DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
r_sprites.c File Reference
#include "quakedef.h"
#include "r_shadow.h"
+ Include dependency graph for r_sprites.c:

Go to the source code of this file.

Macros

#define EPSILON   (1.0f / 32.0f)
 
#define MIN_EPSILON   0.0001f
 
#define SIDE_BOTTOM   3
 
#define SIDE_LEFT   2
 
#define SIDE_RIGHT   4
 
#define SIDE_TOP   1
 
#define TSF_ROTATE   1
 
#define TSF_ROTATE_CONTINOUSLY   2
 

Functions

void R_Model_Sprite_Draw (entity_render_t *ent)
 
static void R_Model_Sprite_Draw_TransparentCallback (const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 
static void R_RotateSprite (const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
 
static void R_TrackSprite (const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
 

Variables

cvar_t r_labelsprites_roundtopixels
 
cvar_t r_labelsprites_scale
 
cvar_t r_overheadsprites_perspective
 
cvar_t r_overheadsprites_pushback
 
cvar_t r_overheadsprites_scalex
 
cvar_t r_overheadsprites_scaley
 
cvar_t r_track_sprites
 
cvar_t r_track_sprites_flags
 
cvar_t r_track_sprites_scaleh
 
cvar_t r_track_sprites_scalew
 
static float spritetexcoord2f [4 *2] = {0, 1, 0, 0, 1, 0, 1, 1}
 

Macro Definition Documentation

◆ EPSILON

#define EPSILON   (1.0f / 32.0f)

Definition at line 22 of file r_sprites.c.

Referenced by R_TrackSprite().

◆ MIN_EPSILON

#define MIN_EPSILON   0.0001f

Definition at line 23 of file r_sprites.c.

Referenced by R_RotateSprite(), and R_TrackSprite().

◆ SIDE_BOTTOM

#define SIDE_BOTTOM   3

Definition at line 35 of file r_sprites.c.

Referenced by R_TrackSprite().

◆ SIDE_LEFT

#define SIDE_LEFT   2

Definition at line 34 of file r_sprites.c.

Referenced by R_TrackSprite().

◆ SIDE_RIGHT

#define SIDE_RIGHT   4

Definition at line 36 of file r_sprites.c.

Referenced by R_TrackSprite().

◆ SIDE_TOP

#define SIDE_TOP   1

Definition at line 33 of file r_sprites.c.

Referenced by R_RotateSprite(), and R_TrackSprite().

◆ TSF_ROTATE

#define TSF_ROTATE   1

Definition at line 16 of file r_sprites.c.

Referenced by R_RotateSprite().

◆ TSF_ROTATE_CONTINOUSLY

#define TSF_ROTATE_CONTINOUSLY   2

Definition at line 17 of file r_sprites.c.

Referenced by R_RotateSprite(), and R_TrackSprite().

Function Documentation

◆ R_Model_Sprite_Draw()

void R_Model_Sprite_Draw ( entity_render_t * ent)

Definition at line 430 of file r_sprites.c.

431{
432 vec3_t org;
433 if (ent->frameblend[0].subframe < 0)
434 return;
435
438}
rsurfacestate_t rsurface
Definition gl_rmain.c:6919
void Matrix4x4_OriginFromMatrix(const matrix4x4_t *in, float *out)
Definition matrixlib.c:1792
void R_MeshQueue_AddTransparent(dptransparentsortcategory_t category, const vec3_t center, void(*callback)(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
Definition meshqueue.c:33
#define RENDER_WORLDOBJECT
Definition protocol.h:362
#define RENDER_NODEPTHTEST
Definition protocol.h:369
vec_t vec3_t[3]
Definition qtypes.h:71
@ TRANSPARENTSORT_DISTANCE
Definition r_qshader.h:194
@ TRANSPARENTSORT_SKY
Definition r_qshader.h:193
@ TRANSPARENTSORT_HUD
Definition r_qshader.h:195
static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
Definition r_sprites.c:208
frameblend_t frameblend[MAX_FRAMEBLENDS]
Definition client.h:373
matrix4x4_t matrix
Definition client.h:332
int subframe
Definition client.h:312
const rtlight_t * rtlight
Definition render.h:748

References entity_render_t::flags, entity_render_t::frameblend, entity_render_t::matrix, Matrix4x4_OriginFromMatrix(), R_MeshQueue_AddTransparent(), R_Model_Sprite_Draw_TransparentCallback(), RENDER_NODEPTHTEST, RENDER_WORLDOBJECT, rsurface, rsurfacestate_t::rtlight, frameblend_t::subframe, TRANSPARENTSORT_DISTANCE, TRANSPARENTSORT_HUD, and TRANSPARENTSORT_SKY.

Referenced by Mod_IDS2_Load(), and Mod_IDSP_Load().

◆ R_Model_Sprite_Draw_TransparentCallback()

static void R_Model_Sprite_Draw_TransparentCallback ( const entity_render_t * ent,
const rtlight_t * rtlight,
int numsurfaces,
int * surfacelist )
static

Definition at line 208 of file r_sprites.c.

209{
210 int i;
211 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);
221 switch(model->sprite.sprnum_type)
222 {
224 // flames and such
225 // vertical beam sprite, faces view plane
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;
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);
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
267 // It has to be done before the calculations, because it moves the origin.
269 R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
270
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
290 // It has to be done before the calculations, because it moves the origin.
292 R_TrackSprite(ent, org, left, up, &edge, &dir_angle);
293
295
297 {
298 hud_vs_screen = max(
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
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
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;
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
364 VectorSubtract(org, r_refdef.view.origin, middle);
365 VectorNormalize(middle);
366 // offset and rotate
368 up[2] = up[2] + dir_angle;
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 // LadyHavoc: interpolated sprite rendering
385 for (i = 0;i < MAX_FRAMEBLENDS;i++)
386 {
387 if (ent->frameblend[i].lerp >= 0.01f)
388 {
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
420 for (i = 0; i < 4; i++)
421 R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
422
423 R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false, false);
424 }
425 }
426
428}
cvar_t vid_conheight
Definition cl_screen.c:57
cvar_t vid_conwidth
Definition cl_screen.c:56
#define MAX_FRAMEBLENDS
Definition client.h:309
void Con_Printf(const char *fmt,...)
Prints to all appropriate console targets.
Definition console.c:1514
string model
float frame
float scale
unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2) *3]
Definition gl_backend.c:241
int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2) *3]
Definition gl_backend.c:240
cvar_t r_showspriteedges
Definition gl_rmain.c:93
r_framebufferstate_t r_fb
Definition gl_rmain.c:265
texture_t * R_GetCurrentTexture(texture_t *t)
Definition gl_rmain.c:6549
void R_DebugLine(vec3_t start, vec3_t end)
Definition gl_rmain.c:10107
void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
Definition gl_rmain.c:6283
r_refdef_t r_refdef
Definition gl_rmain.c:57
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
Definition gl_rmain.c:10172
void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
Definition gl_rmain.c:7146
GLenum GLenum GLuint texture
Definition glquake.h:613
#define max(A, B)
Definition mathlib.h:38
#define VectorNormalize(v)
Definition mathlib.h:104
#define VectorClear(a)
Definition mathlib.h:97
#define VectorMAMAM(scale1, b1, scale2, b2, scale3, b3, out)
Definition mathlib.h:117
#define VectorSubtract(a, b, out)
Definition mathlib.h:99
#define DotProduct(a, b)
Definition mathlib.h:98
#define VectorCopy(in, out)
Definition mathlib.h:101
#define VectorScale(in, scale, out)
Definition mathlib.h:111
#define VectorMAM(scale1, b1, scale2, b2, out)
Definition mathlib.h:116
#define VectorMA(a, scale, b, out)
Definition mathlib.h:114
void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3])
Definition matrixlib.c:939
const matrix4x4_t identitymatrix
Definition matrixlib.c:9
float sqrt(float f)
float fabs(float f)
#define MATERIALFLAG_FULLBRIGHT
Definition model_brush.h:87
#define MATERIALFLAG_NODEPTHTEST
Definition model_brush.h:83
#define MATERIALFLAG_SHORTDEPTHRANGE
int i
#define NULL
Definition qtypes.h:12
static float spritetexcoord2f[4 *2]
Definition r_sprites.c:206
cvar_t r_overheadsprites_pushback
static void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_t up, int *edge, float *dir_angle)
Definition r_sprites.c:38
cvar_t r_labelsprites_scale
cvar_t r_track_sprites
static void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec3_t up, int edge, float dir_angle)
Definition r_sprites.c:144
cvar_t r_labelsprites_roundtopixels
cvar_t r_overheadsprites_scalex
cvar_t r_overheadsprites_perspective
cvar_t r_overheadsprites_scaley
#define SPR_VP_PARALLEL_UPRIGHT
Definition spritegn.h:96
#define SPR_VP_PARALLEL
Definition spritegn.h:98
#define SPR_LABEL
Definition spritegn.h:101
#define SPR_VP_PARALLEL_ORIENTED
Definition spritegn.h:100
#define SPR_ORIENTED
Definition spritegn.h:99
#define SPR_OVERHEAD
Definition spritegn.h:103
#define SPR_LABEL_SCALE
Definition spritegn.h:102
#define SPR_FACING_UPRIGHT
Definition spritegn.h:97
float value
Definition cvar.h:74
int integer
Definition cvar.h:73
float colormod[3]
Definition client.h:359
model_t * model
Definition client.h:343
float lerp
Definition client.h:313
r_waterstate_t water
Definition render.h:898
r_refdef_view_t view
Definition render.h:406
float frustum_y
Definition render.h:277
vec3_t left
Definition render.h:269
float frustum_x
Definition render.h:277
vec3_t origin
Definition render.h:267
vec3_t forward
Definition render.h:268
qbool renderingscene
Definition render.h:876
entity_render_t * entity
Definition render.h:767
static vec3_t up
Definition sv_user.c:305

References entity_render_t::alpha, entity_render_t::colormod, Con_Printf(), DotProduct, rsurfacestate_t::entity, fabs(), entity_render_t::flags, r_refdef_view_t::forward, frame, entity_render_t::frameblend, r_refdef_view_t::frustum_x, r_refdef_view_t::frustum_y, r_refdef_view_t::height, i, identitymatrix, cvar_t::integer, r_refdef_view_t::left, frameblend_t::lerp, MATERIALFLAG_FULLBRIGHT, MATERIALFLAG_NODEPTHTEST, MATERIALFLAG_SHORTDEPTHRANGE, entity_render_t::matrix, Matrix4x4_ToVectors(), max, MAX_FRAMEBLENDS, entity_render_t::model, model, NULL, r_refdef_view_t::origin, polygonelement3i, polygonelement3s, R_CalcSprite_Vertex3f(), R_DebugLine(), R_DrawCustomSurface_Texture(), r_fb, R_GetCurrentTexture(), r_labelsprites_roundtopixels, r_labelsprites_scale, r_overheadsprites_perspective, r_overheadsprites_pushback, r_overheadsprites_scalex, r_overheadsprites_scaley, r_refdef, R_RotateSprite(), r_showspriteedges, r_track_sprites, R_TrackSprite(), r_waterstate_t::renderingscene, RSurf_ActiveCustomEntity(), rsurface, entity_render_t::scale, scale, SPR_FACING_UPRIGHT, SPR_LABEL, SPR_LABEL_SCALE, SPR_ORIENTED, SPR_OVERHEAD, SPR_VP_PARALLEL, SPR_VP_PARALLEL_ORIENTED, SPR_VP_PARALLEL_UPRIGHT, spritetexcoord2f, sqrt(), frameblend_t::subframe, texture, r_refdef_view_t::up, up, cvar_t::value, VectorClear, VectorCopy, VectorMA, VectorMAM, VectorMAMAM, VectorNormalize, VectorScale, VectorSubtract, vid_conheight, vid_conwidth, r_refdef_t::view, r_framebufferstate_t::water, and r_refdef_view_t::width.

Referenced by R_Model_Sprite_Draw().

◆ R_RotateSprite()

static void R_RotateSprite ( const mspriteframe_t * frame,
vec3_t origin,
vec3_t left,
vec3_t up,
int edge,
float dir_angle )
static

Definition at line 144 of file r_sprites.c.

145{
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 `qbool 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);
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}
vector origin
#define CrossProduct(a, b, out)
Definition mathlib.h:103
#define M_PI
Definition mathlib.h:28
void Matrix4x4_Transform(const matrix4x4_t *in, const float v[3], float out[3])
Definition matrixlib.c:1657
void Matrix4x4_CreateRotate(matrix4x4_t *out, double angle, double x, double y, double z)
Definition matrixlib.c:623
vec_t vec2_t[2]
Definition qtypes.h:70
#define TSF_ROTATE
Definition r_sprites.c:16
#define TSF_ROTATE_CONTINOUSLY
Definition r_sprites.c:17
#define MIN_EPSILON
Definition r_sprites.c:23
cvar_t r_track_sprites_flags
#define SIDE_TOP
Definition r_sprites.c:33
vec2 dir

References CrossProduct, dir, fabs(), frame, cvar_t::integer, M_PI, Matrix4x4_CreateRotate(), Matrix4x4_Transform(), MIN_EPSILON, origin, r_track_sprites_flags, SIDE_TOP, TSF_ROTATE, TSF_ROTATE_CONTINOUSLY, up, VectorCopy, and VectorMA.

Referenced by R_Model_Sprite_Draw_TransparentCallback().

◆ R_TrackSprite()

static void R_TrackSprite ( const entity_render_t * ent,
vec3_t origin,
vec3_t left,
vec3_t up,
int * edge,
float * dir_angle )
static

Definition at line 38 of file r_sprites.c.

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
46 distance = VectorLength(bCoord);
47
48 // Now get the bCoords :)
50
51 *edge = 0; // FIXME::should assume edge == 0, which is correct currently
52 for(i = 0; i < 4; ++i)
53 {
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 +
116 // ^ the one we want ^ the one we have ^ our factors
117
118 // Place the sprite a few units ahead of the player
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
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
141 }
142}
GLint GLenum GLint GLint y
Definition glquake.h:651
GLint GLenum GLint x
Definition glquake.h:651
#define VectorLength(a)
Definition mathlib.h:109
#define PlaneDiff(point, plane)
Definition mathlib.h:257
#define EPSILON
Definition r_sprites.c:22
#define SIDE_RIGHT
Definition r_sprites.c:36
cvar_t r_track_sprites_scaleh
cvar_t r_track_sprites_scalew
#define SIDE_BOTTOM
Definition r_sprites.c:35
#define SIDE_LEFT
Definition r_sprites.c:34
mplane_t frustum[6]
Definition render.h:273
matrix4x4_t inverse_matrix
Definition render.h:266

References EPSILON, fabs(), r_refdef_view_t::forward, r_refdef_view_t::frustum, r_refdef_view_t::frustum_x, r_refdef_view_t::frustum_y, i, cvar_t::integer, r_refdef_view_t::inverse_matrix, M_PI, Matrix4x4_Transform(), MIN_EPSILON, origin, r_refdef_view_t::origin, PlaneDiff, r_refdef, r_track_sprites_flags, r_track_sprites_scaleh, r_track_sprites_scalew, SIDE_BOTTOM, SIDE_LEFT, SIDE_RIGHT, SIDE_TOP, sqrt(), TSF_ROTATE_CONTINOUSLY, up, cvar_t::value, VectorCopy, VectorLength, VectorMA, VectorSubtract, r_refdef_t::view, x, and y.

Referenced by R_Model_Sprite_Draw_TransparentCallback().

Variable Documentation

◆ r_labelsprites_roundtopixels

cvar_t r_labelsprites_roundtopixels
extern

Definition at line 30 of file model_sprite.c.

30{CF_CLIENT | CF_ARCHIVE, "r_labelsprites_roundtopixels", "1", "try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible"};
#define CF_CLIENT
cvar/command that only the client can change/execute
Definition cmd.h:48
#define CF_ARCHIVE
cvar should have its set value saved to config.cfg and persist across sessions
Definition cmd.h:53

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_labelsprites_scale

cvar_t r_labelsprites_scale
extern

Definition at line 29 of file model_sprite.c.

29{CF_CLIENT | CF_ARCHIVE, "r_labelsprites_scale", "1", "global scale to apply to label sprites before conversion to HUD coordinates"};

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_overheadsprites_perspective

cvar_t r_overheadsprites_perspective
extern

Definition at line 31 of file model_sprite.c.

31{CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_overheadsprites_pushback

cvar_t r_overheadsprites_pushback
extern

Definition at line 32 of file model_sprite.c.

32{CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_overheadsprites_scalex

cvar_t r_overheadsprites_scalex
extern

Definition at line 33 of file model_sprite.c.

33{CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_overheadsprites_scaley

cvar_t r_overheadsprites_scaley
extern

Definition at line 34 of file model_sprite.c.

34{CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_track_sprites

cvar_t r_track_sprites
extern

Definition at line 35 of file model_sprite.c.

35{CF_CLIENT | CF_ARCHIVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};

Referenced by Mod_SpriteInit(), and R_Model_Sprite_Draw_TransparentCallback().

◆ r_track_sprites_flags

cvar_t r_track_sprites_flags
extern

Definition at line 36 of file model_sprite.c.

36{CF_CLIENT | CF_ARCHIVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};

Referenced by Mod_SpriteInit(), R_RotateSprite(), and R_TrackSprite().

◆ r_track_sprites_scaleh

cvar_t r_track_sprites_scaleh
extern

Definition at line 38 of file model_sprite.c.

38{CF_CLIENT | CF_ARCHIVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};

Referenced by Mod_SpriteInit(), and R_TrackSprite().

◆ r_track_sprites_scalew

cvar_t r_track_sprites_scalew
extern

Definition at line 37 of file model_sprite.c.

37{CF_CLIENT | CF_ARCHIVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};

Referenced by Mod_SpriteInit(), and R_TrackSprite().

◆ spritetexcoord2f

float spritetexcoord2f[4 *2] = {0, 1, 0, 0, 1, 0, 1, 1}
static

Definition at line 206 of file r_sprites.c.

206{0, 1, 0, 0, 1, 0, 1, 1};

Referenced by R_Model_Sprite_Draw_TransparentCallback().