mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
118 lines
3.4 KiB
C
118 lines
3.4 KiB
C
/*
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r_billboard.c
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Billboard frame setup
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <string.h>
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#endif
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#include <math.h>
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "r_internal.h"
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int
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R_BillboardFrame (transform_t transform, int orientation, vec4f_t cameravec,
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vec4f_t *bbup, vec4f_t *bbright, vec4f_t *bbfwd)
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{
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vec4f_t tvec;
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float dot;
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switch (orientation) {
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case SPR_FACING_UPRIGHT:
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// the billboard has its up vector parallel with world up, and
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// its right vector perpendicular to cameravec.
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// Undefined if the camera is too close to the entity.
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tvec = -normalf (cameravec);
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dot = tvec[2]; // DotProduct (tvec, world up)
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if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree)
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return 0;
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*bbup = (vec4f_t) { 0, 0, 1, 0 };
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//CrossProduct(bbup, -cameravec, bbright)
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*bbright = normalf ((vec4f_t) { tvec[1], -tvec[0], 0, 0 });
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//CrossProduct (bbright, bbup, bbfwd)
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*bbfwd = (vec4f_t) { -(*bbright)[1], (*bbright)[0], 0, 0};
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break;
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case SPR_VP_PARALLEL:
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// the billboard always has the same orientation as the camera
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*bbup = r_refdef.frame.up;
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*bbright = r_refdef.frame.right;
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*bbfwd = r_refdef.frame.forward;
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break;
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case SPR_VP_PARALLEL_UPRIGHT:
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// the billboar has its up vector parallel with world up, and
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// its right vector parallel with the view plane.
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// Undefined if the camera is looking straight up or down.
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dot = r_refdef.frame.forward[2];
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if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree)
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return 0;
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*bbup = (vec4f_t) { 0, 0, 1, 0 };
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*bbright = normalf ((vec4f_t) {r_refdef.frame.forward[1],
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-r_refdef.frame.forward[0], 0, 0 });
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*bbfwd = (vec4f_t) { -(*bbright)[1], (*bbright)[0], 0, 0};
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break;
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case SPR_ORIENTED:
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{
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// The billboard's orientation is fully specified by the
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// entity's orientation.
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mat4f_t mat;
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Transform_GetWorldMatrix (transform, mat);
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*bbfwd = mat[0];
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*bbright = mat[1];
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*bbup = mat[2];
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}
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break;
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case SPR_VP_PARALLEL_ORIENTED:
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{
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// The billboard is rotated relative to the camera using
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// the entity's local rotation.
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mat4f_t entmat;
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mat4f_t spmat;
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Transform_GetLocalMatrix (transform, entmat);
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// FIXME needs proper testing (need to find, make, or fake a
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// parallel oriented sprite)
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mmulf (spmat, r_refdef.camera, entmat);
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*bbfwd = spmat[0];
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*bbright = spmat[1];
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*bbup = spmat[2];
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}
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break;
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default:
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Sys_Error ("R_BillboardFrame: Bad orientation %d", orientation);
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}
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return 1;
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}
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