quakespasm/Quake/r_sprite.c
sezero 572e94ecdb chase.c, cl_input.c, cl_parse.c, client.h, common.c, common.h, console.h,
cvar.h, draw.h, gl_draw.c, gl_fog.c, gl_mesh.c, gl_model.c, gl_model.h,
gl_rmain.c, gl_rmisc.c, gl_screen.c, gl_sky.c, gl_texmgr.c, glquake.h,
host.c, keys.c, keys.h, main.c, menu.c, menu.h, pr_cmds.c, quakedef.h,
r_alias.c, r_brush.c, r_part.c, r_sprite.c, r_world.c, sbar.c, sbar.h,
screen.h, snd_dma.c, snd_mem.c, snd_mix.c, sv_main.c, sys_sdl.c, vid.h,
view.h, world.c, world.h:  Loads of warning fixes about missing function
prototypes, missing parens around &, missing braces leading to ambiguous
else statements and unused and uninitialized variables. There are still a
couple of unitialised variables here and there, but not much. The warnings
about strict aliasing violations need taking care of.


git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@21 af15c1b1-3010-417e-b628-4374ebc0bcbd
2010-02-16 12:01:07 +00:00

181 lines
4.8 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
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.
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.
See the GNU General Public License for more details.
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.
*/
//r_sprite.c -- sprite model rendering
#include "quakedef.h"
/*
================
R_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
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_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->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 = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel -- johnfitz -- rewritten: now supports all orientations
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point, v_forward, v_right, v_up;
msprite_t *psprite;
mspriteframe_t *frame;
float *s_up, *s_right;
float angle, sr, cr;
//TODO: frustum cull it?
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
switch(psprite->type)
{
case SPR_VP_PARALLEL_UPRIGHT: //faces view plane, up is towards the heavens
v_up[0] = 0;
v_up[1] = 0;
v_up[2] = 1;
s_up = v_up;
s_right = vright;
break;
case SPR_FACING_UPRIGHT: //faces camera origin, up is towards the heavens
VectorSubtract(currententity->origin, r_origin, v_forward);
v_forward[2] = 0;
VectorNormalizeFast(v_forward);
v_right[0] = v_forward[1];
v_right[1] = -v_forward[0];
v_right[2] = 0;
v_up[0] = 0;
v_up[1] = 0;
v_up[2] = 1;
s_up = v_up;
s_right = v_right;
break;
case SPR_VP_PARALLEL: //faces view plane, up is towards the top of the screen
s_up = vup;
s_right = vright;
break;
case SPR_ORIENTED: //pitch yaw roll are independent of camera
AngleVectors (currententity->angles, v_forward, v_right, v_up);
s_up = v_up;
s_right = v_right;
break;
case SPR_VP_PARALLEL_ORIENTED: //faces view plane, but obeys roll value
angle = currententity->angles[ROLL] * M_PI_DIV_180;
sr = sin(angle);
cr = cos(angle);
v_right[0] = vright[0] * cr + vup[0] * sr;
v_right[1] = vright[1] * cr + vup[1] * sr;
v_right[2] = vright[2] * cr + vup[2] * sr;
v_up[0] = vright[0] * -sr + vup[0] * cr;
v_up[1] = vright[1] * -sr + vup[1] * cr;
v_up[2] = vright[2] * -sr + vup[2] * cr;
s_up = v_up;
s_right = v_right;
break;
default:
return;
}
//johnfitz: offset decals
if (psprite->type == SPR_ORIENTED)
GL_PolygonOffset (OFFSET_DECAL);
glColor3f (1,1,1);
GL_DisableMultitexture();
GL_Bind(frame->gltexture);
glEnable (GL_ALPHA_TEST);
glBegin (GL_TRIANGLE_FAN); //was GL_QUADS, but changed to support r_showtris
glTexCoord2f (0, frame->tmax);
VectorMA (e->origin, frame->down, s_up, point);
VectorMA (point, frame->left, s_right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, s_up, point);
VectorMA (point, frame->left, s_right, point);
glVertex3fv (point);
glTexCoord2f (frame->smax, 0);
VectorMA (e->origin, frame->up, s_up, point);
VectorMA (point, frame->right, s_right, point);
glVertex3fv (point);
glTexCoord2f (frame->smax, frame->tmax);
VectorMA (e->origin, frame->down, s_up, point);
VectorMA (point, frame->right, s_right, point);
glVertex3fv (point);
glEnd ();
glDisable (GL_ALPHA_TEST);
//johnfitz: offset decals
if (psprite->type == SPR_ORIENTED)
GL_PolygonOffset (OFFSET_NONE);
}