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[xonotic/darkplaces.git] / r_sprites.c
1
2 #include "quakedef.h"
3 #include "r_shadow.h"
4
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;
11 extern cvar_t r_overheadsprites_perspective;
12 extern cvar_t r_overheadsprites_pushback;
13 extern cvar_t r_overheadsprites_scalex;
14 extern cvar_t r_overheadsprites_scaley;
15
16 #define TSF_ROTATE 1
17 #define TSF_ROTATE_CONTINOUSLY 2
18
19 // use same epsilon as in sv_phys.c, it's not in any header, that's why i redefine it
20 // MIN_EPSILON is for accurateness' sake :)
21 #ifndef EPSILON
22 # define EPSILON (1.0f / 32.0f)
23 # define MIN_EPSILON 0.0001f
24 #endif
25
26 /* R_Track_Sprite
27    If the sprite is out of view, track it.
28    `origin`, `left` and `up` are changed by this function to achive a rotation around
29    the hotspot.
30    
31    --blub
32  */
33 #define SIDE_TOP 1
34 #define SIDE_LEFT 2
35 #define SIDE_BOTTOM 3
36 #define SIDE_RIGHT 4
37
38 static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
39 {
40         float distance;
41         vec3_t bCoord; // body coordinates of object
42         unsigned int i;
43
44         // temporarily abuse bCoord as the vector player->sprite-origin
45         VectorSubtract(origin, r_refdef.view.origin, bCoord);
46         distance = VectorLength(bCoord);
47
48         // Now get the bCoords :)
49         Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord);
50
51         *edge = 0; // FIXME::should assume edge == 0, which is correct currently
52         for(i = 0; i < 4; ++i)
53         {
54                 if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON)
55                         break;
56         }
57
58         // If it wasn't outside a plane, no tracking needed
59         if(i < 4)
60         {
61                 float x, y;    // screen X and Y coordinates
62                 float ax, ay;  // absolute coords, used for division
63                 // I divide x and y by the greater absolute value to get ranges -1.0 to +1.0
64                 
65                 bCoord[2] *= r_refdef.view.frustum_x;
66                 bCoord[1] *= r_refdef.view.frustum_y;
67
68                 //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]);
69                 
70                 ax = fabs(bCoord[1]);
71                 ay = fabs(bCoord[2]);
72                 // get the greater value and determine the screen edge it's on
73                 if(ax < ay)
74                 {
75                         ax = ay;
76                         // 180 or 0 degrees
77                         if(bCoord[2] < 0.0f)
78                                 *edge = SIDE_BOTTOM;
79                         else
80                                 *edge = SIDE_TOP;
81                 } else {
82                         if(bCoord[1] < 0.0f)
83                                 *edge = SIDE_RIGHT;
84                         else
85                                 *edge = SIDE_LEFT;
86                 }
87                 
88                 // umm... 
89                 if(ax < MIN_EPSILON) // this was == 0.0f before --blub
90                         ax = MIN_EPSILON;
91                 // get the -1 to +1 range
92                 x = bCoord[1] / ax;
93                 y = bCoord[2] / ax;
94
95                 ax = (1.0f / VectorLength(left));
96                 ay = (1.0f / VectorLength(up));
97                 // Using the placement below the distance of a sprite is
98                 // real dist = sqrt(d*d + dfxa*dfxa + dgyb*dgyb)
99                 // d is the distance we use
100                 // f is frustum X
101                 // x is x
102                 // a is ax
103                 // g is frustum Y
104                 // y is y
105                 // b is ay
106                 
107                 // real dist (r) shall be d, so
108                 // r*r = d*d + dfxa*dfxa + dgyb*dgyb
109                 // r*r = d*d * (1 + fxa*fxa + gyb*gyb)
110                 // d*d = r*r / (1 + fxa*fxa + gyb*gyb)
111                 // d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb))
112                 // thus:
113                 distance = sqrt((distance*distance) / (1.0 +
114                                         r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax +
115                                         r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay));
116                 // ^ the one we want        ^ the one we have       ^ our factors
117                 
118                 // Place the sprite a few units ahead of the player
119                 VectorCopy(r_refdef.view.origin, origin);
120                 VectorMA(origin, distance, r_refdef.view.forward, origin);
121                 // Move the sprite left / up the screeen height
122                 VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin);
123                 VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin);
124
125                 if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
126                 {
127                         // compute the rotation, negate y axis, we're pointing outwards
128                         *dir_angle = atan(-y / x) * 180.0f/M_PI;
129                         // we need the real, full angle
130                         if(x < 0.0f)
131                                 *dir_angle += 180.0f;
132                 }
133
134                 left[0] *= r_track_sprites_scalew.value;
135                 left[1] *= r_track_sprites_scalew.value;
136                 left[2] *= r_track_sprites_scalew.value;
137
138                 up[0] *= r_track_sprites_scaleh.value;
139                 up[1] *= r_track_sprites_scaleh.value;
140                 up[2] *= r_track_sprites_scaleh.value;
141         }
142 }
143
144 static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
145 {
146         if(!(r_track_sprites_flags.integer & TSF_ROTATE))
147         {
148                 // move down by its size if on top, otherwise it's invisible
149                 if(edge == SIDE_TOP)
150                         VectorMA(origin, -(fabs(frame->up)+fabs(frame->down)), up, origin);
151         } else {
152                 static float rotation_angles[5] =
153                 {
154                         0, // no edge
155                         -90.0f, //top
156                         0.0f,   // left
157                         90.0f,  // bottom
158                         180.0f, // right
159                 };
160                 
161                 // rotate around the hotspot according to which edge it's on
162                 // since the hotspot == the origin, only rotate the vectors
163                 matrix4x4_t rotm;
164                 vec3_t axis;
165                 vec3_t temp;
166                 vec2_t dir;
167                 float angle;
168
169                 if(edge < 1 || edge > 4)
170                         return; // this usually means something went wrong somewhere, there's no way to get a wrong edge value currently
171                 
172                 dir[0] = frame->right + frame->left;
173                 dir[1] = frame->down + frame->up;
174
175                 // only rotate when the hotspot isn't the center though.
176                 if(dir[0] < MIN_EPSILON && dir[1] < MIN_EPSILON)
177                 {
178                         return;
179                 }
180
181                 // Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
182
183                 // determine the angle of a sprite, we could only do that once though and
184                 // add a `qbool initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
185
186                 angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
187
188                 // we need the real, full angle
189                 if(dir[0] < 0.0f)
190                         angle += 180.0f;
191
192                 // Rotate around rotation_angle - frame_angle
193                 // The axis SHOULD equal r_refdef.view.forward, but let's generalize this:
194                 CrossProduct(up, left, axis);
195                 if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY)
196                         Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]);
197                 else
198                         Matrix4x4_CreateRotate(&rotm, rotation_angles[edge] - angle, axis[0], axis[1], axis[2]);
199                 Matrix4x4_Transform(&rotm, up, temp);
200                 VectorCopy(temp, up);
201                 Matrix4x4_Transform(&rotm, left, temp);
202                 VectorCopy(temp, left);
203         }
204 }
205
206 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
207
208 static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
209 {
210         int i;
211         model_t *model = ent->model;
212         vec3_t left, up, org, mforward, mleft, mup, middle;
213         float scale, dx, dy, hud_vs_screen;
214         int edge = 0;
215         float dir_angle = 0.0f;
216         float vertex3f[12];
217
218         // nudge it toward the view to make sure it isn't in a wall
219         Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
220         VectorSubtract(org, r_refdef.view.forward, org);
221         switch(model->sprite.sprnum_type)
222         {
223         case SPR_VP_PARALLEL_UPRIGHT:
224                 // flames and such
225                 // vertical beam sprite, faces view plane
226                 scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]);
227                 left[0] = -r_refdef.view.forward[1] * scale;
228                 left[1] = r_refdef.view.forward[0] * scale;
229                 left[2] = 0;
230                 up[0] = 0;
231                 up[1] = 0;
232                 up[2] = ent->scale;
233                 break;
234         case SPR_FACING_UPRIGHT:
235                 // flames and such
236                 // vertical beam sprite, faces viewer's origin (not the view plane)
237                 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]));
238                 left[0] = (org[1] - r_refdef.view.origin[1]) * scale;
239                 left[1] = -(org[0] - r_refdef.view.origin[0]) * scale;
240                 left[2] = 0;
241                 up[0] = 0;
242                 up[1] = 0;
243                 up[2] = ent->scale;
244                 break;
245         default:
246                 Con_Printf("R_SpriteSetup: unknown sprite type %i\n", model->sprite.sprnum_type);
247                 // fall through to normal sprite
248         case SPR_VP_PARALLEL:
249                 // normal sprite
250                 // faces view plane
251                 VectorScale(r_refdef.view.left, ent->scale, left);
252                 VectorScale(r_refdef.view.up, ent->scale, up);
253                 break;
254         case SPR_LABEL_SCALE:
255                 // normal sprite
256                 // faces view plane
257                 // fixed HUD pixel size specified in sprite
258                 // honors scale
259                 // honors a global label scaling cvar
260         
261                 if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
262                         return;
263
264                 // See the R_TrackSprite definition for a reason for this copying
265                 VectorCopy(r_refdef.view.left, left);
266                 VectorCopy(r_refdef.view.up, up);
267                 // It has to be done before the calculations, because it moves the origin.
268                 if(r_track_sprites.integer)
269                         R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
270                 
271                 scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value;
272                 VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px
273                 VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px
274                 break;
275         case SPR_LABEL:
276                 // normal sprite
277                 // faces view plane
278                 // fixed pixel size specified in sprite
279                 // tries to get the right size in HUD units, if possible
280                 // ignores scale
281                 // honors a global label scaling cvar before the rounding
282                 // 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.
283
284                 if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
285                         return;
286
287                 // See the R_TrackSprite definition for a reason for this copying
288                 VectorCopy(r_refdef.view.left, left);
289                 VectorCopy(r_refdef.view.up, up);
290                 // It has to be done before the calculations, because it moves the origin.
291                 if(r_track_sprites.integer)
292                         R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
293                 
294                 scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin));
295
296                 if(r_labelsprites_roundtopixels.integer)
297                 {
298                         hud_vs_screen = max(
299                                 vid_conwidth.integer / (float) r_refdef.view.width,
300                                 vid_conheight.integer / (float) r_refdef.view.height
301                         ) / max(0.125, r_labelsprites_scale.value);
302
303                         // snap to "good sizes"
304                         // 1     for (0.6, 1.41]
305                         // 2     for (1.8, 3.33]
306                         if(hud_vs_screen <= 0.6)
307                                 hud_vs_screen = 0; // don't, use real HUD pixels
308                         else if(hud_vs_screen <= 1.41)
309                                 hud_vs_screen = 1;
310                         else if(hud_vs_screen <= 3.33)
311                                 hud_vs_screen = 2;
312                         else
313                                 hud_vs_screen = 0; // don't, use real HUD pixels
314
315                         if(hud_vs_screen)
316                         {
317                                 // use screen pixels
318                                 VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px
319                                 VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px
320                         }
321                         else
322                         {
323                                 // use HUD pixels
324                                 VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
325                                 VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
326                         }
327
328                         if(hud_vs_screen == 1)
329                         {
330                                 VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale
331                                 dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
332                                 dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0);
333                                 VectorMAMAM(1, org, dx, left, dy, up, org);
334                         }
335                 }
336                 else
337                 {
338                         // use HUD pixels
339                         VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
340                         VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
341                 }
342                 break;
343         case SPR_ORIENTED:
344                 // bullet marks on walls
345                 // ignores viewer entirely
346                 VectorCopy(mleft, left);
347                 VectorCopy(mup, up);
348                 break;
349         case SPR_VP_PARALLEL_ORIENTED:
350                 // I have no idea what people would use this for...
351                 // oriented relative to view space
352                 // FIXME: test this and make sure it mimicks software
353                 left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
354                 left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
355                 left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
356                 up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
357                 up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
358                 up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
359                 break;
360         case SPR_OVERHEAD:
361                 // Overhead games sprites, have some special hacks to look good
362                 VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
363                 VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
364                 VectorSubtract(org, r_refdef.view.origin, middle);
365                 VectorNormalize(middle);
366                 // offset and rotate
367                 dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
368                 up[2] = up[2] + dir_angle;
369                 VectorNormalize(up);
370                 VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
371                 // offset (move nearer to player, yz is camera plane)
372                 org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
373                 org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
374                 org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
375                 // little perspective effect
376                 up[2] = up[2] + dir_angle * 0.3;
377                 // a bit of counter-camera rotation
378                 up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
379                 up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
380                 up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
381                 break;
382         }
383
384         // LadyHavoc: interpolated sprite rendering
385         for (i = 0;i < MAX_FRAMEBLENDS;i++)
386         {
387                 if (ent->frameblend[i].lerp >= 0.01f)
388                 {
389                         mspriteframe_t *frame;
390                         texture_t *texture;
391                         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);
392                         frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
393                         texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
394                 
395                         // sprites are fullbright by default, but if this one is not fullbright we
396                         // need to combine the lighting into ambient as sprite lighting is not
397                         // directional
398                         if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
399                         {
400                                 VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient);
401                                 VectorClear(texture->render_modellight_diffuse);
402                                 VectorClear(texture->render_modellight_specular);
403                         }
404
405                         // SPR_LABEL should not use depth test AT ALL
406                         if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
407                                 if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE)
408                                         texture->currentmaterialflags = (texture->currentmaterialflags & ~MATERIALFLAG_SHORTDEPTHRANGE) | MATERIALFLAG_NODEPTHTEST;
409
410                         if(edge)
411                         {
412                                 // FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame
413                                 R_RotateSprite(frame, org, left, up, edge, dir_angle);
414                                 edge = 0;
415                         }
416
417                         R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
418
419                         if (r_showspriteedges.integer)
420                                 for (i = 0; i < 4; i++)
421                                         R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
422
423                         R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false, false);
424                 }
425         }
426
427         rsurface.entity = NULL;
428 }
429
430 void R_Model_Sprite_Draw(entity_render_t *ent)
431 {
432         vec3_t org;
433         if (ent->frameblend[0].subframe < 0)
434                 return;
435
436         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
437         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);
438 }
439