Пример #1
0
/*
================
R_DrawSprite
================
*/
void R_DrawSprite (void)
{
	int				i;
	msprite_t		*psprite;
	vec3_t			tvec;
	float			dot, angle, sr, cr;

	psprite = currententity->model->cache.data;

	r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);

	sprite_width = r_spritedesc.pspriteframe->width;
	sprite_height = r_spritedesc.pspriteframe->height;

// TODO: make this caller-selectable
	if (psprite->type == SPR_FACING_UPRIGHT)
	{
	// generate the sprite's axes, with vup straight up in worldspace, and
	// r_spritedesc.vright perpendicular to modelorg.
	// This will not work if the view direction is very close to straight up or
	// down, because the cross product will be between two nearly parallel
	// vectors and starts to approach an undefined state, so we don't draw if
	// the two vectors are less than 1 degree apart
		tvec[0] = -modelorg[0];
		tvec[1] = -modelorg[1];
		tvec[2] = -modelorg[2];
		VectorNormalize (tvec);
		dot = tvec[2];	// same as DotProduct (tvec, r_spritedesc.vup) because
						//  r_spritedesc.vup is 0, 0, 1
		if ((dot > 0.999848) || (dot < -0.999848))	// cos(1 degree) = 0.999848
			return;
		r_spritedesc.vup[0] = 0;
		r_spritedesc.vup[1] = 0;
		r_spritedesc.vup[2] = 1;
		r_spritedesc.vright[0] = tvec[1];
								// CrossProduct(r_spritedesc.vup, -modelorg,
		r_spritedesc.vright[1] = -tvec[0];
								//              r_spritedesc.vright)
		r_spritedesc.vright[2] = 0;
		VectorNormalize (r_spritedesc.vright);
		r_spritedesc.vpn[0] = -r_spritedesc.vright[1];
		r_spritedesc.vpn[1] = r_spritedesc.vright[0];
		r_spritedesc.vpn[2] = 0;
					// CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
					//  r_spritedesc.vpn)
	}
	else if (psprite->type == SPR_VP_PARALLEL)
	{
	// generate the sprite's axes, completely parallel to the viewplane. There
	// are no problem situations, because the sprite is always in the same
	// position relative to the viewer
		for (i=0 ; i<3 ; i++)
		{
			r_spritedesc.vup[i] = vup[i];
			r_spritedesc.vright[i] = vright[i];
			r_spritedesc.vpn[i] = vpn[i];
		}
	}
	else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT)
	{
	// generate the sprite's axes, with vup straight up in worldspace, and
	// r_spritedesc.vright parallel to the viewplane.
	// This will not work if the view direction is very close to straight up or
	// down, because the cross product will be between two nearly parallel
	// vectors and starts to approach an undefined state, so we don't draw if
	// the two vectors are less than 1 degree apart
		dot = vpn[2];	// same as DotProduct (vpn, r_spritedesc.vup) because
						//  r_spritedesc.vup is 0, 0, 1
		if ((dot > 0.999848) || (dot < -0.999848))	// cos(1 degree) = 0.999848
			return;
		r_spritedesc.vup[0] = 0;
		r_spritedesc.vup[1] = 0;
		r_spritedesc.vup[2] = 1;
		r_spritedesc.vright[0] = vpn[1];
										// CrossProduct (r_spritedesc.vup, vpn,
		r_spritedesc.vright[1] = -vpn[0];	//  r_spritedesc.vright)
		r_spritedesc.vright[2] = 0;
		VectorNormalize (r_spritedesc.vright);
		r_spritedesc.vpn[0] = -r_spritedesc.vright[1];
		r_spritedesc.vpn[1] = r_spritedesc.vright[0];
		r_spritedesc.vpn[2] = 0;
					// CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
					//  r_spritedesc.vpn)
	}
	else if (psprite->type == SPR_ORIENTED)
	{
	// generate the sprite's axes, according to the sprite's world orientation
		AngleVectors (currententity->angles, r_spritedesc.vpn,
					  r_spritedesc.vright, r_spritedesc.vup);
	}
	else if (psprite->type == SPR_VP_PARALLEL_ORIENTED)
	{
	// generate the sprite's axes, parallel to the viewplane, but rotated in
	// that plane around the center according to the sprite entity's roll
	// angle. So vpn stays the same, but vright and vup rotate
		angle = currententity->angles[ROLL] * (M_PI*2 / 360);
		sr = sinf(angle);
		cr = cosf(angle);

		for (i=0 ; i<3 ; i++)
		{
			r_spritedesc.vpn[i] = vpn[i];
			r_spritedesc.vright[i] = vright[i] * cr + vup[i] * sr;
			r_spritedesc.vup[i] = vright[i] * -sr + vup[i] * cr;
		}
	}
	else
	{
		Sys_Error ("R_DrawSprite: Bad sprite type %d", psprite->type);
	}

	R_RotateSprite (psprite->beamlength);

	R_SetupAndDrawSprite ();
}
Пример #2
0
static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
	int i;
	dp_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;
	float vertex3f[12];

	// 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_refdef.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_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]);
		left[0] = -r_refdef.view.forward[1] * scale;
		left[1] = r_refdef.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_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]));
		left[0] = (org[1] - r_refdef.view.origin[1]) * scale;
		left[1] = -(org[0] - r_refdef.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_refdef.view.left, ent->scale, left);
		VectorScale(r_refdef.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
	
		if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
			return;

		// See the R_TrackSprite definition for a reason for this copying
		VectorCopy(r_refdef.view.left, left);
		VectorCopy(r_refdef.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_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value;
		VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px
		VectorScale(up, scale * r_refdef.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.

		if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections
			return;

		// See the R_TrackSprite definition for a reason for this copying
		VectorCopy(r_refdef.view.left, left);
		VectorCopy(r_refdef.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_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin));

		if(r_labelsprites_roundtopixels.integer)
		{
			hud_vs_screen = max(
				vid_conwidth.integer / (float) r_refdef.view.width,
				vid_conheight.integer / (float) r_refdef.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_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px
				VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px
			}
			else
			{
				// use HUD pixels
				VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
				VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px
			}

			if(hud_vs_screen == 1)
			{
				VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale
				dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0);
				dy = 0.5 - fmod(r_refdef.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_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px
			VectorScale(up, scale * r_refdef.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_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
		left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
		left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
		up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
		up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
		up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
		break;
	case SPR_OVERHEAD:
		// Overhead games sprites, have some special hacks to look good
		VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
		VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
		VectorSubtract(org, r_refdef.view.origin, middle);
		VectorNormalize(middle);
		// offset and rotate
		dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
		up[2] = up[2] + dir_angle;
		VectorNormalize(up);
		VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
		// offset (move nearer to player, yz is camera plane)
		org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
		org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
		org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
		// little perspective effect
		up[2] = up[2] + dir_angle * 0.3;
		// a bit of counter-camera rotation
		up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
		up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
		up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
		break;
	}

	// LordHavoc: interpolated sprite rendering
	for (i = 0;i < MAX_FRAMEBLENDS;i++)
	{
		if (ent->frameblend[i].lerp >= 0.01f)
		{
			mspriteframe_t *frame;
			texture_t *texture;
			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);
			frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
			texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
		
			// lit sprite by lightgrid if it is not fullbright, lit only ambient
			if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
				VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection

			// SPR_LABEL should not use depth test AT ALL
			if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
				if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE)
					texture->currentmaterialflags = (texture->currentmaterialflags & ~MATERIALFLAG_SHORTDEPTHRANGE) | MATERIALFLAG_NODEPTHTEST;

			if(edge)
			{
				// FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame
				R_RotateSprite(frame, org, left, up, edge, dir_angle);
				edge = 0;
			}

			R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);

			R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
		}
	}

	rsurface.entity = NULL;
}