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https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-14 14:41:32 +00:00
fbc1bd9f6e
This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
386 lines
11 KiB
C
386 lines
11 KiB
C
/*
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sw32_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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#define NH_DEFINE
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#include "namehack.h"
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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/entity.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "r_internal.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 sw32_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 (sw32_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 ((dists[i] > 0) == (dists[i + 1] > 0))
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continue;
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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 (sw32_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 (sw32_r_spritedesc.vright, sw32_r_spritedesc.pspriteframe->right, right);
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VectorScale (sw32_r_spritedesc.vup, sw32_r_spritedesc.pspriteframe->up, up);
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VectorScale (sw32_r_spritedesc.vright, sw32_r_spritedesc.pspriteframe->left, left);
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VectorScale (sw32_r_spritedesc.vup, sw32_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, &sw32_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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sw32_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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sw32_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 > sw32_r_spritedesc.nearzi)
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sw32_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 = sw32_xscale * pout->zi;
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pout->u = (sw32_xcenter + scale * transformed[0]);
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scale = sw32_yscale * pout->zi;
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pout->v = (sw32_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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sw32_r_spritedesc.nump = nump;
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sw32_r_spritedesc.pverts = outverts;
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sw32_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->animation.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 = vr_data.realtime + currententity->animation.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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sw32_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->renderer.model->cache.data;
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sw32_r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);
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sprite_width = sw32_r_spritedesc.pspriteframe->width;
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sprite_height = sw32_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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// sw32_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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// sw32_r_spritedesc.vup) because
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// sw32_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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sw32_r_spritedesc.vup[0] = 0;
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sw32_r_spritedesc.vup[1] = 0;
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sw32_r_spritedesc.vup[2] = 1;
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sw32_r_spritedesc.vright[0] = tvec[1];
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//CrossProduct(sw32_r_spritedesc.vup, -modelorg, sw32_r_spritedesc.vright)
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sw32_r_spritedesc.vright[1] = -tvec[0];
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sw32_r_spritedesc.vright[2] = 0;
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VectorNormalize (sw32_r_spritedesc.vright);
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sw32_r_spritedesc.vpn[0] = -sw32_r_spritedesc.vright[1];
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sw32_r_spritedesc.vpn[1] = sw32_r_spritedesc.vright[0];
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sw32_r_spritedesc.vpn[2] = 0;
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//CrossProduct (sw32_r_spritedesc.vright, sw32_r_spritedesc.vup, sw32_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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sw32_r_spritedesc.vup[i] = vup[i];
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sw32_r_spritedesc.vright[i] = vright[i];
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sw32_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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// sw32_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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// sw32_r_spritedesc.vup) because
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// sw32_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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sw32_r_spritedesc.vup[0] = 0;
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sw32_r_spritedesc.vup[1] = 0;
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sw32_r_spritedesc.vup[2] = 1;
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sw32_r_spritedesc.vright[0] = vpn[1];
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//CrossProduct (sw32_r_spritedesc.vup, vpn,
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sw32_r_spritedesc.vright[1] = -vpn[0]; // sw32_r_spritedesc.vright)
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sw32_r_spritedesc.vright[2] = 0;
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VectorNormalize (sw32_r_spritedesc.vright);
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sw32_r_spritedesc.vpn[0] = -sw32_r_spritedesc.vright[1];
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sw32_r_spritedesc.vpn[1] = sw32_r_spritedesc.vright[0];
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sw32_r_spritedesc.vpn[2] = 0;
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//CrossProduct (sw32_r_spritedesc.vright, sw32_r_spritedesc.vup, sw32_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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mat4f_t mat;
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Transform_GetWorldMatrix (currententity->transform, mat);
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VectorCopy (mat[0], r_spritedesc.vpn);
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VectorNegate (mat[1], r_spritedesc.vright);
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VectorCopy (mat[2], 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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sw32_r_spritedesc.vpn[i] = vpn[i];
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sw32_r_spritedesc.vright[i] = vright[i] * cr + vup[i] * sr;
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sw32_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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