quakequest/Projects/Android/jni/darkplaces/r_sprites.c

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2019-05-30 05:57:57 +00:00
#include "quakedef.h"
#include "r_shadow.h"
extern cvar_t r_labelsprites_scale;
extern cvar_t r_labelsprites_roundtopixels;
extern cvar_t r_track_sprites;
extern cvar_t r_track_sprites_flags;
extern cvar_t r_track_sprites_scalew;
extern cvar_t r_track_sprites_scaleh;
extern cvar_t r_overheadsprites_perspective;
extern cvar_t r_overheadsprites_pushback;
extern cvar_t r_overheadsprites_scalex;
extern cvar_t r_overheadsprites_scaley;
#define TSF_ROTATE 1
#define TSF_ROTATE_CONTINOUSLY 2
// use same epsilon as in sv_phys.c, it's not in any header, that's why i redefine it
// MIN_EPSILON is for accurateness' sake :)
#ifndef EPSILON
# define EPSILON (1.0f / 32.0f)
# define MIN_EPSILON 0.0001f
#endif
/* R_Track_Sprite
If the sprite is out of view, track it.
`origin`, `left` and `up` are changed by this function to achive a rotation around
the hotspot.
--blub
*/
#define SIDE_TOP 1
#define SIDE_LEFT 2
#define SIDE_BOTTOM 3
#define SIDE_RIGHT 4
static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
{
float distance;
vec3_t bCoord; // body coordinates of object
unsigned int i;
// temporarily abuse bCoord as the vector player->sprite-origin
VectorSubtract(origin, r_refdef.view.origin, bCoord);
distance = VectorLength(bCoord);
// Now get the bCoords :)
Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord);
*edge = 0; // FIXME::should assume edge == 0, which is correct currently
for(i = 0; i < 4; ++i)
{
if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON)
break;
}
// If it wasn't outside a plane, no tracking needed
if(i < 4)
{
float x, y; // screen X and Y coordinates
float ax, ay; // absolute coords, used for division
// I divide x and y by the greater absolute value to get ranges -1.0 to +1.0
bCoord[2] *= r_refdef.view.frustum_x;
bCoord[1] *= r_refdef.view.frustum_y;
//Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]);
ax = fabs(bCoord[1]);
ay = fabs(bCoord[2]);
// get the greater value and determine the screen edge it's on
if(ax < ay)
{
ax = ay;
// 180 or 0 degrees
if(bCoord[2] < 0.0f)
*edge = SIDE_BOTTOM;
else
*edge = SIDE_TOP;
} else {
if(bCoord[1] < 0.0f)
*edge = SIDE_RIGHT;
else
*edge = SIDE_LEFT;
}
// umm...
if(ax < MIN_EPSILON) // this was == 0.0f before --blub
ax = MIN_EPSILON;
// get the -1 to +1 range
x = bCoord[1] / ax;
y = bCoord[2] / ax;
ax = (1.0f / VectorLength(left));
ay = (1.0f / VectorLength(up));
// Using the placement below the distance of a sprite is
// real dist = sqrt(d*d + dfxa*dfxa + dgyb*dgyb)
// d is the distance we use
// f is frustum X
// x is x
// a is ax
// g is frustum Y
// y is y
// b is ay
// real dist (r) shall be d, so
// r*r = d*d + dfxa*dfxa + dgyb*dgyb
// r*r = d*d * (1 + fxa*fxa + gyb*gyb)
// d*d = r*r / (1 + fxa*fxa + gyb*gyb)
// d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb))
// thus:
distance = sqrt((distance*distance) / (1.0 +
r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax +
r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay));
// ^ the one we want ^ the one we have ^ our factors
// Place the sprite a few units ahead of the player
VectorCopy(r_refdef.view.origin, origin);
VectorMA(origin, distance, r_refdef.view.forward, origin);
// Move the sprite left / up the screeen height
VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin);
VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin);
if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
{
// compute the rotation, negate y axis, we're pointing outwards
*dir_angle = atan(-y / x) * 180.0f/M_PI;
// we need the real, full angle
if(x < 0.0f)
*dir_angle += 180.0f;
}
left[0] *= r_track_sprites_scalew.value;
left[1] *= r_track_sprites_scalew.value;
left[2] *= r_track_sprites_scalew.value;
up[0] *= r_track_sprites_scaleh.value;
up[1] *= r_track_sprites_scaleh.value;
up[2] *= r_track_sprites_scaleh.value;
}
}
static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
{
if(!(r_track_sprites_flags.integer & TSF_ROTATE))
{
// move down by its size if on top, otherwise it's invisible
if(edge == SIDE_TOP)
VectorMA(origin, -(fabs(frame->up)+fabs(frame->down)), up, origin);
} else {
static float rotation_angles[5] =
{
0, // no edge
-90.0f, //top
0.0f, // left
90.0f, // bottom
180.0f, // right
};
// rotate around the hotspot according to which edge it's on
// since the hotspot == the origin, only rotate the vectors
matrix4x4_t rotm;
vec3_t axis;
vec3_t temp;
vec2_t dir;
float angle;
if(edge < 1 || edge > 4)
return; // this usually means something went wrong somewhere, there's no way to get a wrong edge value currently
dir[0] = frame->right + frame->left;
dir[1] = frame->down + frame->up;
// only rotate when the hotspot isn't the center though.
if(dir[0] < MIN_EPSILON && dir[1] < MIN_EPSILON)
{
return;
}
// Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
// determine the angle of a sprite, we could only do that once though and
// add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
// we need the real, full angle
if(dir[0] < 0.0f)
angle += 180.0f;
// Rotate around rotation_angle - frame_angle
// The axis SHOULD equal r_refdef.view.forward, but let's generalize this:
CrossProduct(up, left, axis);
if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]);
else
Matrix4x4_CreateRotate(&rotm, rotation_angles[edge] - angle, axis[0], axis[1], axis[2]);
Matrix4x4_Transform(&rotm, up, temp);
VectorCopy(temp, up);
Matrix4x4_Transform(&rotm, left, temp);
VectorCopy(temp, left);
}
}
static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
dp_model_t *model = ent->model;
vec3_t left, up, org, mforward, mleft, mup, middle;
float scale, dx, dy, hud_vs_screen;
int edge = 0;
float dir_angle = 0.0f;
float vertex3f[12];
// nudge it toward the view to make sure it isn't in a wall
Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
VectorSubtract(org, r_refdef.view.forward, org);
switch(model->sprite.sprnum_type)
{
case SPR_VP_PARALLEL_UPRIGHT:
// flames and such
// vertical beam sprite, faces view plane
scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]);
left[0] = -r_refdef.view.forward[1] * scale;
left[1] = r_refdef.view.forward[0] * scale;
left[2] = 0;
up[0] = 0;
up[1] = 0;
up[2] = ent->scale;
break;
case SPR_FACING_UPRIGHT:
// flames and such
// vertical beam sprite, faces viewer's origin (not the view plane)
scale = ent->scale / sqrt((org[0] - r_refdef.view.origin[0])*(org[0] - r_refdef.view.origin[0])+(org[1] - r_refdef.view.origin[1])*(org[1] - r_refdef.view.origin[1]));
left[0] = (org[1] - r_refdef.view.origin[1]) * scale;
left[1] = -(org[0] - r_refdef.view.origin[0]) * scale;
left[2] = 0;
up[0] = 0;
up[1] = 0;
up[2] = ent->scale;
break;
default:
Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
// fall through to normal sprite
case SPR_VP_PARALLEL:
// normal sprite
// faces view plane
VectorScale(r_refdef.view.left, ent->scale, left);
VectorScale(r_refdef.view.up, ent->scale, up);
break;
case SPR_LABEL_SCALE:
// normal sprite
// faces view plane
// fixed HUD pixel size specified in sprite
// honors scale
// honors a global label scaling cvar
if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
return;
// See the R_TrackSprite definition for a reason for this copying
VectorCopy(r_refdef.view.left, left);
VectorCopy(r_refdef.view.up, up);
// It has to be done before the calculations, because it moves the origin.
if(r_track_sprites.integer)
R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value;
VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px
VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px
break;
case SPR_LABEL:
// normal sprite
// faces view plane
// fixed pixel size specified in sprite
// tries to get the right size in HUD units, if possible
// ignores scale
// honors a global label scaling cvar before the rounding
// FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though.
if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
return;
// See the R_TrackSprite definition for a reason for this copying
VectorCopy(r_refdef.view.left, left);
VectorCopy(r_refdef.view.up, up);
// It has to be done before the calculations, because it moves the origin.
if(r_track_sprites.integer)
R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin));
if(r_labelsprites_roundtopixels.integer)
{
hud_vs_screen = max(
vid_conwidth.integer / (float) r_refdef.view.width,
vid_conheight.integer / (float) r_refdef.view.height
) / max(0.125, r_labelsprites_scale.value);
// snap to "good sizes"
// 1 for (0.6, 1.41]
// 2 for (1.8, 3.33]
if(hud_vs_screen <= 0.6)
hud_vs_screen = 0; // don't, use real HUD pixels
else if(hud_vs_screen <= 1.41)
hud_vs_screen = 1;
else if(hud_vs_screen <= 3.33)
hud_vs_screen = 2;
else
hud_vs_screen = 0; // don't, use real HUD pixels
if(hud_vs_screen)
{
// use screen pixels
VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px
VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px
}
else
{
// use HUD pixels
VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
}
if(hud_vs_screen == 1)
{
VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale
dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
VectorMAMAM(1, org, dx, left, dy, up, org);
}
}
else
{
// use HUD pixels
VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
}
break;
case SPR_ORIENTED:
// bullet marks on walls
// ignores viewer entirely
VectorCopy(mleft, left);
VectorCopy(mup, up);
break;
case SPR_VP_PARALLEL_ORIENTED:
// I have no idea what people would use this for...
// oriented relative to view space
// FIXME: test this and make sure it mimicks software
left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
break;
case SPR_OVERHEAD:
// Overhead games sprites, have some special hacks to look good
VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
VectorSubtract(org, r_refdef.view.origin, middle);
VectorNormalize(middle);
// offset and rotate
dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
up[2] = up[2] + dir_angle;
VectorNormalize(up);
VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
// offset (move nearer to player, yz is camera plane)
org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
// little perspective effect
up[2] = up[2] + dir_angle * 0.3;
// a bit of counter-camera rotation
up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
break;
}
// LordHavoc: interpolated sprite rendering
for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
mspriteframe_t *frame;
texture_t *texture;
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, ent->flags, 0, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha * ent->frameblend[i].lerp, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
// lit sprite by lightgrid if it is not fullbright, lit only ambient
if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE)
texture->currentmaterialflags = (texture->currentmaterialflags & ~MATERIALFLAG_SHORTDEPTHRANGE) | MATERIALFLAG_NODEPTHTEST;
if(edge)
{
// FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame
R_RotateSprite(frame, org, left, up, edge, dir_angle);
edge = 0;
}
R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
}
}
rsurface.entity = NULL;
}
void R_Model_Sprite_Draw(entity_render_t *ent)
{
vec3_t org;
if (ent->frameblend[0].subframe < 0)
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
}