0,0 → 1,401 |
/* |
Copyright (C) 1996-1997 Id Software, Inc. |
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This program is free software; you can redistribute it and/or |
modify it under the terms of the GNU General Public License |
as published by the Free Software Foundation; either version 2 |
of the License, or (at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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See the GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
along with this program; if not, write to the Free Software |
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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*/ |
// r_sprite.c |
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#include "quakedef.h" |
#include "r_local.h" |
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static int clip_current; |
static vec5_t clip_verts[2][MAXWORKINGVERTS]; |
static int sprite_width, sprite_height; |
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spritedesc_t r_spritedesc; |
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/* |
================ |
R_RotateSprite |
================ |
*/ |
void R_RotateSprite (float beamlength) |
{ |
vec3_t vec; |
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if (beamlength == 0.0) |
return; |
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VectorScale (r_spritedesc.vpn, -beamlength, vec); |
VectorAdd (r_entorigin, vec, r_entorigin); |
VectorSubtract (modelorg, vec, modelorg); |
} |
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/* |
============= |
R_ClipSpriteFace |
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Clips the winding at clip_verts[clip_current] and changes clip_current |
Throws out the back side |
============== |
*/ |
int R_ClipSpriteFace (int nump, clipplane_t *pclipplane) |
{ |
int i, outcount; |
float dists[MAXWORKINGVERTS+1]; |
float frac, clipdist, *pclipnormal; |
float *in, *instep, *outstep, *vert2; |
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clipdist = pclipplane->dist; |
pclipnormal = pclipplane->normal; |
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// calc dists |
if (clip_current) |
{ |
in = clip_verts[1][0]; |
outstep = clip_verts[0][0]; |
clip_current = 0; |
} |
else |
{ |
in = clip_verts[0][0]; |
outstep = clip_verts[1][0]; |
clip_current = 1; |
} |
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instep = in; |
for (i=0 ; i<nump ; i++, instep += sizeof (vec5_t) / sizeof (float)) |
{ |
dists[i] = DotProduct (instep, pclipnormal) - clipdist; |
} |
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// handle wraparound case |
dists[nump] = dists[0]; |
Q_memcpy (instep, in, sizeof (vec5_t)); |
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// clip the winding |
instep = in; |
outcount = 0; |
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for (i=0 ; i<nump ; i++, instep += sizeof (vec5_t) / sizeof (float)) |
{ |
if (dists[i] >= 0) |
{ |
Q_memcpy (outstep, instep, sizeof (vec5_t)); |
outstep += sizeof (vec5_t) / sizeof (float); |
outcount++; |
} |
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if (dists[i] == 0 || dists[i+1] == 0) |
continue; |
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if ( (dists[i] > 0) == (dists[i+1] > 0) ) |
continue; |
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// split it into a new vertex |
frac = dists[i] / (dists[i] - dists[i+1]); |
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vert2 = instep + sizeof (vec5_t) / sizeof (float); |
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outstep[0] = instep[0] + frac*(vert2[0] - instep[0]); |
outstep[1] = instep[1] + frac*(vert2[1] - instep[1]); |
outstep[2] = instep[2] + frac*(vert2[2] - instep[2]); |
outstep[3] = instep[3] + frac*(vert2[3] - instep[3]); |
outstep[4] = instep[4] + frac*(vert2[4] - instep[4]); |
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outstep += sizeof (vec5_t) / sizeof (float); |
outcount++; |
} |
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return outcount; |
} |
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/* |
================ |
R_SetupAndDrawSprite |
================ |
*/ |
void R_SetupAndDrawSprite () |
{ |
int i, nump; |
float dot, scale, *pv; |
vec5_t *pverts; |
vec3_t left, up, right, down, transformed, local; |
emitpoint_t outverts[MAXWORKINGVERTS+1], *pout; |
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dot = DotProduct (r_spritedesc.vpn, modelorg); |
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// backface cull |
if (dot >= 0) |
return; |
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// build the sprite poster in worldspace |
VectorScale (r_spritedesc.vright, r_spritedesc.pspriteframe->right, right); |
VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->up, up); |
VectorScale (r_spritedesc.vright, r_spritedesc.pspriteframe->left, left); |
VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->down, down); |
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pverts = clip_verts[0]; |
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pverts[0][0] = r_entorigin[0] + up[0] + left[0]; |
pverts[0][1] = r_entorigin[1] + up[1] + left[1]; |
pverts[0][2] = r_entorigin[2] + up[2] + left[2]; |
pverts[0][3] = 0; |
pverts[0][4] = 0; |
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pverts[1][0] = r_entorigin[0] + up[0] + right[0]; |
pverts[1][1] = r_entorigin[1] + up[1] + right[1]; |
pverts[1][2] = r_entorigin[2] + up[2] + right[2]; |
pverts[1][3] = sprite_width; |
pverts[1][4] = 0; |
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pverts[2][0] = r_entorigin[0] + down[0] + right[0]; |
pverts[2][1] = r_entorigin[1] + down[1] + right[1]; |
pverts[2][2] = r_entorigin[2] + down[2] + right[2]; |
pverts[2][3] = sprite_width; |
pverts[2][4] = sprite_height; |
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pverts[3][0] = r_entorigin[0] + down[0] + left[0]; |
pverts[3][1] = r_entorigin[1] + down[1] + left[1]; |
pverts[3][2] = r_entorigin[2] + down[2] + left[2]; |
pverts[3][3] = 0; |
pverts[3][4] = sprite_height; |
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// clip to the frustum in worldspace |
nump = 4; |
clip_current = 0; |
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for (i=0 ; i<4 ; i++) |
{ |
nump = R_ClipSpriteFace (nump, &view_clipplanes[i]); |
if (nump < 3) |
return; |
if (nump >= MAXWORKINGVERTS) |
Sys_Error("R_SetupAndDrawSprite: too many points"); |
} |
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// transform vertices into viewspace and project |
pv = &clip_verts[clip_current][0][0]; |
r_spritedesc.nearzi = -999999; |
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for (i=0 ; i<nump ; i++) |
{ |
VectorSubtract (pv, r_origin, local); |
TransformVector (local, transformed); |
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if (transformed[2] < NEAR_CLIP) |
transformed[2] = NEAR_CLIP; |
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pout = &outverts[i]; |
pout->zi = 1.0 / transformed[2]; |
if (pout->zi > r_spritedesc.nearzi) |
r_spritedesc.nearzi = pout->zi; |
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pout->s = pv[3]; |
pout->t = pv[4]; |
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scale = xscale * pout->zi; |
pout->u = (xcenter + scale * transformed[0]); |
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scale = yscale * pout->zi; |
pout->v = (ycenter - scale * transformed[1]); |
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pv += sizeof (vec5_t) / sizeof (*pv); |
} |
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// draw it |
r_spritedesc.nump = nump; |
r_spritedesc.pverts = outverts; |
D_DrawSprite (); |
} |
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/* |
================ |
R_GetSpriteframe |
================ |
*/ |
mspriteframe_t *R_GetSpriteframe (msprite_t *psprite) |
{ |
mspritegroup_t *pspritegroup; |
mspriteframe_t *pspriteframe; |
int i, numframes, frame; |
float *pintervals, fullinterval, targettime, time; |
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frame = currententity->frame; |
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if ((frame >= psprite->numframes) || (frame < 0)) |
{ |
Con_Printf ("R_DrawSprite: no such frame %d\n", frame); |
frame = 0; |
} |
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if (psprite->frames[frame].type == SPR_SINGLE) |
{ |
pspriteframe = psprite->frames[frame].frameptr; |
} |
else |
{ |
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; |
pintervals = pspritegroup->intervals; |
numframes = pspritegroup->numframes; |
fullinterval = pintervals[numframes-1]; |
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time = cl.time + currententity->syncbase; |
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values |
// are positive, so we don't have to worry about division by 0 |
targettime = time - ((int)(time / fullinterval)) * fullinterval; |
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for (i=0 ; i<(numframes-1) ; i++) |
{ |
if (pintervals[i] > targettime) |
break; |
} |
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pspriteframe = pspritegroup->frames[i]; |
} |
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return pspriteframe; |
} |
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/* |
================ |
R_DrawSprite |
================ |
*/ |
void R_DrawSprite (void) |
{ |
int i; |
msprite_t *psprite; |
vec3_t tvec; |
float dot, angle, sr, cr; |
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psprite = currententity->model->cache.data; |
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r_spritedesc.pspriteframe = R_GetSpriteframe (psprite); |
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sprite_width = r_spritedesc.pspriteframe->width; |
sprite_height = r_spritedesc.pspriteframe->height; |
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// 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 = sin(angle); |
cr = cos(angle); |
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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); |
} |
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R_RotateSprite (psprite->beamlength); |
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R_SetupAndDrawSprite (); |
} |
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