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;
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);
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)
{
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));
}
}
r_view.frustum[5].dist = m[15] + m[14];
#endif
-
-
if (r_view.useperspective)
{
slopex = 1.0 / r_view.frustum_x;
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]);
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)
{
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);
// 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
// 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)
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)
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:
{
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
+ }
}
}
}