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
R_TrackSprite(const entity_render_t * ent,vec3_t origin,vec3_t left,vec3_t up,int * edge,float * dir_angle)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
R_RotateSprite(const mspriteframe_t * frame,vec3_t origin,vec3_t left,vec3_t up,int edge,float dir_angle)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 `qboolean 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
R_Model_Sprite_Draw_TransparentCallback(const entity_render_t * ent,const rtlight_t * rtlight,int numsurfaces,int * surfacelist)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 dp_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 // LordHavoc: 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 R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
420 }
421 }
422
423 rsurface.entity = NULL;
424 }
425
R_Model_Sprite_Draw(entity_render_t * ent)426 void R_Model_Sprite_Draw(entity_render_t *ent)
427 {
428 vec3_t org;
429 if (ent->frameblend[0].subframe < 0)
430 return;
431
432 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
433 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);
434 }
435
436