 degree apart
tvec[0] = -modelorg[0];
tvec[1] = -modelorg[1];
tvec[2] = -modelorg[2];
VectorNormalize (tvec);
dot = tvec[2]; // same as DotProduct (tvec,
// sw32_r_spritedesc.vup) because
// sw32_r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
// 0.999848
return;
sw32_r_spritedesc.vup[0] = 0;
sw32_r_spritedesc.vup[1] = 0;
sw32_r_spritedesc.vup[2] = 1;
sw32_r_spritedesc.vright[0] = tvec[1];
//CrossProduct(sw32_r_spritedesc.vup, -modelorg, sw32_r_spritedesc.vright)
sw32_r_spritedesc.vright[1] = -tvec[0];
sw32_r_spritedesc.vright[2] = 0;
VectorNormalize (sw32_r_spritedesc.vright);
sw32_r_spritedesc.vpn[0] = -sw32_r_spritedesc.vright[1];
sw32_r_spritedesc.vpn[1] = sw32_r_spritedesc.vright[0];
sw32_r_spritedesc.vpn[2] = 0;
//CrossProduct (sw32_r_spritedesc.vright, sw32_r_spritedesc.vup, sw32_r_spritedesc.vpn)
} else if (psprite->type == SPR_VP_PARALLEL) {
// generate the sprite's axes, completely parallel to the viewplane.
// There are no problem situations, because the sprite is always in the
// same position relative to the viewer
for (i = 0; i < 3; i++) {
sw32_r_spritedesc.vup[i] = vup[i];
sw32_r_spritedesc.vright[i] = vright[i];
sw32_r_spritedesc.vpn[i] = vpn[i];
}
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
// generate the sprite's axes, with vup straight up in worldspace, and
// sw32_r_spritedesc.vright parallel to the viewplane.
// This will not work if the view direction is very close to straight
// up or down, because the cross product will be between two nearly
// parallel vectors and starts to approach an undefined state, so we
// don't draw if the two vectors are less than 1 degree apart
dot = vpn[2]; // same as DotProduct (vpn,
// sw32_r_spritedesc.vup) because
// sw32_r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
// 0.999848
return;
sw32_r_spritedesc.vup[0] = 0;
sw32_r_spritedesc.vup[1] = 0;
sw32_r_spritedesc.vup[2] = 1;
sw32_r_spritedesc.vright[0] = vpn[1];
//CrossProduct (sw32_r_spritedesc.vup, vpn,
sw32_r_spritedesc.vright[1] = -vpn[0]; // sw32_r_spritedesc.vright)
sw32_r_spritedesc.vright[2] = 0;
VectorNormalize (sw32_r_spritedesc.vright);
sw32_r_spritedesc.vpn[0] = -sw32_r_spritedesc.vright[1];
sw32_r_spritedesc.vpn[1] = sw32_r_spritedesc.vright[0];
sw32_r_spritedesc.vpn[2] = 0;
//CrossProduct (sw32_r_spritedesc.vright, sw32_r_spritedesc.vup, sw32_r_spritedesc.vpn)
} else if (psprite->type == SPR_ORIENTED) {
// generate the sprite's axes, according to the sprite's world
// orientation
mat4f_t mat;
Transform_GetWorldMatrix (currententity->transform, mat);
VectorCopy (mat[0], r_spritedesc.vpn);
VectorNegate (mat[1], r_spritedesc.vright);
VectorCopy (mat[2], r_spritedesc.vup);
} else if (psprite->type == SPR_VP_PARALLEL_ORIENTED) {
// generate the sprite's axes, parallel to the viewplane, but rotated
// in that plane around the center according to the sprite entity's
// roll angle. So vpn stays the same, but vright and vup rotate
vec4f_t rot = Transform_GetLocalRotation (currententity->transform);
//FIXME assumes the entity is only rolled
sr = 2 * rot[0] * rot[3];
cr = rot[3] * rot[3] - rot[0] * rot[0];
for (i = 0; i < 3; i++) {
sw32_r_spritedesc.vpn[i] = vpn[i];
sw32_r_spritedesc.vright[i] = vright[i] * cr + vup[i] * sr;
sw32_r_spritedesc.vup[i] = vright[i] * -sr + vup[i] * cr;
}
} else {
Sys_Error ("R_DrawSprite: Bad sprite type %d", psprite->type);
if (!R_BillboardFrame (currententity, sprite->type, modelorg,
r_spritedesc.vup,
r_spritedesc.vright,
r_spritedesc.vpn)) {
// the orientation is undefined so can't draw the sprite
return;
}
R_RotateSprite (psprite->beamlength);
R_RotateSprite (sprite->beamlength);
R_SetupAndDrawSprite ();
}