mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-11-24 04:51:23 +00:00
429 lines
16 KiB
C
429 lines
16 KiB
C
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#include "quakedef.h"
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#include "r_shadow.h"
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extern cvar_t r_labelsprites_scale;
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extern cvar_t r_labelsprites_roundtopixels;
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extern cvar_t r_track_sprites;
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extern cvar_t r_track_sprites_flags;
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extern cvar_t r_track_sprites_scalew;
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extern cvar_t r_track_sprites_scaleh;
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extern cvar_t r_overheadsprites_perspective;
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extern cvar_t r_overheadsprites_pushback;
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extern cvar_t r_overheadsprites_scalex;
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extern cvar_t r_overheadsprites_scaley;
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#define TSF_ROTATE 1
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#define TSF_ROTATE_CONTINOUSLY 2
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// use same epsilon as in sv_phys.c, it's not in any header, that's why i redefine it
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// MIN_EPSILON is for accurateness' sake :)
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#ifndef EPSILON
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# define EPSILON (1.0f / 32.0f)
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# define MIN_EPSILON 0.0001f
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#endif
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/* R_Track_Sprite
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If the sprite is out of view, track it.
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`origin`, `left` and `up` are changed by this function to achive a rotation around
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the hotspot.
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--blub
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*/
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#define SIDE_TOP 1
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#define SIDE_LEFT 2
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#define SIDE_BOTTOM 3
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#define SIDE_RIGHT 4
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static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
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{
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float distance;
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vec3_t bCoord; // body coordinates of object
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unsigned int i;
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// temporarily abuse bCoord as the vector player->sprite-origin
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VectorSubtract(origin, r_refdef.view.origin, bCoord);
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distance = VectorLength(bCoord);
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// Now get the bCoords :)
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Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord);
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*edge = 0; // FIXME::should assume edge == 0, which is correct currently
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for(i = 0; i < 4; ++i)
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{
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if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON)
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break;
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}
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// If it wasn't outside a plane, no tracking needed
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if(i < 4)
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{
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float x, y; // screen X and Y coordinates
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float ax, ay; // absolute coords, used for division
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// I divide x and y by the greater absolute value to get ranges -1.0 to +1.0
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bCoord[2] *= r_refdef.view.frustum_x;
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bCoord[1] *= r_refdef.view.frustum_y;
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//Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]);
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ax = fabs(bCoord[1]);
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ay = fabs(bCoord[2]);
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// get the greater value and determine the screen edge it's on
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if(ax < ay)
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{
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ax = ay;
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// 180 or 0 degrees
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if(bCoord[2] < 0.0f)
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*edge = SIDE_BOTTOM;
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else
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*edge = SIDE_TOP;
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} else {
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if(bCoord[1] < 0.0f)
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*edge = SIDE_RIGHT;
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else
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*edge = SIDE_LEFT;
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}
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// umm...
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if(ax < MIN_EPSILON) // this was == 0.0f before --blub
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ax = MIN_EPSILON;
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// get the -1 to +1 range
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x = bCoord[1] / ax;
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y = bCoord[2] / ax;
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ax = (1.0f / VectorLength(left));
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ay = (1.0f / VectorLength(up));
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// Using the placement below the distance of a sprite is
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// real dist = sqrt(d*d + dfxa*dfxa + dgyb*dgyb)
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// d is the distance we use
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// f is frustum X
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// x is x
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// a is ax
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// g is frustum Y
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// y is y
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// b is ay
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// real dist (r) shall be d, so
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// r*r = d*d + dfxa*dfxa + dgyb*dgyb
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// r*r = d*d * (1 + fxa*fxa + gyb*gyb)
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// d*d = r*r / (1 + fxa*fxa + gyb*gyb)
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// d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb))
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// thus:
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distance = sqrt((distance*distance) / (1.0 +
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r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax +
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r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay));
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// ^ the one we want ^ the one we have ^ our factors
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// Place the sprite a few units ahead of the player
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VectorCopy(r_refdef.view.origin, origin);
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VectorMA(origin, distance, r_refdef.view.forward, origin);
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// Move the sprite left / up the screeen height
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VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin);
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VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin);
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if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
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{
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// compute the rotation, negate y axis, we're pointing outwards
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*dir_angle = atan(-y / x) * 180.0f/M_PI;
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// we need the real, full angle
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if(x < 0.0f)
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*dir_angle += 180.0f;
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}
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left[0] *= r_track_sprites_scalew.value;
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left[1] *= r_track_sprites_scalew.value;
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left[2] *= r_track_sprites_scalew.value;
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up[0] *= r_track_sprites_scaleh.value;
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up[1] *= r_track_sprites_scaleh.value;
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up[2] *= r_track_sprites_scaleh.value;
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}
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}
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static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
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{
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if(!(r_track_sprites_flags.integer & TSF_ROTATE))
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{
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// move down by its size if on top, otherwise it's invisible
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if(edge == SIDE_TOP)
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VectorMA(origin, -(fabs(frame->up)+fabs(frame->down)), up, origin);
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} else {
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static float rotation_angles[5] =
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{
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0, // no edge
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-90.0f, //top
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0.0f, // left
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90.0f, // bottom
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180.0f, // right
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};
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// rotate around the hotspot according to which edge it's on
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// since the hotspot == the origin, only rotate the vectors
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matrix4x4_t rotm;
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vec3_t axis;
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vec3_t temp;
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vec2_t dir;
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float angle;
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if(edge < 1 || edge > 4)
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return; // this usually means something went wrong somewhere, there's no way to get a wrong edge value currently
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dir[0] = frame->right + frame->left;
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dir[1] = frame->down + frame->up;
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// only rotate when the hotspot isn't the center though.
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if(dir[0] < MIN_EPSILON && dir[1] < MIN_EPSILON)
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{
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return;
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}
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// Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
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// determine the angle of a sprite, we could only do that once though and
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// add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
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angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
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// we need the real, full angle
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if(dir[0] < 0.0f)
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angle += 180.0f;
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// Rotate around rotation_angle - frame_angle
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// The axis SHOULD equal r_refdef.view.forward, but let's generalize this:
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CrossProduct(up, left, axis);
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if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
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Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]);
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else
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Matrix4x4_CreateRotate(&rotm, rotation_angles[edge] - angle, axis[0], axis[1], axis[2]);
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Matrix4x4_Transform(&rotm, up, temp);
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VectorCopy(temp, up);
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Matrix4x4_Transform(&rotm, left, temp);
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VectorCopy(temp, left);
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}
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}
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static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
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static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
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{
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int i;
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dp_model_t *model = ent->model;
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vec3_t left, up, org, mforward, mleft, mup, middle;
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float scale, dx, dy, hud_vs_screen;
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int edge = 0;
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float dir_angle = 0.0f;
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float vertex3f[12];
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// nudge it toward the view to make sure it isn't in a wall
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Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
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VectorSubtract(org, r_refdef.view.forward, org);
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switch(model->sprite.sprnum_type)
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{
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case SPR_VP_PARALLEL_UPRIGHT:
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// flames and such
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// vertical beam sprite, faces view plane
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scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]);
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left[0] = -r_refdef.view.forward[1] * scale;
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left[1] = r_refdef.view.forward[0] * scale;
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left[2] = 0;
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up[0] = 0;
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up[1] = 0;
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up[2] = ent->scale;
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break;
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case SPR_FACING_UPRIGHT:
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// flames and such
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// vertical beam sprite, faces viewer's origin (not the view plane)
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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]));
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left[0] = (org[1] - r_refdef.view.origin[1]) * scale;
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left[1] = -(org[0] - r_refdef.view.origin[0]) * scale;
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left[2] = 0;
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up[0] = 0;
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up[1] = 0;
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up[2] = ent->scale;
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break;
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default:
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Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
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// fall through to normal sprite
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case SPR_VP_PARALLEL:
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// normal sprite
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// faces view plane
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VectorScale(r_refdef.view.left, ent->scale, left);
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VectorScale(r_refdef.view.up, ent->scale, up);
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break;
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case SPR_LABEL_SCALE:
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// normal sprite
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// faces view plane
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// fixed HUD pixel size specified in sprite
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// honors scale
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// honors a global label scaling cvar
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if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
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return;
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// See the R_TrackSprite definition for a reason for this copying
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VectorCopy(r_refdef.view.left, left);
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VectorCopy(r_refdef.view.up, up);
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// It has to be done before the calculations, because it moves the origin.
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if(r_track_sprites.integer)
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R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
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scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value;
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VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px
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VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px
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break;
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case SPR_LABEL:
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// normal sprite
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// faces view plane
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// fixed pixel size specified in sprite
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// tries to get the right size in HUD units, if possible
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// ignores scale
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// honors a global label scaling cvar before the rounding
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// 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.
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if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
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return;
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// See the R_TrackSprite definition for a reason for this copying
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VectorCopy(r_refdef.view.left, left);
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VectorCopy(r_refdef.view.up, up);
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// It has to be done before the calculations, because it moves the origin.
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if(r_track_sprites.integer)
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R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
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scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin));
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if(r_labelsprites_roundtopixels.integer)
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{
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hud_vs_screen = max(
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vid_conwidth.integer / (float) r_refdef.view.width,
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vid_conheight.integer / (float) r_refdef.view.height
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) / max(0.125, r_labelsprites_scale.value);
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// snap to "good sizes"
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// 1 for (0.6, 1.41]
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// 2 for (1.8, 3.33]
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if(hud_vs_screen <= 0.6)
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hud_vs_screen = 0; // don't, use real HUD pixels
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else if(hud_vs_screen <= 1.41)
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hud_vs_screen = 1;
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else if(hud_vs_screen <= 3.33)
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hud_vs_screen = 2;
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else
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hud_vs_screen = 0; // don't, use real HUD pixels
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if(hud_vs_screen)
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{
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// use screen pixels
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VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px
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VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px
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}
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else
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{
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// use HUD pixels
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VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
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VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
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}
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if(hud_vs_screen == 1)
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{
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VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale
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dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
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dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
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VectorMAMAM(1, org, dx, left, dy, up, org);
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}
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}
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else
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{
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// use HUD pixels
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VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
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VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
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}
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break;
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case SPR_ORIENTED:
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// bullet marks on walls
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// ignores viewer entirely
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VectorCopy(mleft, left);
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VectorCopy(mup, up);
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break;
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case SPR_VP_PARALLEL_ORIENTED:
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// I have no idea what people would use this for...
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// oriented relative to view space
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// FIXME: test this and make sure it mimicks software
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left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
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left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
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left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
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up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
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up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
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up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
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break;
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case SPR_OVERHEAD:
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// Overhead games sprites, have some special hacks to look good
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VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
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VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
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VectorSubtract(org, r_refdef.view.origin, middle);
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VectorNormalize(middle);
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// offset and rotate
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dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
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up[2] = up[2] + dir_angle;
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VectorNormalize(up);
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VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
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// offset (move nearer to player, yz is camera plane)
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org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
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org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
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org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
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// little perspective effect
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up[2] = up[2] + dir_angle * 0.3;
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// a bit of counter-camera rotation
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up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
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up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
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up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
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break;
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}
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// LordHavoc: interpolated sprite rendering
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for (i = 0;i < MAX_FRAMEBLENDS;i++)
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{
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if (ent->frameblend[i].lerp >= 0.01f)
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{
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mspriteframe_t *frame;
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texture_t *texture;
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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);
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frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
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texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
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// lit sprite by lightgrid if it is not fullbright, lit only ambient
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if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
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VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
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// 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);
|
|
}
|
|
|