From: lordhavoc Date: Wed, 13 Mar 2002 23:59:09 +0000 (+0000) Subject: sprite code now uses left vector instead of right, and upright facing sprites now... X-Git-Tag: RELEASE_0_2_0_RC1~582 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=6aded541e64fe8795904333968899d80f13faee0 sprite code now uses left vector instead of right, and upright facing sprites now work correctly git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1643 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/r_sprites.c b/r_sprites.c index 76a5b049..b2aa3ab3 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -4,7 +4,7 @@ #define LERPSPRITES #ifdef LERPSPRITES -void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up) +void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up) { int i; mspriteframe_t *frame; @@ -23,14 +23,17 @@ void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up) fright = max(fright, frame->right); fup = max(fup , frame->up ); } - 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]; + // FIXME: reverse these in loader to save time + fleft = -fleft; + fright = -fright; + points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2]; + points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2]; + points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2]; + points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2]; R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); } #else -void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up) +void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up) { int i; mspriteframe_t *frame; @@ -43,15 +46,18 @@ void R_ClipSpriteImage (vec3_t origin, vec3_t right, vec3_t up) fdown = frame->down; fright = frame->right; fup = frame->up; - 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]; + // FIXME: reverse these in loader to save time + fleft = -fleft; + fright = -fright; + points[0][0] = origin[0] + fdown * up[0] + fleft * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft * left[2]; + points[1][0] = origin[0] + fup * up[0] + fleft * left[0];points[1][1] = origin[1] + fup * up[1] + fleft * left[1];points[1][2] = origin[2] + fup * up[2] + fleft * left[2]; + points[2][0] = origin[0] + fup * up[0] + fright * left[0];points[2][1] = origin[1] + fup * up[1] + fright * left[1];points[2][2] = origin[2] + fup * up[2] + fright * left[2]; + points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2]; R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL); } #endif -int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) +int R_SpriteSetup (int type, float org[3], float left[3], float up[3]) { float matrix1[3][3], matrix2[3][3], matrix3[3][3]; @@ -64,15 +70,28 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) VectorNegate(vpn, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + //VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + //VectorNegate(matrix3[1], matrix3[1]); + matrix3[1][0] = matrix3[0][1]; + matrix3[1][1] = -matrix3[0][0]; + matrix3[1][2] = 0; + matrix3[2][0] = 0; + matrix3[2][1] = 0; + matrix3[2][2] = 1; break; case SPR_FACING_UPRIGHT: // flames and such // vertical beam sprite, faces viewer's origin (not the view plane) - VectorSubtract(r_origin, currentrenderentity->origin, matrix3[0]); + VectorSubtract(currentrenderentity->origin, r_origin, matrix3[0]); matrix3[0][2] = 0; VectorNormalizeFast(matrix3[0]); - VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + //VectorVectors(matrix3[0], matrix3[1], matrix3[2]); + matrix3[1][0] = matrix3[0][1]; + matrix3[1][1] = -matrix3[0][0]; + matrix3[1][2] = 0; + matrix3[2][0] = 0; + matrix3[2][1] = 0; + matrix3[2][2] = 1; break; default: Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type); @@ -81,13 +100,13 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) // normal sprite // faces view plane VectorCopy(vpn, matrix3[0]); - VectorCopy(vright, matrix3[1]); + VectorNegate(vright, matrix3[1]); VectorCopy(vup, matrix3[2]); break; case SPR_ORIENTED: // bullet marks on walls // ignores viewer entirely - AngleVectors (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); + AngleVectorsFLU (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]); // nudge it toward the view, so it will be infront of the wall VectorSubtract(org, vpn, org); break; @@ -95,51 +114,51 @@ int R_SpriteSetup (int type, float org[3], float right[3], float up[3]) // I have no idea what people would use this for // oriented relative to view space // FIXME: test this and make sure it mimicks software - AngleVectors (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]); + AngleVectorsFLU (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]); VectorCopy(vpn, matrix2[0]); - VectorCopy(vright, matrix2[1]); + VectorNegate(vright, matrix2[1]); VectorCopy(vup, matrix2[2]); R_ConcatRotations (matrix1, matrix2, matrix3); break; } // don't draw if view origin is behind it - if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f)) - return true; + //if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f)) + // return true; if (currentrenderentity->scale != 1) { - VectorScale(matrix3[1], currentrenderentity->scale, matrix3[1]); - VectorScale(matrix3[2], currentrenderentity->scale, matrix3[2]); + VectorScale(matrix3[1], currentrenderentity->scale, left); + VectorScale(matrix3[2], currentrenderentity->scale, up); + } + else + { + VectorCopy(matrix3[1], left); + VectorCopy(matrix3[2], up); } - - VectorCopy(matrix3[1], right); - VectorCopy(matrix3[2], up); return false; } void R_ClipSprite (void) { - vec3_t org, right, up; + vec3_t org, left, up; if (currentrenderentity->frameblend[0].frame < 0) return; - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) + if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) return; // LordHavoc: interpolated sprite rendering - R_ClipSpriteImage(org, right, up); + R_ClipSpriteImage(org, left, up); } int spritepolyindex[6] = {0, 1, 2, 0, 2, 3}; -void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float alpha) +void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha) { rmeshinfo_t m; float v[4][4], st[4][2]; - // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal - // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal memset(&m, 0, sizeof(m)); m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; @@ -161,18 +180,19 @@ void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t ori m.texcoords[0] = &st[0][0]; m.texcoordstep[0] = sizeof(float[2]); - v[0][0] = origin[0] + frame->down * up[0] + frame->left * right[0]; - v[0][1] = origin[1] + frame->down * up[1] + frame->left * right[1]; - v[0][2] = origin[2] + frame->down * up[2] + frame->left * right[2]; - v[1][0] = origin[0] + frame->up * up[0] + frame->left * right[0]; - v[1][1] = origin[1] + frame->up * up[1] + frame->left * right[1]; - v[1][2] = origin[2] + frame->up * up[2] + frame->left * right[2]; - v[2][0] = origin[0] + frame->up * up[0] + frame->right * right[0]; - v[2][1] = origin[1] + frame->up * up[1] + frame->right * right[1]; - v[2][2] = origin[2] + frame->up * up[2] + frame->right * right[2]; - v[3][0] = origin[0] + frame->down * up[0] + frame->right * right[0]; - v[3][1] = origin[1] + frame->down * up[1] + frame->right * right[1]; - v[3][2] = origin[2] + frame->down * up[2] + frame->right * right[2]; + // FIXME: negate left and right in loader + v[0][0] = origin[0] + frame->down * up[0] - frame->left * left[0]; + v[0][1] = origin[1] + frame->down * up[1] - frame->left * left[1]; + v[0][2] = origin[2] + frame->down * up[2] - frame->left * left[2]; + v[1][0] = origin[0] + frame->up * up[0] - frame->left * left[0]; + v[1][1] = origin[1] + frame->up * up[1] - frame->left * left[1]; + v[1][2] = origin[2] + frame->up * up[2] - frame->left * left[2]; + v[2][0] = origin[0] + frame->up * up[0] - frame->right * left[0]; + v[2][1] = origin[1] + frame->up * up[1] - frame->right * left[1]; + v[2][2] = origin[2] + frame->up * up[2] - frame->right * left[2]; + v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0]; + v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1]; + v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[2]; st[0][0] = 0; st[0][1] = 1; st[1][0] = 0; @@ -193,7 +213,7 @@ R_DrawSpriteModel void R_DrawSpriteModel () { int i; - vec3_t right, up, org, color; + vec3_t left, up, org, color; mspriteframe_t *frame; vec3_t diff; float fog, ifog; @@ -201,7 +221,7 @@ void R_DrawSpriteModel () if (currentrenderentity->frameblend[0].frame < 0) return; - if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, right, up)) + if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up)) return; c_sprites++; @@ -229,9 +249,9 @@ void R_DrawSpriteModel () if (currentrenderentity->frameblend[i].lerp >= 0.01f) { frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); + GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f) - GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); + GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp); } } #else @@ -240,8 +260,8 @@ void R_DrawSpriteModel () for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++) frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame; - GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, right, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha); + GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha); if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f) - GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, right, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha); + GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha); #endif }