mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
6a59000846
Renamed "sp2" sprite structs for SP2 to have sp2 in their name.
140 lines
3.7 KiB
C
140 lines
3.7 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// r_sprite.c -- sprite rendering
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// moved from r_main.c
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#include "r_local.h"
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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=================
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R_DrawSpriteModel
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=================
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*/
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void R_DrawSpriteModel (entity_t *e)
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{
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float alpha = 1.0f;
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vec2_t texCoord[4];
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vec3_t point[4];
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dspr2_t *psprite;
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dspr2frame_t *frame;
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float *up, *right;
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int i;
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// don't even bother culling, because it's just a single
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// polygon without a surface cache
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psprite = (dspr2_t *)currentmodel->extradata;
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e->frame %= psprite->numframes;
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frame = &psprite->frames[e->frame];
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if (!frame) return;
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c_alias_polys += 2;
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// normal sprite
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up = vup;
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right = vright;
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if (e->flags & RF_TRANSLUCENT)
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alpha = e->alpha;
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R_SetVertexRGBScale (true);
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// Psychospaz's additive transparency
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if ((currententity->flags & RF_TRANS_ADDITIVE) && (alpha != 1.0f))
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{
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GL_Enable (GL_BLEND);
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GL_TexEnv (GL_MODULATE);
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GL_Disable (GL_ALPHA_TEST);
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GL_DepthMask (false);
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE);
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}
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else
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{
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GL_TexEnv (GL_MODULATE);
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if (alpha == 1.0f) {
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GL_Enable (GL_ALPHA_TEST);
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GL_DepthMask (true);
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}
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else {
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_DepthMask (false);
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GL_Enable (GL_BLEND);
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GL_Disable (GL_ALPHA_TEST);
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}
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}
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GL_Bind(currentmodel->skins[0][e->frame]->texnum);
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Vector2Set(texCoord[0], 0, 1);
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Vector2Set(texCoord[1], 0, 0);
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Vector2Set(texCoord[2], 1, 0);
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Vector2Set(texCoord[3], 1, 1);
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VectorMA (e->origin, -frame->origin_y, up, point[0]);
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VectorMA (point[0], -frame->origin_x, right, point[0]);
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VectorMA (e->origin, frame->height - frame->origin_y, up, point[1]);
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VectorMA (point[1], -frame->origin_x, right, point[1]);
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VectorMA (e->origin, frame->height - frame->origin_y, up, point[2]);
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VectorMA (point[2], frame->width - frame->origin_x, right, point[2]);
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VectorMA (e->origin, -frame->origin_y, up, point[3]);
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VectorMA (point[3], frame->width - frame->origin_x, right, point[3]);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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for (i=0; i<4; i++) {
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VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
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VA_SetElem3(vertexArray[rb_vertex], point[i][0], point[i][1], point[i][2]);
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VA_SetElem4(colorArray[rb_vertex], 1.0f, 1.0f, 1.0f, alpha);
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rb_vertex++;
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}
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RB_DrawArrays ();
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_TexEnv (GL_REPLACE);
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GL_DepthMask (true);
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GL_Disable (GL_ALPHA_TEST);
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GL_Disable (GL_BLEND);
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R_SetVertexRGBScale (false);
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RB_DrawMeshTris ();
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rb_vertex = rb_index = 0;
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}
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