mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-13 06:00:42 +00:00
3eb859a88f
This has several benifits: o The silly issue with alias model pitches being backwards is kept out of the renderer (it's a quakec thing: entites do their pitch backwards, but originally, only alias models were rotated. Hipnotic did brush entity rotations in the correct direction). o Angle to frame vector conversions are done only when the entity's angles vector changes, rather than every frame. This avoids a lot of unnecessary trig function calls. o Once transformed, an entity's frame vectors are always available. However, the vectors are left handed rather than right handed (ie, forward/left/up instead of forward/right/up): just a matter of watching the sign. This avoids even more trig calls (flag models in qw). o This paves the way for merging brush entity surface rendering with the world model surface rendering (the actual goal of this patch). o This also paves the way for using quaternions to represent entity orientation, as that would be a protocol change.
390 lines
11 KiB
C
390 lines
11 KiB
C
/*
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sw_rsprite.c
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(description)
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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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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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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 "r_local.h"
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static int clip_current;
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static vec5_t clip_verts[2][MAXWORKINGVERTS];
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static int sprite_width, sprite_height;
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spritedesc_t r_spritedesc;
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static void
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R_RotateSprite (float beamlength)
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{
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vec3_t vec;
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if (beamlength == 0.0)
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return;
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VectorScale (r_spritedesc.vpn, -beamlength, vec);
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VectorAdd (r_entorigin, vec, r_entorigin);
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VectorSubtract (modelorg, vec, modelorg);
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}
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/*
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R_ClipSpriteFace
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Clips the winding at clip_verts[clip_current] and changes clip_current
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Throws out the back side
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*/
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static int
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R_ClipSpriteFace (int nump, clipplane_t *pclipplane)
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{
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int i, outcount;
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float dists[MAXWORKINGVERTS + 1];
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float frac, clipdist, *pclipnormal;
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float *in, *instep, *outstep, *vert2;
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clipdist = pclipplane->dist;
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pclipnormal = pclipplane->normal;
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// calc dists
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if (clip_current) {
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in = clip_verts[1][0];
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outstep = clip_verts[0][0];
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clip_current = 0;
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} else {
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in = clip_verts[0][0];
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outstep = clip_verts[1][0];
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clip_current = 1;
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}
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instep = in;
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for (i = 0; i < nump; i++, instep += sizeof (vec5_t) / sizeof (float)) {
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dists[i] = DotProduct (instep, pclipnormal) - clipdist;
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}
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// handle wraparound case
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dists[nump] = dists[0];
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memcpy (instep, in, sizeof (vec5_t));
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// clip the winding
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instep = in;
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outcount = 0;
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for (i = 0; i < nump; i++, instep += sizeof (vec5_t) / sizeof (float)) {
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if (dists[i] >= 0) {
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memcpy (outstep, instep, sizeof (vec5_t));
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outstep += sizeof (vec5_t) / sizeof (float);
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outcount++;
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}
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if (dists[i] == 0 || dists[i + 1] == 0)
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continue;
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#if __APPLE_CC__ <= 1175
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// bug in gcc (GCC) 3.1 20020420 (prerelease) for darwin
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if ((dists[i] > 0) && (dists[i + 1] > 0))
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continue;
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if ((dists[i] <= 0) && (dists[i + 1] <= 0))
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continue;
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#else
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if ((dists[i] > 0) == (dists[i + 1] > 0))
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continue;
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#endif
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// split it into a new vertex
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frac = dists[i] / (dists[i] - dists[i + 1]);
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vert2 = instep + sizeof (vec5_t) / sizeof (float);
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outstep[0] = instep[0] + frac * (vert2[0] - instep[0]);
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outstep[1] = instep[1] + frac * (vert2[1] - instep[1]);
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outstep[2] = instep[2] + frac * (vert2[2] - instep[2]);
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outstep[3] = instep[3] + frac * (vert2[3] - instep[3]);
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outstep[4] = instep[4] + frac * (vert2[4] - instep[4]);
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outstep += sizeof (vec5_t) / sizeof (float);
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outcount++;
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}
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return outcount;
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}
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static void
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R_SetupAndDrawSprite (void)
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{
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int i, nump;
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float dot, scale, *pv;
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vec5_t *pverts;
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vec3_t left, up, right, down, transformed, local;
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emitpoint_t outverts[MAXWORKINGVERTS + 1], *pout;
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dot = DotProduct (r_spritedesc.vpn, modelorg);
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// backface cull
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if (dot >= 0)
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return;
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// build the sprite poster in worldspace
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VectorScale (r_spritedesc.vright, r_spritedesc.pspriteframe->right, right);
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VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->up, up);
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VectorScale (r_spritedesc.vright, r_spritedesc.pspriteframe->left, left);
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VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->down, down);
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pverts = clip_verts[0];
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pverts[0][0] = r_entorigin[0] + up[0] + left[0];
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pverts[0][1] = r_entorigin[1] + up[1] + left[1];
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pverts[0][2] = r_entorigin[2] + up[2] + left[2];
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pverts[0][3] = 0;
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pverts[0][4] = 0;
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pverts[1][0] = r_entorigin[0] + up[0] + right[0];
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pverts[1][1] = r_entorigin[1] + up[1] + right[1];
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pverts[1][2] = r_entorigin[2] + up[2] + right[2];
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pverts[1][3] = sprite_width;
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pverts[1][4] = 0;
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pverts[2][0] = r_entorigin[0] + down[0] + right[0];
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pverts[2][1] = r_entorigin[1] + down[1] + right[1];
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pverts[2][2] = r_entorigin[2] + down[2] + right[2];
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pverts[2][3] = sprite_width;
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pverts[2][4] = sprite_height;
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pverts[3][0] = r_entorigin[0] + down[0] + left[0];
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pverts[3][1] = r_entorigin[1] + down[1] + left[1];
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pverts[3][2] = r_entorigin[2] + down[2] + left[2];
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pverts[3][3] = 0;
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pverts[3][4] = sprite_height;
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// clip to the frustum in worldspace
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nump = 4;
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clip_current = 0;
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for (i = 0; i < 4; i++) {
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nump = R_ClipSpriteFace (nump, &view_clipplanes[i]);
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if (nump < 3)
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return;
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if (nump >= MAXWORKINGVERTS)
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Sys_Error ("R_SetupAndDrawSprite: too many points");
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}
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// transform vertices into viewspace and project
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pv = &clip_verts[clip_current][0][0];
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r_spritedesc.nearzi = -999999;
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for (i = 0; i < nump; i++) {
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VectorSubtract (pv, r_origin, local);
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TransformVector (local, transformed);
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if (transformed[2] < NEAR_CLIP)
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transformed[2] = NEAR_CLIP;
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pout = &outverts[i];
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pout->zi = 1.0 / transformed[2];
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if (pout->zi > r_spritedesc.nearzi)
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r_spritedesc.nearzi = pout->zi;
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pout->s = pv[3];
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pout->t = pv[4];
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scale = xscale * pout->zi;
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pout->u = (xcenter + scale * transformed[0]);
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scale = yscale * pout->zi;
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pout->v = (ycenter - scale * transformed[1]);
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pv += sizeof (vec5_t) / sizeof (*pv);
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}
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// draw it
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r_spritedesc.nump = nump;
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r_spritedesc.pverts = outverts;
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D_DrawSprite ();
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}
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static mspriteframe_t *
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R_GetSpriteframe (msprite_t *psprite)
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{
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0)) {
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Sys_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE) {
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pspriteframe = psprite->frames[frame].frameptr;
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} else {
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pspritegroup = (mspritegroup_t *) psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes - 1];
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time = r_realtime + currententity->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval
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// values are positive, so we don't have to worry about division by 0
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targettime = time - ((int) (time / fullinterval)) * fullinterval;
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for (i = 0; i < (numframes - 1); i++) {
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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void
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R_DrawSprite (void)
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{
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int i;
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msprite_t *psprite;
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vec3_t tvec;
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float dot, angle, sr, cr;
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psprite = currententity->model->cache.data;
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r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);
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sprite_width = r_spritedesc.pspriteframe->width;
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sprite_height = r_spritedesc.pspriteframe->height;
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// TODO: make this caller-selectable
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if (psprite->type == SPR_FACING_UPRIGHT) {
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// generate the sprite's axes, with vup straight up in worldspace, and
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// r_spritedesc.vright perpendicular to modelorg.
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// This will not work if the view direction is very close to straight
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// up or down, because the cross product will be between two nearly
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// parallel vectors and starts to approach an undefined state, so we
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// don't draw if the two vectors are less than 1 degree apart
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tvec[0] = -modelorg[0];
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tvec[1] = -modelorg[1];
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tvec[2] = -modelorg[2];
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VectorNormalize (tvec);
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dot = tvec[2]; // same as DotProduct (tvec,
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// r_spritedesc.vup) because
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// r_spritedesc.vup is 0, 0, 1
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if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
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// 0.999848
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return;
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r_spritedesc.vup[0] = 0;
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r_spritedesc.vup[1] = 0;
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r_spritedesc.vup[2] = 1;
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r_spritedesc.vright[0] = tvec[1];
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//CrossProduct(r_spritedesc.vup, -modelorg, r_spritedesc.vright)
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r_spritedesc.vright[1] = -tvec[0];
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r_spritedesc.vright[2] = 0;
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VectorNormalize (r_spritedesc.vright);
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r_spritedesc.vpn[0] = -r_spritedesc.vright[1];
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r_spritedesc.vpn[1] = r_spritedesc.vright[0];
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r_spritedesc.vpn[2] = 0;
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//CrossProduct (r_spritedesc.vright, r_spritedesc.vup, r_spritedesc.vpn)
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} else if (psprite->type == SPR_VP_PARALLEL) {
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// generate the sprite's axes, completely parallel to the viewplane.
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// There are no problem situations, because the sprite is always in the
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// same position relative to the viewer
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for (i = 0; i < 3; i++) {
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r_spritedesc.vup[i] = vup[i];
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r_spritedesc.vright[i] = vright[i];
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r_spritedesc.vpn[i] = vpn[i];
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}
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} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
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// generate the sprite's axes, with vup straight up in worldspace, and
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// r_spritedesc.vright parallel to the viewplane.
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// This will not work if the view direction is very close to straight
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// up or down, because the cross product will be between two nearly
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// parallel vectors and starts to approach an undefined state, so we
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// don't draw if the two vectors are less than 1 degree apart
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dot = vpn[2]; // same as DotProduct (vpn,
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// r_spritedesc.vup) because
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// r_spritedesc.vup is 0, 0, 1
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if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
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// 0.999848
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return;
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r_spritedesc.vup[0] = 0;
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r_spritedesc.vup[1] = 0;
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r_spritedesc.vup[2] = 1;
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r_spritedesc.vright[0] = vpn[1];
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//CrossProduct (r_spritedesc.vup, vpn,
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r_spritedesc.vright[1] = -vpn[0]; // r_spritedesc.vright)
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r_spritedesc.vright[2] = 0;
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VectorNormalize (r_spritedesc.vright);
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r_spritedesc.vpn[0] = -r_spritedesc.vright[1];
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r_spritedesc.vpn[1] = r_spritedesc.vright[0];
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r_spritedesc.vpn[2] = 0;
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//CrossProduct (r_spritedesc.vright, r_spritedesc.vup, r_spritedesc.vpn)
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} else if (psprite->type == SPR_ORIENTED) {
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// generate the sprite's axes, according to the sprite's world
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// orientation
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VectorCopy (currententity->transform + 0, r_spritedesc.vpn);
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VectorNegate (currententity->transform + 4, r_spritedesc.vright);
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VectorCopy (currententity->transform + 8, r_spritedesc.vup);
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} else if (psprite->type == SPR_VP_PARALLEL_ORIENTED) {
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// generate the sprite's axes, parallel to the viewplane, but rotated
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// in that plane around the center according to the sprite entity's
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// roll angle. So vpn stays the same, but vright and vup rotate
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angle = currententity->angles[ROLL] * (M_PI * 2 / 360);
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sr = sin (angle);
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cr = cos (angle);
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for (i = 0; i < 3; i++) {
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r_spritedesc.vpn[i] = vpn[i];
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r_spritedesc.vright[i] = vright[i] * cr + vup[i] * sr;
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r_spritedesc.vup[i] = vright[i] * -sr + vup[i] * cr;
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}
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} else {
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Sys_Error ("R_DrawSprite: Bad sprite type %d", psprite->type);
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}
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R_RotateSprite (psprite->beamlength);
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R_SetupAndDrawSprite ();
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}
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