//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" // tr_QuickSprite.cpp: implementation of the CQuickSpriteSystem class. // ////////////////////////////////////////////////////////////////////// //#include "../server/exe_headers.h" #include "tr_local.h" #include "tr_QuickSprite.h" void R_BindAnimatedImage( textureBundle_t *bundle ); ////////////////////////////////////////////////////////////////////// // Singleton System ////////////////////////////////////////////////////////////////////// CQuickSpriteSystem SQuickSprite; ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CQuickSpriteSystem::CQuickSpriteSystem() { int i; for (i=0; iinteger == 2 && mFogIndex == tr.world->globalFog) { //enable hardware fog when we draw this thing if applicable -rww fog_t *fog = tr.world->fogs + mFogIndex; #ifdef _XBOX qglFogi(GL_FOG_MODE, GL_EXP2); #else qglFogf(GL_FOG_MODE, GL_EXP2); #endif qglFogf(GL_FOG_DENSITY, logtestExp2 / fog->parms.depthForOpaque); qglFogfv(GL_FOG_COLOR, fog->parms.color); qglEnable(GL_FOG); } */ //this should not be needed, since I just wait to disable fog for the surface til after surface sprites are done // // render the main pass // R_BindAnimatedImage( mTexBundle ); GL_State(mGLStateBits); // // set arrays and lock // qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY); qglEnableClientState( GL_COLOR_ARRAY); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors ); qglVertexPointer (3, GL_FLOAT, 16, mVerts); if ( qglLockArraysEXT ) { qglLockArraysEXT(0, mNextVert); GLimp_LogComment( "glLockArraysEXT\n" ); } qglDrawArrays(GL_QUADS, 0, mNextVert); backEnd.pc.c_vertexes += mNextVert; backEnd.pc.c_indexes += mNextVert; backEnd.pc.c_totalIndexes += mNextVert; //only for software fog pass (global soft/volumetric) -rww if (mUseFog && (r_drawfog->integer != 2 || mFogIndex != tr.world->globalFog)) { fog_t *fog = tr.world->fogs + mFogIndex; // // render the fog pass // GL_Bind( tr.fogImage ); GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); // // set arrays and lock // qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords); // qglEnableClientState( GL_TEXTURE_COORD_ARRAY); // Done above qglDisableClientState( GL_COLOR_ARRAY ); qglColor4ubv((GLubyte *)&fog->colorInt); // qglVertexPointer (3, GL_FLOAT, 16, mVerts); // Done above qglDrawArrays(GL_QUADS, 0, mNextVert); // Second pass from fog backEnd.pc.c_totalIndexes += mNextVert; } // // unlock arrays // if (qglUnlockArraysEXT) { qglUnlockArraysEXT(); GLimp_LogComment( "glUnlockArraysEXT\n" ); } mNextVert=0; } void CQuickSpriteSystem::StartGroup(textureBundle_t *bundle, unsigned long glbits, int fogIndex ) { mNextVert = 0; mTexBundle = bundle; mGLStateBits = glbits; if (fogIndex != -1) { mUseFog = qtrue; mFogIndex = fogIndex; } else { mUseFog = qfalse; } qglDisable(GL_CULL_FACE); } void CQuickSpriteSystem::EndGroup(void) { Flush(); qglColor4ub(255,255,255,255); qglEnable(GL_CULL_FACE); } void CQuickSpriteSystem::Add(float *pointdata, color4ub_t color, vec2_t fog) { float *curcoord; float *curfogtexcoord; unsigned long *curcolor; if (mNextVert>SHADER_MAX_VERTEXES-4) { Flush(); } curcoord = mVerts[mNextVert]; memcpy(curcoord, pointdata, 4*sizeof(vec4_t)); // Set up color curcolor = &mColors[mNextVert]; *curcolor++ = *(unsigned long *)color; *curcolor++ = *(unsigned long *)color; *curcolor++ = *(unsigned long *)color; *curcolor++ = *(unsigned long *)color; if (fog) { curfogtexcoord = &mFogTextureCoords[mNextVert][0]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; mUseFog=qtrue; } else { mUseFog=qfalse; } mNextVert+=4; }