quakeforge/libs/video/renderer/sw32/sw32_rsprite.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
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.
2021-03-10 00:01:41 +09:00

386 lines
11 KiB
C

/*
sw32_rsprite.c
(description)
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
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <string.h>
#endif
#include <math.h>
#include "QF/entity.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "r_internal.h"
static int clip_current;
static vec5_t clip_verts[2][MAXWORKINGVERTS];
static int sprite_width, sprite_height;
spritedesc_t sw32_r_spritedesc;
static void
R_RotateSprite (float beamlength)
{
vec3_t vec;
if (beamlength == 0.0)
return;
VectorScale (sw32_r_spritedesc.vpn, -beamlength, vec);
VectorAdd (r_entorigin, vec, r_entorigin);
VectorSubtract (modelorg, vec, modelorg);
}
/*
R_ClipSpriteFace
Clips the winding at clip_verts[clip_current] and changes clip_current
Throws out the back side
*/
static int
R_ClipSpriteFace (int nump, clipplane_t *pclipplane)
{
int i, outcount;
float dists[MAXWORKINGVERTS + 1];
float frac, clipdist, *pclipnormal;
float *in, *instep, *outstep, *vert2;
clipdist = pclipplane->dist;
pclipnormal = pclipplane->normal;
// calc dists
if (clip_current) {
in = clip_verts[1][0];
outstep = clip_verts[0][0];
clip_current = 0;
} else {
in = clip_verts[0][0];
outstep = clip_verts[1][0];
clip_current = 1;
}
instep = in;
for (i = 0; i < nump; i++, instep += sizeof (vec5_t) / sizeof (float)) {
dists[i] = DotProduct (instep, pclipnormal) - clipdist;
}
// handle wraparound case
dists[nump] = dists[0];
memcpy (instep, in, sizeof (vec5_t));
// clip the winding
instep = in;
outcount = 0;
for (i = 0; i < nump; i++, instep += sizeof (vec5_t) / sizeof (float)) {
if (dists[i] >= 0) {
memcpy (outstep, instep, sizeof (vec5_t));
outstep += sizeof (vec5_t) / sizeof (float);
outcount++;
}
if (dists[i] == 0 || dists[i + 1] == 0)
continue;
if ((dists[i] > 0) == (dists[i + 1] > 0))
continue;
// split it into a new vertex
frac = dists[i] / (dists[i] - dists[i + 1]);
vert2 = instep + sizeof (vec5_t) / sizeof (float);
outstep[0] = instep[0] + frac * (vert2[0] - instep[0]);
outstep[1] = instep[1] + frac * (vert2[1] - instep[1]);
outstep[2] = instep[2] + frac * (vert2[2] - instep[2]);
outstep[3] = instep[3] + frac * (vert2[3] - instep[3]);
outstep[4] = instep[4] + frac * (vert2[4] - instep[4]);
outstep += sizeof (vec5_t) / sizeof (float);
outcount++;
}
return outcount;
}
static void
R_SetupAndDrawSprite (void)
{
int i, nump;
float dot, scale, *pv;
vec5_t *pverts;
vec3_t left, up, right, down, transformed, local;
emitpoint_t outverts[MAXWORKINGVERTS + 1], *pout;
dot = DotProduct (sw32_r_spritedesc.vpn, modelorg);
// backface cull
if (dot >= 0)
return;
// build the sprite poster in worldspace
VectorScale (sw32_r_spritedesc.vright, sw32_r_spritedesc.pspriteframe->right, right);
VectorScale (sw32_r_spritedesc.vup, sw32_r_spritedesc.pspriteframe->up, up);
VectorScale (sw32_r_spritedesc.vright, sw32_r_spritedesc.pspriteframe->left, left);
VectorScale (sw32_r_spritedesc.vup, sw32_r_spritedesc.pspriteframe->down, down);
pverts = clip_verts[0];
pverts[0][0] = r_entorigin[0] + up[0] + left[0];
pverts[0][1] = r_entorigin[1] + up[1] + left[1];
pverts[0][2] = r_entorigin[2] + up[2] + left[2];
pverts[0][3] = 0;
pverts[0][4] = 0;
pverts[1][0] = r_entorigin[0] + up[0] + right[0];
pverts[1][1] = r_entorigin[1] + up[1] + right[1];
pverts[1][2] = r_entorigin[2] + up[2] + right[2];
pverts[1][3] = sprite_width;
pverts[1][4] = 0;
pverts[2][0] = r_entorigin[0] + down[0] + right[0];
pverts[2][1] = r_entorigin[1] + down[1] + right[1];
pverts[2][2] = r_entorigin[2] + down[2] + right[2];
pverts[2][3] = sprite_width;
pverts[2][4] = sprite_height;
pverts[3][0] = r_entorigin[0] + down[0] + left[0];
pverts[3][1] = r_entorigin[1] + down[1] + left[1];
pverts[3][2] = r_entorigin[2] + down[2] + left[2];
pverts[3][3] = 0;
pverts[3][4] = sprite_height;
// clip to the frustum in worldspace
nump = 4;
clip_current = 0;
for (i = 0; i < 4; i++) {
nump = R_ClipSpriteFace (nump, &sw32_view_clipplanes[i]);
if (nump < 3)
return;
if (nump >= MAXWORKINGVERTS)
Sys_Error ("R_SetupAndDrawSprite: too many points");
}
// transform vertices into viewspace and project
pv = &clip_verts[clip_current][0][0];
sw32_r_spritedesc.nearzi = -999999;
for (i = 0; i < nump; i++) {
VectorSubtract (pv, r_origin, local);
sw32_TransformVector (local, transformed);
if (transformed[2] < NEAR_CLIP)
transformed[2] = NEAR_CLIP;
pout = &outverts[i];
pout->zi = 1.0 / transformed[2];
if (pout->zi > sw32_r_spritedesc.nearzi)
sw32_r_spritedesc.nearzi = pout->zi;
pout->s = pv[3];
pout->t = pv[4];
scale = sw32_xscale * pout->zi;
pout->u = (sw32_xcenter + scale * transformed[0]);
scale = sw32_yscale * pout->zi;
pout->v = (sw32_ycenter - scale * transformed[1]);
pv += sizeof (vec5_t) / sizeof (*pv);
}
// draw it
sw32_r_spritedesc.nump = nump;
sw32_r_spritedesc.pverts = outverts;
sw32_D_DrawSprite ();
}
static mspriteframe_t *
R_GetSpriteframe (msprite_t *psprite)
{
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
frame = currententity->animation.frame;
if ((frame >= psprite->numframes) || (frame < 0)) {
Sys_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE) {
pspriteframe = psprite->frames[frame].frameptr;
} else {
pspritegroup = (mspritegroup_t *) psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes - 1];
time = vr_data.realtime + currententity->animation.syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval
// values are positive, so we don't have to worry about division by 0
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < (numframes - 1); i++) {
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
void
sw32_R_DrawSprite (void)
{
int i;
msprite_t *psprite;
vec3_t tvec;
float dot, angle, sr, cr;
psprite = currententity->renderer.model->cache.data;
sw32_r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);
sprite_width = sw32_r_spritedesc.pspriteframe->width;
sprite_height = sw32_r_spritedesc.pspriteframe->height;
// TODO: make this caller-selectable
if (psprite->type == SPR_FACING_UPRIGHT) {
// generate the sprite's axes, with vup straight up in worldspace, and
// sw32_r_spritedesc.vright perpendicular to modelorg.
// 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 state, so we
// don't draw if the two vectors are less than 1 degree apart
tvec[0] = -modelorg[0];
tvec[1] = -modelorg[1];
tvec[2] = -modelorg[2];
VectorNormalize (tvec);
dot = tvec[2]; // same as DotProduct (tvec,
// sw32_r_spritedesc.vup) because
// sw32_r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
// 0.999848
return;
sw32_r_spritedesc.vup[0] = 0;
sw32_r_spritedesc.vup[1] = 0;
sw32_r_spritedesc.vup[2] = 1;
sw32_r_spritedesc.vright[0] = tvec[1];
//CrossProduct(sw32_r_spritedesc.vup, -modelorg, sw32_r_spritedesc.vright)
sw32_r_spritedesc.vright[1] = -tvec[0];
sw32_r_spritedesc.vright[2] = 0;
VectorNormalize (sw32_r_spritedesc.vright);
sw32_r_spritedesc.vpn[0] = -sw32_r_spritedesc.vright[1];
sw32_r_spritedesc.vpn[1] = sw32_r_spritedesc.vright[0];
sw32_r_spritedesc.vpn[2] = 0;
//CrossProduct (sw32_r_spritedesc.vright, sw32_r_spritedesc.vup, sw32_r_spritedesc.vpn)
} else if (psprite->type == SPR_VP_PARALLEL) {
// generate the sprite's axes, completely parallel to the viewplane.
// There are no problem situations, because the sprite is always in the
// same position relative to the viewer
for (i = 0; i < 3; i++) {
sw32_r_spritedesc.vup[i] = vup[i];
sw32_r_spritedesc.vright[i] = vright[i];
sw32_r_spritedesc.vpn[i] = vpn[i];
}
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
// generate the sprite's axes, with vup straight up in worldspace, and
// sw32_r_spritedesc.vright parallel to the viewplane.
// 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 state, so we
// don't draw if the two vectors are less than 1 degree apart
dot = vpn[2]; // same as DotProduct (vpn,
// sw32_r_spritedesc.vup) because
// sw32_r_spritedesc.vup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.999848)) // cos(1 degree) =
// 0.999848
return;
sw32_r_spritedesc.vup[0] = 0;
sw32_r_spritedesc.vup[1] = 0;
sw32_r_spritedesc.vup[2] = 1;
sw32_r_spritedesc.vright[0] = vpn[1];
//CrossProduct (sw32_r_spritedesc.vup, vpn,
sw32_r_spritedesc.vright[1] = -vpn[0]; // sw32_r_spritedesc.vright)
sw32_r_spritedesc.vright[2] = 0;
VectorNormalize (sw32_r_spritedesc.vright);
sw32_r_spritedesc.vpn[0] = -sw32_r_spritedesc.vright[1];
sw32_r_spritedesc.vpn[1] = sw32_r_spritedesc.vright[0];
sw32_r_spritedesc.vpn[2] = 0;
//CrossProduct (sw32_r_spritedesc.vright, sw32_r_spritedesc.vup, sw32_r_spritedesc.vpn)
} else if (psprite->type == SPR_ORIENTED) {
// generate the sprite's axes, according to the sprite's world
// orientation
mat4f_t mat;
Transform_GetWorldMatrix (currententity->transform, mat);
VectorCopy (mat[0], r_spritedesc.vpn);
VectorNegate (mat[1], r_spritedesc.vright);
VectorCopy (mat[2], r_spritedesc.vup);
} else if (psprite->type == SPR_VP_PARALLEL_ORIENTED) {
// generate the sprite's axes, parallel to the viewplane, but rotated
// in that plane around the center according to the sprite entity's
// roll angle. So vpn stays the same, but vright and vup rotate
angle = currententity->angles[ROLL] * (M_PI * 2 / 360);
sr = sin (angle);
cr = cos (angle);
for (i = 0; i < 3; i++) {
sw32_r_spritedesc.vpn[i] = vpn[i];
sw32_r_spritedesc.vright[i] = vright[i] * cr + vup[i] * sr;
sw32_r_spritedesc.vup[i] = vright[i] * -sr + vup[i] * cr;
}
} else {
Sys_Error ("R_DrawSprite: Bad sprite type %d", psprite->type);
}
R_RotateSprite (psprite->beamlength);
R_SetupAndDrawSprite ();
}