From 7bf091f4601b1cc917f7beb971cad4a4cc537de4 Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 22 Jan 2008 19:56:33 +0000 Subject: [PATCH] fixed sprites rendering incorrectly in reflections (the view vectors no longer match the actual rendering matrix in the reflection case, fixing such problems) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7994 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 63 ++++++++++++++++++++++++++++++------------------------ view.c | 1 - 2 files changed, 35 insertions(+), 29 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 2b58a2c0..97224e13 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2407,10 +2407,10 @@ static void R_View_SetFrustum(void) { int i; double slopex, slopey; + vec3_t forward, left, up, origin; - // break apart the view matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); - VectorNegate(r_refdef.view.left, r_refdef.view.right); + // we can't trust r_refdef.view.forward and friends in reflected scenes + Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin); #if 0 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x; @@ -2478,11 +2478,11 @@ static void R_View_SetFrustum(void) { slopex = 1.0 / r_refdef.view.frustum_x; slopey = 1.0 / r_refdef.view.frustum_y; - VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal); - VectorMA(r_refdef.view.forward, slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal); - VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up , r_refdef.view.frustum[2].normal); - VectorMA(r_refdef.view.forward, slopey, r_refdef.view.up , r_refdef.view.frustum[3].normal); - VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal); + VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal); + VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal); + VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal); + VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal); + VectorCopy(forward, r_refdef.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 @@ -2493,10 +2493,10 @@ static void R_View_SetFrustum(void) VectorNormalize(r_refdef.view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling - VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]); - VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]); - VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]); - VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]); r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal); r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal); @@ -2506,11 +2506,11 @@ static void R_View_SetFrustum(void) } else { - VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal); - VectorScale(r_refdef.view.left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal); - VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal); - VectorScale(r_refdef.view.up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal); - VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal); + VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal); + VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal); + VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal); + VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal); + VectorCopy(forward, r_refdef.view.frustum[4].normal); r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x; r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x; r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y; @@ -2533,27 +2533,27 @@ static void R_View_SetFrustum(void) // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees - //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2)); + //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2)); //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2)); + //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2)); //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2)); + //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2)); //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2)); + //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2)); //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane - //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal); + //VectorCopy(forward, r_refdef.view.frustum[4].normal); //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } @@ -2895,6 +2895,8 @@ static void R_Water_ProcessPlanes(void) { // render reflected scene and copy into texture Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems) + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); r_refdef.view.clipplane = p->plane; // reverse the cullface settings for this render r_refdef.view.cullface_front = GL_FRONT; @@ -3423,6 +3425,14 @@ void R_RenderView(void) r_refdef.view.colorscale = r_hdr_scenebrightness.value; + // break apart the view matrix into vectors for various purposes + // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong + // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc + Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); + VectorNegate(r_refdef.view.left, r_refdef.view.right); + // make an inverted copy of the view matrix for tracking sprites + Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); + R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); @@ -3468,7 +3478,6 @@ static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); void R_RenderScene(qboolean addwaterplanes) { - Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); R_UpdateFogColor(); if (addwaterplanes) @@ -3922,6 +3931,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ } else GL_CullFace(r_refdef.view.cullface_back); + GL_CullFace(GL_NONE); GL_DepthMask(false); GL_DepthRange(0, depthshort ? 0.0625 : 1); @@ -4194,19 +4204,16 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (ent->flags & RENDER_VIEWMODEL) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; + if (t->backgroundnumskinframes) + t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; if (t->currentmaterialflags & MATERIALFLAG_BLENDED) { if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)) t->currentmaterialflags &= ~MATERIALFLAG_BLENDED; } else - { - if (t->backgroundnumskinframes) - t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER); - } - // make sure that the waterscroll matrix is used on water surfaces when // there is no tcmod if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; diff --git a/view.c b/view.c index a3f684f2..da9d6b1d 100644 --- a/view.c +++ b/view.c @@ -549,7 +549,6 @@ void V_CalcRefdef (void) Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); VectorCopy(viewangles, cl.csqc_angles); - Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); } } } -- 2.39.2