thirtyflightsofloving/renderer/r_sprite.c

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2019-03-13 19:20:07 +00:00
/*
===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
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Quake 2 source code 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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Quake 2 source code 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. 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 Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
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*/
// r_sprite.c -- sprite rendering
// moved from r_main.c
#include "r_local.h"
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
float alpha = 1.0f;
vec2_t texCoord[4];
vec3_t point[4];
dsprite_t *psprite;
dsprframe_t *frame;
float *up, *right;
int i;
// don't even bother culling, because it's just a single
// polygon without a surface cache
psprite = (dsprite_t *)currentmodel->extradata;
e->frame %= psprite->numframes;
frame = &psprite->frames[e->frame];
if (!frame) return;
c_alias_polys += 2;
// normal sprite
up = vup;
right = vright;
if (e->flags & RF_TRANSLUCENT)
alpha = e->alpha;
R_SetVertexRGBScale (true);
// Psychospaz's additive transparency
if ((currententity->flags & RF_TRANS_ADDITIVE) && (alpha != 1.0f))
{
GL_Enable (GL_BLEND);
GL_TexEnv (GL_MODULATE);
GL_Disable (GL_ALPHA_TEST);
GL_DepthMask (false);
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE);
}
else
{
GL_TexEnv (GL_MODULATE);
if (alpha == 1.0f) {
GL_Enable (GL_ALPHA_TEST);
GL_DepthMask (true);
}
else {
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask (false);
GL_Enable (GL_BLEND);
GL_Disable (GL_ALPHA_TEST);
}
}
GL_Bind(currentmodel->skins[0][e->frame]->texnum);
Vector2Set(texCoord[0], 0, 1);
Vector2Set(texCoord[1], 0, 0);
Vector2Set(texCoord[2], 1, 0);
Vector2Set(texCoord[3], 1, 1);
VectorMA (e->origin, -frame->origin_y, up, point[0]);
VectorMA (point[0], -frame->origin_x, right, point[0]);
VectorMA (e->origin, frame->height - frame->origin_y, up, point[1]);
VectorMA (point[1], -frame->origin_x, right, point[1]);
VectorMA (e->origin, frame->height - frame->origin_y, up, point[2]);
VectorMA (point[2], frame->width - frame->origin_x, right, point[2]);
VectorMA (e->origin, -frame->origin_y, up, point[3]);
VectorMA (point[3], frame->width - frame->origin_x, right, point[3]);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], point[i][0], point[i][1], point[i][2]);
VA_SetElem4(colorArray[rb_vertex], 1.0f, 1.0f, 1.0f, alpha);
rb_vertex++;
}
RB_DrawArrays ();
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_TexEnv (GL_REPLACE);
GL_DepthMask (true);
GL_Disable (GL_ALPHA_TEST);
GL_Disable (GL_BLEND);
R_SetVertexRGBScale (false);
RB_DrawMeshTris ();
rb_vertex = rb_index = 0;
}