quakeforge/libs/video/renderer/gl/gl_mod_sprite.c

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/*
gl_mod_sprite.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/locs.h"
#include "QF/mathlib.h"
#include "QF/qargs.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_screen.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_local.h"
#include "view.h"
static mspriteframe_t *
R_GetSpriteFrame (entity_t *currententity)
{
float fullinterval, targettime, time;
float *pintervals;
int frame, numframes, i;
msprite_t *psprite;
mspriteframe_t *pspriteframe;
mspritegroup_t *pspritegroup;
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 = r_realtime + 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;
}
void
R_DrawSpriteModel (entity_t *e)
{
float *up, *right;
msprite_t *psprite;
mspriteframe_t *frame;
vec3_t point, v_forward, v_right, v_up;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
} else { // normal sprite
up = vup;
right = vright;
}
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
qfglVertex3fv (point);
qfglEnd ();
}