#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 // 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) { 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) { if(PlaneDiff(origin, &r_view.frustum[i]) < -EPSILON) break; } // 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; //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); 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; } 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; } } 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)) { // 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 :) // 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 :) angle = atan(dir[1] / dir[0]) * 180.0f/M_PI; // 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); } } 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; vec3_t left, up, org, mforward, mleft, mup, middle; float scale, dx, dy, hud_vs_screen; int edge = 0; float dir_angle = 0.0f; // 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 // 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. // 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)); 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); // 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(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 // 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; } R_Mesh_Matrix(&identitymatrix); // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;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); 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 } } } } void R_Model_Sprite_Draw(entity_render_t *ent) { vec3_t org; if (ent->frameblend[0].frame < 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); }