5 extern cvar_t r_labelsprites_scale;
6 extern cvar_t r_labelsprites_roundtopixels;
7 extern cvar_t r_track_sprites;
8 extern cvar_t r_track_sprites_flags;
9 extern cvar_t r_track_sprites_scalew;
10 extern cvar_t r_track_sprites_scaleh;
13 #define TSF_ROTATE_CONTINOUSLY 2
15 // use same epsilon as in sv_phys.c, it's not in any header, that's why i redefine it
16 // MIN_EPSILON is for accurateness' sake :)
18 # define EPSILON (1.0f / 32.0f)
19 # define MIN_EPSILON 0.0001f
23 If the sprite is out of view, track it.
24 `origin`, `left` and `up` are changed by this function to achive a rotation around
34 void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
36 vec3_t bCoord; // body coordinates of object
38 Matrix4x4_Transform(&r_view.inverse_matrix, origin, bCoord);
40 *edge = 0; // FIXME::should assume edge == 0, which is correct currently
41 for(i = 0; i < 4; ++i)
43 if(PlaneDiff(origin, &r_view.frustum[i]) < -EPSILON)
47 // If it wasn't outside a plane, no tracking needed
50 float x, y; // screen X and Y coordinates
51 float ax, ay; // absolute coords, used for division
52 // I divide x and y by the greater absolute value to get ranges -1.0 to +1.0
54 bCoord[2] *= r_view.frustum_x;
55 bCoord[1] *= r_view.frustum_y;
57 //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]);
61 // get the greater value and determine the screen edge it's on
76 // should I add || blah == -0.0f? since -0.0f != 0.0f binary speaking, the FPU shouldn't care though?
79 // get the -1 to +1 range
83 // Place the sprite a few units ahead of the player
84 VectorCopy(r_view.origin, origin);
85 VectorMA(origin, 50.0f, r_view.forward, origin);
86 // Move the sprite left / up the screeen height
87 ax = (1.0f / VectorLength(left));
88 ay = (1.0f / VectorLength(up));
89 VectorMA(origin, 50.0f * r_view.frustum_x * x * ax, left, origin);
90 VectorMA(origin, 50.0f * r_view.frustum_y * y * ay, up, origin);
92 if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
94 // compute the rotation, negate y axis, we're pointing outwards
95 *dir_angle = atan(-y / x) * 180.0f/M_PI;
96 // we need the real, full angle
101 left[0] *= r_track_sprites_scalew.value;
102 left[1] *= r_track_sprites_scalew.value;
103 left[2] *= r_track_sprites_scalew.value;
105 up[0] *= r_track_sprites_scaleh.value;
106 up[1] *= r_track_sprites_scaleh.value;
107 up[2] *= r_track_sprites_scaleh.value;
111 void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
113 if(!(r_track_sprites_flags.integer & TSF_ROTATE))
115 // move down by its size if on top, otherwise it's invisible
117 VectorMA(origin, -(fabs(frame->up)+fabs(frame->down)), up, origin);
119 static float rotation_angles[5] =
128 // rotate around the hotspot according to which edge it's on
129 // since the hotspot == the origin, only rotate the vectors
136 if(edge < 1 || edge > 4)
137 return; // this usually means something went wrong somewhere, there's no way to get a wrong edge value currently
139 dir[0] = frame->right + frame->left;
140 dir[1] = frame->down + frame->up;
142 // only rotate when the hotspot isn't the center though.
143 if(dir[0] < MIN_EPSILON && dir[1] < MIN_EPSILON)
148 // Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
150 // determine the angle of a sprite, we could only do that once though and
151 // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
153 angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
155 // we need the real, full angle
159 // Rotate around rotation_angle - frame_angle
160 // The axis SHOULD equal r_view.forward, but let's generalize this:
161 CrossProduct(up, left, axis);
162 if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
163 Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]);
165 Matrix4x4_CreateRotate(&rotm, rotation_angles[edge] - angle, axis[0], axis[1], axis[2]);
166 Matrix4x4_Transform(&rotm, up, temp);
167 VectorCopy(temp, up);
168 Matrix4x4_Transform(&rotm, left, temp);
169 VectorCopy(temp, left);
173 void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
176 model_t *model = ent->model;
177 vec3_t left, up, org, mforward, mleft, mup, middle;
178 float scale, dx, dy, hud_vs_screen;
180 float dir_angle = 0.0f;
182 // nudge it toward the view to make sure it isn't in a wall
183 Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
184 VectorSubtract(org, r_view.forward, org);
185 switch(model->sprite.sprnum_type)
187 case SPR_VP_PARALLEL_UPRIGHT:
189 // vertical beam sprite, faces view plane
190 scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
191 left[0] = -r_view.forward[1] * scale;
192 left[1] = r_view.forward[0] * scale;
198 case SPR_FACING_UPRIGHT:
200 // vertical beam sprite, faces viewer's origin (not the view plane)
201 scale = ent->scale / sqrt((org[0] - r_view.origin[0])*(org[0] - r_view.origin[0])+(org[1] - r_view.origin[1])*(org[1] - r_view.origin[1]));
202 left[0] = (org[1] - r_view.origin[1]) * scale;
203 left[1] = -(org[0] - r_view.origin[0]) * scale;
210 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
211 // fall through to normal sprite
212 case SPR_VP_PARALLEL:
215 VectorScale(r_view.left, ent->scale, left);
216 VectorScale(r_view.up, ent->scale, up);
218 case SPR_LABEL_SCALE:
221 // fixed HUD pixel size specified in sprite
223 // honors a global label scaling cvar
225 // See the R_TrackSprite definition for a reason for this copying
226 VectorCopy(r_view.left, left);
227 VectorCopy(r_view.up, up);
228 // It has to be done before the calculations, because it moves the origin.
229 if(r_track_sprites.integer)
230 R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
232 scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value;
233 VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px
234 VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px
239 // fixed pixel size specified in sprite
240 // tries to get the right size in HUD units, if possible
242 // honors a global label scaling cvar before the rounding
243 // 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.
245 // See the R_TrackSprite definition for a reason for this copying
246 VectorCopy(r_view.left, left);
247 VectorCopy(r_view.up, up);
248 // It has to be done before the calculations, because it moves the origin.
249 if(r_track_sprites.integer)
250 R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
252 scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin));
254 if(r_labelsprites_roundtopixels.integer)
257 vid_conwidth.integer / (float) r_view.width,
258 vid_conheight.integer / (float) r_view.height
259 ) / max(0.125, r_labelsprites_scale.value);
261 // snap to "good sizes"
264 if(hud_vs_screen <= 0.6)
265 hud_vs_screen = 0; // don't, use real HUD pixels
266 else if(hud_vs_screen <= 1.41)
268 else if(hud_vs_screen <= 3.33)
271 hud_vs_screen = 0; // don't, use real HUD pixels
276 VectorScale(left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px
277 VectorScale(up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px
282 VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
283 VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
286 if(hud_vs_screen == 1)
288 VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale
289 dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
290 dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
291 VectorMAMAM(1, org, dx, left, dy, up, org);
297 VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
298 VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
302 // bullet marks on walls
303 // ignores viewer entirely
304 VectorCopy(mleft, left);
307 case SPR_VP_PARALLEL_ORIENTED:
308 // I have no idea what people would use this for...
309 // oriented relative to view space
310 // FIXME: test this and make sure it mimicks software
311 left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
312 left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
313 left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
314 up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
315 up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
316 up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
320 R_Mesh_Matrix(&identitymatrix);
322 // LordHavoc: interpolated sprite rendering
323 for (i = 0;i < 4;i++)
325 if (ent->frameblend[i].lerp >= 0.01f)
327 mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
328 texture_t *texture = model->data_textures + ent->frameblend[i].frame;
332 R_UpdateTextureInfo(ent, texture);
335 // FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame
341 R_RotateSprite(frame, org, left, up, edge, dir_angle);
346 // FIXME: negate left and right in loader
347 R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
360 void R_Model_Sprite_Draw(entity_render_t *ent)
363 if (ent->frameblend[0].frame < 0)
366 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
367 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);