750 lines
22 KiB
C
750 lines
22 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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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,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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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
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_sprite.c
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#include "quakedef.h"
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#include "r_local.h"
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static int clip_current;
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static vec5_t clip_verts[2][MAXWORKINGVERTS];
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static int sprite_width, sprite_height;
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spritedesc_t r_spritedesc;
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#ifdef USEFPM
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static vec5_FPM_t clip_vertsFPM[2][MAXWORKINGVERTS];
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spritedesc_FPM_t r_spritedescFPM;
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#endif //USEFPM
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/*
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================
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R_RotateSprite
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================
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*/
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void R_RotateSprite (float beamlength)
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{
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vec3_t vec;
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if (beamlength == 0.0)
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return;
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VectorScale (r_spritedesc.vpn, -beamlength, vec);
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VectorAdd (r_entorigin, vec, r_entorigin);
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VectorSubtract (modelorg, vec, modelorg);
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}
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#ifdef USEFPM
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void R_RotateSpriteFPM (fixedpoint_t beamlength)
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{
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vec3_FPM_t vec;
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if (beamlength == 0.0)
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return;
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VectorScaleFPM (r_spritedescFPM.vpn, -beamlength, vec);
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VectorAddFPM (r_entoriginFPM, vec, r_entoriginFPM);
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VectorSubtractFPM (modelorgFPM, vec, modelorgFPM);
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}
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#endif //USEFPM
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/*
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=============
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R_ClipSpriteFace
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Clips the winding at clip_verts[clip_current] and changes clip_current
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Throws out the back side
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==============
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*/
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int R_ClipSpriteFace (int nump, clipplane_t *pclipplane)
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{
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int i, outcount;
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float dists[MAXWORKINGVERTS+1];
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float frac, clipdist, *pclipnormal;
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float *in, *instep, *outstep, *vert2;
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clipdist = pclipplane->dist;
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pclipnormal = pclipplane->normal;
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// calc dists
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if (clip_current)
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{
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in = clip_verts[1][0];
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outstep = clip_verts[0][0];
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clip_current = 0;
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}
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else
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{
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in = clip_verts[0][0];
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outstep = clip_verts[1][0];
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clip_current = 1;
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}
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instep = in;
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for (i=0 ; i<nump ; i++, instep += sizeof (vec5_t) / sizeof (float))
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{
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dists[i] = DotProduct (instep, pclipnormal) - clipdist;
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}
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// handle wraparound case
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dists[nump] = dists[0];
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Q_memcpy (instep, in, sizeof (vec5_t));
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// clip the winding
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instep = in;
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outcount = 0;
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for (i=0 ; i<nump ; i++, instep += sizeof (vec5_t) / sizeof (float))
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{
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if (dists[i] >= 0)
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{
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Q_memcpy (outstep, instep, sizeof (vec5_t));
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outstep += sizeof (vec5_t) / sizeof (float);
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outcount++;
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}
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if (dists[i] == 0 || dists[i+1] == 0)
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continue;
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if ( (dists[i] > 0) == (dists[i+1] > 0) )
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continue;
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// split it into a new vertex
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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]);
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outstep[1] = instep[1] + frac*(vert2[1] - instep[1]);
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outstep[2] = instep[2] + frac*(vert2[2] - instep[2]);
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outstep[3] = instep[3] + frac*(vert2[3] - instep[3]);
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outstep[4] = instep[4] + frac*(vert2[4] - instep[4]);
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outstep += sizeof (vec5_t) / sizeof (float);
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outcount++;
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}
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return outcount;
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}
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#ifdef USEFPM
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int R_ClipSpriteFaceFPM (int nump, clipplane_FPM_t *pclipplane)
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{
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int i, outcount;
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fixedpoint_t dists[MAXWORKINGVERTS+1];
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fixedpoint_t frac, clipdist, *pclipnormal;
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fixedpoint_t *in, *instep, *outstep, *vert2;
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clipdist = pclipplane->dist;
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pclipnormal = pclipplane->normal;
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// calc dists
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if (clip_current)
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{
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in = clip_vertsFPM[1][0];
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outstep = clip_vertsFPM[0][0];
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clip_current = 0;
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}
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else
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{
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in = clip_vertsFPM[0][0];
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outstep = clip_vertsFPM[1][0];
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clip_current = 1;
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}
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instep = in;
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for (i=0 ; i<nump ; i++, instep += sizeof (vec5_FPM_t) / sizeof (fixedpoint_t))
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{
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dists[i] = FPM_SUB(DotProductFPM (instep, pclipnormal), clipdist);
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}
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// handle wraparound case
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dists[nump] = dists[0];
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Q_memcpy (instep, in, sizeof (vec5_FPM_t));
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// clip the winding
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instep = in;
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outcount = 0;
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for (i=0 ; i<nump ; i++, instep += sizeof (vec5_FPM_t) / sizeof (fixedpoint_t))
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{
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if (dists[i] >= 0)
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{
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Q_memcpy (outstep, instep, sizeof (vec5_FPM_t));
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outstep += sizeof (vec5_FPM_t) / sizeof (fixedpoint_t);
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outcount++;
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}
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if (dists[i] == 0 || dists[i+1] == 0)
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continue;
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if ( (dists[i] > 0) == (dists[i+1] > 0) )
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continue;
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// split it into a new vertex
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frac = FPM_DIV(dists[i], FPM_SUB(dists[i], dists[i+1]));
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vert2 = instep + sizeof (vec5_FPM_t) / sizeof (fixedpoint_t);
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outstep[0] = FPM_ADD(instep[0], FPM_MUL(frac, FPM_SUB(vert2[0], instep[0])));
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outstep[1] = FPM_ADD(instep[1], FPM_MUL(frac, FPM_SUB(vert2[1], instep[1])));
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outstep[2] = FPM_ADD(instep[2], FPM_MUL(frac, FPM_SUB(vert2[2], instep[2])));
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outstep[3] = FPM_ADD(instep[3], FPM_MUL(frac, FPM_SUB(vert2[3], instep[3])));
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outstep[4] = FPM_ADD(instep[4], FPM_MUL(frac, FPM_SUB(vert2[4], instep[4])));
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outstep += sizeof (vec5_FPM_t) / sizeof (fixedpoint_t);
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outcount++;
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}
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return outcount;
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}
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#endif //USEFPM
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/*
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================
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R_SetupAndDrawSprite
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================
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*/
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void R_SetupAndDrawSprite ()
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{
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int i, nump;
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float dot, scale, *pv;
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vec5_t *pverts;
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vec3_t left, up, right, down, transformed, local;
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emitpoint_t outverts[MAXWORKINGVERTS+1], *pout;
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dot = DotProduct (r_spritedesc.vpn, modelorg);
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// backface cull
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if (dot >= 0)
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return;
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// build the sprite poster in worldspace
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VectorScale (r_spritedesc.vright, r_spritedesc.pspriteframe->right, right);
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VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->up, up);
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VectorScale (r_spritedesc.vright, r_spritedesc.pspriteframe->left, left);
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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];
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pverts[0][1] = r_entorigin[1] + up[1] + left[1];
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pverts[0][2] = r_entorigin[2] + up[2] + left[2];
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pverts[0][3] = 0;
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pverts[0][4] = 0;
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pverts[1][0] = r_entorigin[0] + up[0] + right[0];
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pverts[1][1] = r_entorigin[1] + up[1] + right[1];
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pverts[1][2] = r_entorigin[2] + up[2] + right[2];
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pverts[1][3] = (float)sprite_width;
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pverts[1][4] = 0;
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pverts[2][0] = r_entorigin[0] + down[0] + right[0];
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pverts[2][1] = r_entorigin[1] + down[1] + right[1];
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pverts[2][2] = r_entorigin[2] + down[2] + right[2];
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pverts[2][3] = (float)sprite_width;
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pverts[2][4] = (float)sprite_height;
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pverts[3][0] = r_entorigin[0] + down[0] + left[0];
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pverts[3][1] = r_entorigin[1] + down[1] + left[1];
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pverts[3][2] = r_entorigin[2] + down[2] + left[2];
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pverts[3][3] = 0;
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pverts[3][4] = (float)sprite_height;
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// clip to the frustum in worldspace
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nump = 4;
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clip_current = 0;
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for (i=0 ; i<4 ; i++)
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{
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nump = R_ClipSpriteFace (nump, &view_clipplanes[i]);
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if (nump < 3)
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return;
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if (nump >= MAXWORKINGVERTS)
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Sys_Error("R_SetupAndDrawSprite: too many points");
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}
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// transform vertices into viewspace and project
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pv = &clip_verts[clip_current][0][0];
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r_spritedesc.nearzi = -999999;
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for (i=0 ; i<nump ; i++)
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{
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VectorSubtract (pv, r_origin, local);
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TransformVector (local, transformed);
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if (transformed[2] < NEAR_CLIP)
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transformed[2] = (float)NEAR_CLIP;
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pout = &outverts[i];
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pout->zi = (float)(1.0 / transformed[2]);
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if (pout->zi > r_spritedesc.nearzi)
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r_spritedesc.nearzi = pout->zi;
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pout->s = pv[3];
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pout->t = pv[4];
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scale = xscale * pout->zi;
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pout->u = (xcenter + scale * transformed[0]);
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scale = yscale * pout->zi;
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pout->v = (ycenter - scale * transformed[1]);
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pv += sizeof (vec5_t) / sizeof (*pv);
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}
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// draw it
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r_spritedesc.nump = nump;
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r_spritedesc.pverts = outverts;
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D_DrawSprite ();
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}
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#ifdef USEFPM
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void R_SetupAndDrawSpriteFPM ()
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{
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int i, nump;
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fixedpoint_t dot, scale, *pv;
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vec5_FPM_t *pverts;
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vec3_FPM_t left, up, right, down, transformed, local;
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emitpoint_FPM_t outverts[MAXWORKINGVERTS+1], *pout;
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dot = DotProductFPM (r_spritedescFPM.vpn, modelorgFPM);
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// backface cull
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if (dot >= 0)
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return;
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// build the sprite poster in worldspace
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VectorScaleFPM (r_spritedescFPM.vright, r_spritedescFPM.pspriteframe->right, right);
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VectorScaleFPM (r_spritedescFPM.vup, r_spritedescFPM.pspriteframe->up, up);
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VectorScaleFPM (r_spritedescFPM.vright, r_spritedescFPM.pspriteframe->left, left);
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VectorScaleFPM (r_spritedescFPM.vup, r_spritedescFPM.pspriteframe->down, down);
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pverts = clip_vertsFPM[0];
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pverts[0][0] = FPM_ADD3(r_entoriginFPM[0], up[0], left[0]);
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pverts[0][1] = FPM_ADD3(r_entoriginFPM[1], up[1], left[1]);
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pverts[0][2] = FPM_ADD3(r_entoriginFPM[2], up[2], left[2]);
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pverts[0][3] = 0;
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pverts[0][4] = 0;
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pverts[1][0] = FPM_ADD3(r_entoriginFPM[0], up[0], right[0]);
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pverts[1][1] = FPM_ADD3(r_entoriginFPM[1], up[1], right[1]);
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pverts[1][2] = FPM_ADD3(r_entoriginFPM[2], up[2], right[2]);
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pverts[1][3] = FPM_FROMLONG(sprite_width);
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pverts[1][4] = 0;
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pverts[2][0] = FPM_ADD3(r_entoriginFPM[0], down[0], right[0]);
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pverts[2][1] = FPM_ADD3(r_entoriginFPM[1], down[1], right[1]);
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pverts[2][2] = FPM_ADD3(r_entoriginFPM[2], down[2], right[2]);
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pverts[2][3] = FPM_FROMLONG(sprite_width);
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pverts[2][4] = FPM_FROMLONG(sprite_height);
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pverts[3][0] = FPM_ADD3(r_entoriginFPM[0], down[0], left[0]);
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pverts[3][1] = FPM_ADD3(r_entoriginFPM[1], down[1], left[1]);
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pverts[3][2] = FPM_ADD3(r_entoriginFPM[2], down[2], left[2]);
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pverts[3][3] = 0;
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pverts[3][4] = FPM_FROMLONG(sprite_height);
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// clip to the frustum in worldspace
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nump = 4;
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clip_current = 0;
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for (i=0 ; i<4 ; i++)
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{
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nump = R_ClipSpriteFaceFPM (nump, &view_clipplanesFPM[i]);
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if (nump < 3)
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return;
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if (nump >= MAXWORKINGVERTS)
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Sys_Error("R_SetupAndDrawSprite: too many points");
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}
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// transform vertices into viewspace and project
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pv = &clip_vertsFPM[clip_current][0][0];
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r_spritedescFPM.nearzi = FPM_FROMLONG(-999999);
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for (i=0 ; i<nump ; i++)
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{
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VectorSubtractFPM (pv, r_originFPM, local);
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//TransformVectorFPM (local, transformed); // FPM doesn't exist
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TransformVector (local, transformed);
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if (transformed[2] < NEAR_CLIP_FPM)
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transformed[2] = NEAR_CLIP_FPM;
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pout = &outverts[i];
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pout->zi = FPM_INV(transformed[2]);
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if (pout->zi > r_spritedescFPM.nearzi)
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r_spritedescFPM.nearzi = pout->zi;
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pout->s = pv[3];
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pout->t = pv[4];
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scale = FPM_MUL(xscaleFPM, pout->zi);
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pout->u = FPM_ADD(xcenterFPM, FPM_MUL(scale, transformed[0]));
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scale = FPM_MUL(yscaleFPM, pout->zi);
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pout->v = FPM_SUB(ycenterFPM, FPM_MUL(scale, transformed[1]));
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pv += sizeof (vec5_FPM_t) / sizeof (*pv);
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}
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// draw it
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r_spritedescFPM.nump = nump;
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r_spritedescFPM.pverts = outverts;
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D_DrawSpriteFPM ();
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}
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#endif //USEFPM
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/*
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================
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R_GetSpriteframe
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================
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*/
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mspriteframe_t *R_GetSpriteframe (msprite_t *psprite)
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{
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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pspriteframe = psprite->frames[frame].frameptr;
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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time = (float)(cl.time + currententity->syncbase);
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int)(time / fullinterval)) * fullinterval;
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for (i=0 ; i<(numframes-1) ; i++)
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{
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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#ifdef USEFPM
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mspriteframe_FPM_t *R_GetSpriteframeFPM (msprite_FPM_t *psprite)
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{
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mspritegroup_FPM_t *pspritegroup;
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mspriteframe_FPM_t *pspriteframe;
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int i, numframes, frame;
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fixedpoint_t *pintervals, fullinterval, targettime, time;
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frame = currententityFPM->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
|
|
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
|
|
frame = 0;
|
|
}
|
|
|
|
if (psprite->frames[frame].type == SPR_SINGLE)
|
|
{
|
|
pspriteframe = psprite->frames[frame].frameptr;
|
|
}
|
|
else
|
|
{
|
|
pspritegroup = (mspritegroup_FPM_t *)psprite->frames[frame].frameptr;
|
|
pintervals = pspritegroup->intervals;
|
|
numframes = pspritegroup->numframes;
|
|
fullinterval = pintervals[numframes-1];
|
|
|
|
time = FPM_FROMFLOAT(clFPM.time + currententityFPM->syncbase);
|
|
|
|
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
|
|
// are positive, so we don't have to worry about division by 0
|
|
targettime = FPM_SUB(time, FPM_MUL(FPM_DIV(time, fullinterval), fullinterval));
|
|
|
|
for (i=0 ; i<(numframes-1) ; i++)
|
|
{
|
|
if (pintervals[i] > targettime)
|
|
break;
|
|
}
|
|
|
|
pspriteframe = pspritegroup->frames[i];
|
|
}
|
|
|
|
return pspriteframe;
|
|
}
|
|
#endif //USEFPM
|
|
|
|
/*
|
|
================
|
|
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 = (float)(currententity->angles[ROLL] * (M_PI*2 / 360));
|
|
sr = (float)(sin(angle));
|
|
cr = (float)(cos(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 ();
|
|
}
|
|
|
|
#ifdef USEFPM
|
|
void R_DrawSpriteFPM (void)
|
|
{
|
|
int i;
|
|
msprite_FPM_t *psprite;
|
|
vec3_FPM_t tvec;
|
|
fixedpoint_t dot, angle, sr, cr;
|
|
|
|
psprite = currententityFPM->model->cache.data;
|
|
|
|
r_spritedescFPM.pspriteframe = R_GetSpriteframeFPM (psprite);
|
|
|
|
sprite_width = r_spritedescFPM.pspriteframe->width;
|
|
sprite_height = r_spritedescFPM.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] = -modelorgFPM[0];
|
|
tvec[1] = -modelorgFPM[1];
|
|
tvec[2] = -modelorgFPM[2];
|
|
VectorNormalizeFPM (tvec);
|
|
dot = tvec[2]; // same as DotProduct (tvec, r_spritedesc.vup) because
|
|
// r_spritedesc.vup is 0, 0, 1
|
|
if ((dot > FPM_FROMFLOAT(0.999848)) || (dot < FPM_FROMFLOAT(-0.999848))) // cos(1 degree) = 0.999848
|
|
return;
|
|
r_spritedescFPM.vup[0] = 0;
|
|
r_spritedescFPM.vup[1] = 0;
|
|
r_spritedescFPM.vup[2] = FPM_FROMLONG(1);
|
|
r_spritedescFPM.vright[0] = tvec[1];
|
|
// CrossProduct(r_spritedesc.vup, -modelorg,
|
|
r_spritedescFPM.vright[1] = -tvec[0];
|
|
// r_spritedesc.vright)
|
|
r_spritedescFPM.vright[2] = 0;
|
|
VectorNormalizeFPM (r_spritedescFPM.vright);
|
|
r_spritedescFPM.vpn[0] = -r_spritedescFPM.vright[1];
|
|
r_spritedescFPM.vpn[1] = r_spritedescFPM.vright[0];
|
|
r_spritedescFPM.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_spritedescFPM.vup[i] = vupFPM[i];
|
|
r_spritedescFPM.vright[i] = vrightFPM[i];
|
|
r_spritedescFPM.vpn[i] = vpnFPM[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 = vpnFPM[2]; // same as DotProduct (vpn, r_spritedesc.vup) because
|
|
// r_spritedesc.vup is 0, 0, 1
|
|
if ((dot > FPM_FROMFLOAT(0.999848)) || (dot < FPM_FROMFLOAT(-0.999848))) // cos(1 degree) = 0.999848
|
|
return;
|
|
r_spritedescFPM.vup[0] = 0;
|
|
r_spritedescFPM.vup[1] = 0;
|
|
r_spritedescFPM.vup[2] = FPM_FROMLONG(1);
|
|
r_spritedescFPM.vright[0] = vpnFPM[1];
|
|
// CrossProduct (r_spritedesc.vup, vpn,
|
|
r_spritedescFPM.vright[1] = -vpnFPM[0]; // r_spritedesc.vright)
|
|
r_spritedescFPM.vright[2] = 0;
|
|
VectorNormalizeFPM (r_spritedescFPM.vright);
|
|
r_spritedescFPM.vpn[0] = -r_spritedescFPM.vright[1];
|
|
r_spritedescFPM.vpn[1] = r_spritedescFPM.vright[0];
|
|
r_spritedescFPM.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
|
|
AngleVectorsFPM (currententityFPM->angles, r_spritedescFPM.vpn,
|
|
r_spritedescFPM.vright, r_spritedescFPM.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 = FPM_MUL(currententityFPM->angles[ROLL], FPM_DIV(FPM_PI,FPM_FROMLONG(180)));
|
|
sr = FPM_SIN(angle);
|
|
cr = FPM_COS(angle);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
r_spritedescFPM.vpn[i] = vpnFPM[i];
|
|
r_spritedescFPM.vright[i] = FPM_ADD(FPM_MUL(vrightFPM[i], cr), FPM_MUL(vupFPM[i], sr));
|
|
r_spritedescFPM.vup[i] = FPM_ADD(FPM_MUL(vrightFPM[i], -sr), FPM_MUL(vupFPM[i], cr));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Sys_Error ("R_DrawSprite: Bad sprite type %d", psprite->type);
|
|
}
|
|
|
|
R_RotateSpriteFPM (psprite->beamlength);
|
|
|
|
R_SetupAndDrawSpriteFPM ();
|
|
}
|
|
#endif //USEFPM
|