+
#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;
+
+#define TSF_ROTATE 1
+#define TSF_ROTATE_CONTINOUSLY 2
-void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
+// 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
+
+void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
{
- int i;
- mspriteframe_t *frame;
- vec3_t points[4];
- float fleft, fright, fdown, fup;
- frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame;
- fleft = frame->left;
- fdown = frame->down;
- fright = frame->right;
- fup = frame->up;
- for (i = 1;i < 4 && blend[i].lerp;i++)
+ vec3_t bCoord; // body coordinates of object
+ unsigned int i;
+ Matrix4x4_Transform(&r_view.inverse_matrix, origin, bCoord);
+
+ *edge = 0; // FIXME::should assume edge == 0, which is correct currently
+ for(i = 0; i < 4; ++i)
{
- frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[i].frame;
- fleft = min(fleft , frame->left );
- fdown = min(fdown , frame->down );
- fright = max(fright, frame->right);
- fup = max(fup , frame->up );
+ if(PlaneDiff(origin, &r_view.frustum[i]) < -EPSILON)
+ break;
}
- points[0][0] = origin[0] + fdown * up[0] + fleft * right[0];points[0][1] = origin[1] + fdown * up[1] + fleft * right[1];points[0][2] = origin[2] + fdown * up[2] + fleft * right[2];
- points[1][0] = origin[0] + fup * up[0] + fleft * right[0];points[1][1] = origin[1] + fup * up[1] + fleft * right[1];points[1][2] = origin[2] + fup * up[2] + fleft * right[2];
- points[2][0] = origin[0] + fup * up[0] + fright * right[0];points[2][1] = origin[1] + fup * up[1] + fright * right[1];points[2][2] = origin[2] + fup * up[2] + fright * right[2];
- points[3][0] = origin[0] + fdown * up[0] + fright * right[0];points[3][1] = origin[1] + fdown * up[1] + fright * right[1];points[3][2] = origin[2] + fdown * up[2] + fright * right[2];
- R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, e, NULL, NULL);
-}
-void R_ClipSprite (entity_t *e, frameblend_t *blend)
-{
- vec3_t forward, right, up, org;
- msprite_t *psprite;
+ // 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_view.frustum_x;
+ bCoord[1] *= r_view.frustum_y;
- if (!blend[0].lerp)
- return;
+ //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;
+ }
+ // should I add || blah == -0.0f? since -0.0f != 0.0f binary speaking, the FPU shouldn't care though?
+ if(ax == 0.0f)
+ ax = MIN_EPSILON;
+ // get the -1 to +1 range
+ x = bCoord[1] / ax;
+ y = bCoord[2] / ax;
+
+ // Place the sprite a few units ahead of the player
+ VectorCopy(r_view.origin, origin);
+ VectorMA(origin, 50.0f, r_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);
- psprite = Mod_Extradata(e->render.model);
+ 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;
+ }
- if (psprite->type == SPR_ORIENTED)
- {
- // bullet marks on walls
- AngleVectors (e->render.angles, forward, right, up);
- // nudge it toward the view, so it will be infront of the wall
- VectorSubtract(e->render.origin, vpn, org);
- // don't draw if it's a backface
- if (DotProduct(r_origin, forward) > (DotProduct(org, forward) - 1.0f))
- return;
+ 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;
}
- else
+}
+
+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))
{
- // normal sprite
- VectorCopy(vup, up);
- VectorCopy(vright, right);
- VectorCopy(e->render.origin, org);
- // don't draw if it's a backface
- if (DotProduct(org, vpn) < (DotProduct(r_origin, vpn) + 1.0f))
+ // 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 :)
- if (e->render.scale != 1)
- {
- VectorScale(up, e->render.scale, up);
- VectorScale(right, e->render.scale, right);
- }
+ // 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 :)
- // LordHavoc: interpolated sprite rendering
- R_ClipSpriteImage(e, psprite, blend, org, up, right);
-}
+ angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
-{
- byte alphaub;
- alphaub = bound(0, alpha, 255);
- transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), ((currententity->render.effects & EF_ADDITIVE) || (currententity->render.model->flags & EF_ADDITIVE)) ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- transpolyvertub(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alphaub);
- transpolyvertub(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alphaub);
- transpolyvertub(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alphaub);
- transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub);
- transpolyend();
+ // 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_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);
+ }
}
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- vec3_t forward, right, up, org, color, mins, maxs;
- byte colorub[4];
- msprite_t *psprite;
+ int i;
+ 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;
- if (!blend[0].lerp)
- return;
+ // 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);
+ 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;
+ 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_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;
+ 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_view.left, ent->scale, left);
+ VectorScale(r_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
- VectorAdd (e->render.origin, e->render.model->mins, mins);
- VectorAdd (e->render.origin, e->render.model->maxs, maxs);
+ // See the R_TrackSprite definition for a reason for this copying
+ VectorCopy(r_view.left, left);
+ VectorCopy(r_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
+ 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_CullBox (mins, maxs))
-// return;
+ // See the R_TrackSprite definition for a reason for this copying
+ VectorCopy(r_view.left, left);
+ VectorCopy(r_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));
- c_sprites++;
+ if(r_labelsprites_roundtopixels.integer)
+ {
+ hud_vs_screen = max(
+ vid_conwidth.integer / (float) r_view.width,
+ vid_conheight.integer / (float) r_view.height
+ ) / max(0.125, r_labelsprites_scale.value);
- psprite = Mod_Extradata(e->render.model);
- //psprite = e->model->cache.data;
+ // 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 (psprite->type == SPR_ORIENTED)
- {
+ 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
+ }
+ 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
+ }
+
+ 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);
+ 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
+ }
+ break;
+ case SPR_ORIENTED:
// bullet marks on walls
- AngleVectors (e->render.angles, forward, right, up);
- VectorSubtract(e->render.origin, vpn, org);
- }
- else
- {
- // normal sprite
- VectorCopy(vup, up);
- VectorCopy(vright, right);
- VectorCopy(e->render.origin, org);
+ // 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_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];
+ break;
}
- if (e->render.scale != 1)
- {
- VectorScale(up, e->render.scale, up);
- VectorScale(right, e->render.scale, right);
- }
+ R_Mesh_Matrix(&identitymatrix);
- if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+ // LordHavoc: interpolated sprite rendering
+ for (i = 0;i < 4;i++)
{
- color[0] = e->render.colormod[0] * 255;
- color[1] = e->render.colormod[1] * 255;
- color[2] = e->render.colormod[2] * 255;
+ 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);
+ 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
+ }
+ }
}
- else
- R_CompleteLightPoint(color, e->render.origin, true);
+}
- colorub[0] = bound(0, color[0], 255);
- colorub[1] = bound(0, color[1], 255);
- colorub[2] = bound(0, color[2], 255);
+void R_Model_Sprite_Draw(entity_render_t *ent)
+{
+ vec3_t org;
+ if (ent->frameblend[0].frame < 0)
+ return;
- // LordHavoc: interpolated sprite rendering
- if (blend[0].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp);
- if (blend[1].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp);
- if (blend[2].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp);
- if (blend[3].lerp)
- GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp);
+ 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);
}