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
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;
- Matrix4x4_Transform(&r_view.inverse_matrix, origin, bCoord);
+
+ // 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_view.frustum[i]) < -EPSILON)
+ if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON)
break;
}
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_view.frustum_x;
- bCoord[1] *= r_view.frustum_y;
+ 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]);
else
*edge = SIDE_LEFT;
}
- // should I add || blah == -0.0f? since -0.0f != 0.0f binary speaking, the FPU shouldn't care though?
- if(ax == 0.0f)
+
+ // 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_view.origin, origin);
- VectorMA(origin, 50.0f, r_view.forward, origin);
+ VectorCopy(r_refdef.view.origin, origin);
+ VectorMA(origin, distance, r_refdef.view.forward, origin);
// Move the sprite left / up the screeen height
- ax = (1.0f / VectorLength(left));
- ay = (1.0f / VectorLength(up));
- VectorMA(origin, 50.0f * r_view.frustum_x * x * ax, left, origin);
- VectorMA(origin, 50.0f * r_view.frustum_y * y * ay, up, origin);
+ 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)
{
angle += 180.0f;
// Rotate around rotation_angle - frame_angle
- // The axis SHOULD equal r_view.forward, but let's generalize this:
+ // 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]);
}
}
+static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
- model_t *model = ent->model;
+ 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_view.forward, 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_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]);
- left[0] = -r_view.forward[1] * scale;
- left[1] = r_view.forward[0] * scale;
+ 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;
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_view.origin[0])*(org[0] - r_view.origin[0])+(org[1] - r_view.origin[1])*(org[1] - r_view.origin[1]));
- left[0] = (org[1] - r_view.origin[1]) * scale;
- left[1] = -(org[0] - r_view.origin[0]) * scale;
+ 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;
case SPR_VP_PARALLEL:
// normal sprite
// faces view plane
- VectorScale(r_view.left, ent->scale, left);
- VectorScale(r_view.up, ent->scale, up);
+ VectorScale(r_refdef.view.left, ent->scale, left);
+ VectorScale(r_refdef.view.up, ent->scale, up);
break;
case SPR_LABEL_SCALE:
// normal sprite
// fixed HUD pixel size specified in sprite
// honors scale
// honors a global label scaling cvar
+
+ if(r_waterstate.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_view.left, left);
- VectorCopy(r_view.up, up);
+ 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_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value;
- VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px
- VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px
+ 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
// 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_waterstate.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_view.left, left);
- VectorCopy(r_view.up, up);
+ 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_view.forward, org) - DotProduct(r_view.forward, r_view.origin));
+ 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_view.width,
- vid_conheight.integer / (float) r_view.height
+ 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"
if(hud_vs_screen)
{
// use screen pixels
- VectorScale(left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px
- VectorScale(up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px
+ 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_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
- VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ 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_view.origin, scale, r_view.forward, middle); // center of screen in distance scale
- dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
- dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
+ 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_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
- VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
+ 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:
// 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_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
- left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
- left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
- up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
- up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
- up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
+ 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;
}
- R_Mesh_Matrix(&identitymatrix);
-
// LordHavoc: interpolated sprite rendering
- for (i = 0;i < 4;i++)
+ for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
- texture_t *texture = model->data_textures + ent->frameblend[i].frame;
-#if 0
- vec3_t o, l, u;
-#endif
- R_UpdateTextureInfo(ent, texture);
+ 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
-#if 0
- VectorCopy(org, o);
- VectorCopy(left, l);
- VectorCopy(up, u);
-#endif
R_RotateSprite(frame, org, left, up, edge, dir_angle);
-#if 1
edge = 0;
-#endif
- }
- // FIXME: negate left and right in loader
- 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);
- if(edge)
- {
-#if 0
- VectorCopy(o, org);
- VectorCopy(l, left);
- VectorCopy(u, up);
-#endif
}
+
+ 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].frame < 0)
+ if (ent->frameblend[0].subframe < 0)
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+ R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
}