From eb529936e63194bad80c9a4896a85a7a2e3610c6 Mon Sep 17 00:00:00 2001 From: divverent Date: Fri, 9 Nov 2007 13:57:58 +0000 Subject: [PATCH] add Blub's r_track_sprites for SPR_LABEL* git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7671 d7cf8633-e32d-0410-b094-e92efae38249 --- client.h | 2 +- gl_rmain.c | 24 +++++- r_sprites.c | 221 ++++++++++++++++++++++++++++++++++++++++++++++++++-- view.c | 1 + 4 files changed, 235 insertions(+), 13 deletions(-) diff --git a/client.h b/client.h index 92616050..830b9331 100644 --- a/client.h +++ b/client.h @@ -1404,7 +1404,7 @@ typedef struct r_view_s // (as long as R_View_Update is called) // eye position information - matrix4x4_t matrix; + matrix4x4_t matrix, inverse_matrix; vec3_t origin; vec3_t forward; vec3_t left; diff --git a/gl_rmain.c b/gl_rmain.c index 034e5414..5976c1cd 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -112,6 +112,10 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; +cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; +cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; +cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; +cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; extern qboolean v_flipped_state; @@ -1901,6 +1905,11 @@ void GL_Main_Init(void) if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + + Cvar_RegisterVariable(&r_track_sprites); + Cvar_RegisterVariable(&r_track_sprites_flags); + Cvar_RegisterVariable(&r_track_sprites_scalew); + Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); @@ -2104,7 +2113,8 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + } if(r_cullentities_trace.integer) { @@ -2127,7 +2137,7 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); } } @@ -2309,8 +2319,6 @@ static void R_View_SetFrustum(void) r_view.frustum[5].dist = m[15] + m[14]; #endif - - if (r_view.useperspective) { slopex = 1.0 / r_view.frustum_x; @@ -2320,6 +2328,14 @@ static void R_View_SetFrustum(void) VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); VectorCopy(r_view.forward, r_view.frustum[4].normal); + + // Leaving those out was a mistake, those were in the old code, and they + // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix + // I couldn't reproduce it after adding those normalizations. --blub + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); diff --git a/r_sprites.c b/r_sprites.c index c514b812..6bfe4737 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -4,6 +4,171 @@ 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) { @@ -11,6 +176,8 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r 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); @@ -55,9 +222,16 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // 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(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px - VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px + 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 @@ -68,6 +242,13 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // 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) @@ -92,14 +273,14 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r if(hud_vs_screen) { // use screen pixels - VectorScale(r_view.left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px - VectorScale(r_view.up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px + 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(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px - VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + 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) @@ -113,8 +294,8 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r else { // use HUD pixels - VectorScale(r_view.left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px - VectorScale(r_view.up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + 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: @@ -145,9 +326,33 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r { 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 + } } } } diff --git a/view.c b/view.c index da8370c7..a7a5c385 100644 --- a/view.c +++ b/view.c @@ -549,6 +549,7 @@ void V_CalcRefdef (void) Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); VectorCopy(viewangles, cl.csqc_angles); + Matrix4x4_Invert_Simple(&r_view.inverse_matrix, &r_view.matrix); } } } -- 2.39.2