quakeforge/libs/video/renderer/r_billboard.c
Bill Currie a6df8ab995 [renderer] Move a couple functions to using vec4f_t
Makes for a few less FIXMEs and better consistency with vectors.
2022-03-30 23:53:30 +09:00

118 lines
3.4 KiB
C

/*
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, vec4f_t cameravec,
vec4f_t *bbup, vec4f_t *bbright, vec4f_t *bbfwd)
{
vec4f_t tvec;
float dot;
switch (orientation) {
case SPR_FACING_UPRIGHT:
// the billboard has its up vector parallel with world up, and
// its right vector perpendicular to cameravec.
// Undefined if the camera is too close to the entity.
tvec = -normalf (cameravec);
dot = tvec[2]; // DotProduct (tvec, world up)
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree)
return 0;
*bbup = (vec4f_t) { 0, 0, 1, 0 };
//CrossProduct(bbup, -cameravec, bbright)
*bbright = normalf ((vec4f_t) { tvec[1], -tvec[0], 0, 0 });
//CrossProduct (bbright, bbup, bbfwd)
*bbfwd = (vec4f_t) { -(*bbright)[1], (*bbright)[0], 0, 0};
break;
case SPR_VP_PARALLEL:
// the billboard always has the same orientation as the camera
*bbup = r_refdef.frame.up;
*bbright = r_refdef.frame.right;
*bbfwd = r_refdef.frame.forward;
break;
case SPR_VP_PARALLEL_UPRIGHT:
// the billboar has its up vector parallel with world up, and
// its right vector parallel with the view plane.
// Undefined if the camera is looking straight up or down.
dot = r_refdef.frame.forward[2];
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree)
return 0;
*bbup = (vec4f_t) { 0, 0, 1, 0 };
*bbright = normalf ((vec4f_t) {r_refdef.frame.forward[1],
-r_refdef.frame.forward[0], 0, 0 });
*bbfwd = (vec4f_t) { -(*bbright)[1], (*bbright)[0], 0, 0};
break;
case SPR_ORIENTED:
{
// The billboard's orientation is fully specified by the
// entity's orientation.
mat4f_t mat;
Transform_GetWorldMatrix (ent->transform, mat);
*bbfwd = mat[0];
*bbright = mat[1];
*bbup = mat[2];
}
break;
case SPR_VP_PARALLEL_ORIENTED:
{
// The billboard is rotated relative to the camera using
// the entity's local rotation.
mat4f_t entmat;
mat4f_t spmat;
Transform_GetLocalMatrix (ent->transform, entmat);
// FIXME needs proper testing (need to find, make, or fake a
// parallel oriented sprite)
mmulf (spmat, r_refdef.camera, entmat);
*bbfwd = spmat[0];
*bbright = spmat[1];
*bbup = spmat[2];
}
break;
default:
Sys_Error ("R_BillboardFrame: Bad orientation %d", orientation);
}
return 1;
}