Implement sprite rendering.

Sprite interpolation seems to work, even :) (maybe)
This commit is contained in:
Bill Currie 2011-12-31 14:38:03 +09:00
parent 091e16f9d2
commit 718595db45
3 changed files with 187 additions and 47 deletions

View file

@ -163,6 +163,9 @@ extern qboolean r_active;
extern qboolean insubmodel;
extern vec3_t r_worldmodelorg;
extern mat4_t glsl_projection;
extern mat4_t glsl_view;
void R_SpriteBegin (void);
void R_SpriteEnd (void);

View file

@ -89,49 +89,7 @@ static struct {
{"vcolorb", 0},
{"vblend", 0},
};
/*
static void
make_quad (qpic_t *pic, int x, int y, int w, int h,
int srcx, int srcy, int srcw, int srch, float verts[6][4])
{
float sl, sh, tl, th;
sl = (float) srcx / (float) pic->width;
sh = sl + (float) srcw / (float) pic->width;
tl = (float) srcy / (float) pic->height;
th = tl + (float) srch / (float) pic->height;
verts[0][0] = x;
verts[0][1] = y;
verts[0][2] = sl;
verts[0][3] = tl;
verts[1][0] = x + w;
verts[1][1] = y;
verts[1][2] = sh;
verts[1][3] = tl;
verts[2][0] = x + w;
verts[2][1] = y + h;
verts[2][2] = sh;
verts[2][3] = th;
verts[3][0] = x;
verts[3][1] = y;
verts[3][2] = sl;
verts[3][3] = tl;
verts[4][0] = x + w;
verts[4][1] = y + h;
verts[4][2] = sh;
verts[4][3] = th;
verts[5][0] = x;
verts[5][1] = y + h;
verts[5][2] = sl;
verts[5][3] = th;
}
*/
VISIBLE void
R_InitSprites (void)
{
@ -154,15 +112,191 @@ R_InitSprites (void)
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
}
static void
R_GetSpriteFrames (msprite_t *sprite, mspriteframe_t **frame1,
mspriteframe_t **frame2, float *blend)
{
int frame = currententity->frame;
int i, numframes;
float *intervals;
float fullinterval, targettime, time, prev;
mspritegroup_t *spritegroup;
if (frame >= sprite->numframes || frame < 0)
frame = 0;
if (sprite->frames[frame].type == SPR_SINGLE) {
// for now, assume unanimated.
*frame1 = *frame2 = sprite->frames[frame].frameptr;
*blend = 0;
} else {
spritegroup = (mspritegroup_t *) sprite->frames[frame].frameptr;
intervals = spritegroup->intervals;
numframes = spritegroup->numframes;
fullinterval = intervals[numframes - 1];
prev = 0;
time = r_realtime + currententity->syncbase;
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < numframes - 1; i++) {
if (intervals[i] > targettime)
break;
prev = intervals[i];
}
*frame1 = spritegroup->frames[i];
*frame2 = spritegroup->frames[(i + 1) % numframes];
*blend = (targettime - prev) / (intervals[i] - prev);
}
}
static void
make_quad (mspriteframe_t *frame, const vec3_t vpn, const vec3_t vright,
const vec3_t vup, float verts[6][3])
{
vec3_t left, up, right, down;
vec3_t ul, ur, ll, lr;
// build the sprite poster in worldspace
// first, rotate the sprite axes into world space
VectorScale (vright, frame->right, right);
VectorScale (vup, frame->up, up);
VectorScale (vright, frame->left, left);
VectorScale (vup, frame->down, down);
// next, build the sprite corners from the axes
VectorAdd (up, left, ul);
VectorAdd (up, right, ur);
VectorAdd (down, left, ll);
VectorAdd (down, right, lr);
// finally, translate the sprite corners, creating two triangles
VectorAdd (currententity->origin, ul, verts[0]); // first triangle
VectorAdd (currententity->origin, ur, verts[1]);
VectorAdd (currententity->origin, lr, verts[2]);
VectorAdd (currententity->origin, ul, verts[3]); // second triangle
VectorAdd (currententity->origin, lr, verts[4]);
VectorAdd (currententity->origin, ll, verts[5]);
}
void
R_DrawSprite (void)
{
entity_t *ent = currententity;
msprite_t *sprite = (msprite_t *) ent->model->cache.data;
mspriteframe_t *frame1, *frame2;
float blend, sr, cr, dot, angle;
vec3_t tvec;
vec3_t svpn, svright, svup;
static quat_t color = { 1, 1, 1, 1};
float vertsa[6][3], vertsb[6][3];
static float uvab[6][4] = {
{ 0, 0, 0, 0 },
{ 1, 0, 1, 0 },
{ 1, 1, 1, 1 },
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 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);
VectorNormalize (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);
VectorNormalize (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
VectorCopy (currententity->transform + 0, svpn);
VectorNegate (currententity->transform + 4, svright);
VectorCopy (currententity->transform + 8, svup);
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
angle = currententity->angles[ROLL] * (M_PI / 180);
sr = sin (angle);
cr = cos (angle);
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);
}
R_GetSpriteFrames (sprite, &frame1, &frame2, &blend);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);
qfglVertexAttrib4fv (quake_sprite.colora.location, color);
qfglVertexAttrib4fv (quake_sprite.colorb.location, color);
qfglVertexAttrib1f (quake_sprite.blend.location, blend);
make_quad (frame1, svpn, svright, svup, vertsa);
make_quad (frame2, svpn, svright, svup, vertsb);
qfglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
0, 0, vertsa);
qfglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
0, 0, vertsb);
qfglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
0, 0, uvab);
qfglDrawArrays (GL_TRIANGLES, 0, 6);
}
// All sprites are drawn in a batch, so avoid thrashing the gl state
void
R_SpriteBegin (void)
{
mat4_t mat;
qfglUseProgram (quake_sprite.program);
qfglEnableVertexAttribArray (quake_sprite.vertexa.location);
qfglEnableVertexAttribArray (quake_sprite.vertexb.location);
@ -183,6 +317,9 @@ R_SpriteBegin (void)
qfglActiveTexture (GL_TEXTURE0 + 2);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
Mat4Mult (glsl_projection, glsl_view, mat);
qfglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, mat);
}
void
@ -193,9 +330,9 @@ R_SpriteEnd (void)
qfglDisableVertexAttribArray (quake_sprite.uvab.location);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 2);
qfglEnable (GL_TEXTURE_2D);
qfglDisable (GL_TEXTURE_2D);
}

View file

@ -2,7 +2,7 @@ uniform mat4 mvp_mat;
attribute float vblend;
attribute vec4 vcolora, vcolorb;
attribute vec4 uvab; ///< ua va ub vb
attribute vec4 vertexa, vertexb;
attribute vec3 vertexa, vertexb;
varying float blend;
varying vec4 colora, colorb;
@ -11,7 +11,7 @@ varying vec2 sta, stb;
void
main (void)
{
gl_Position = mvp_mat * mix (vertexa, vertexb, vblend);
gl_Position = mvp_mat * vec4 (mix (vertexa, vertexb, vblend), 1.0);
blend = vblend;
colora = vcolora;
colorb = vcolorb;