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

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/*
gl_mod_sprite.c
sprite model rendering
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
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#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
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#include "QF/model.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "compat.h"
#include "r_local.h"
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#include "r_shared.h"
#include "varrays.h"
int sVAsize;
int *sVAindices;
float *spriteVertices;
float *spriteTexCoords;
float *spriteColors;
varray_t2f_c4ub_v3f_t *spriteVertexArray;
void (*R_DrawSpriteModel) (struct entity_s *ent);
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)) {
Sys_MaskPrintf (SYS_DEV, "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;
}
static void
R_DrawSpriteModel_f (entity_t *e)
{
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float modelalpha, color[4];
float *up, *right;
msprite_t *psprite;
mspriteframe_t *frame;
vec3_t point, point1, point2, v_forward, v_right, v_up;
// don't bother culling, it's just a single polygon without a surface cache
frame = R_GetSpriteFrame (e);
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psprite = e->model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
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AngleVectors (e->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
v_up[0] = 0;
v_up[1] = 0;
v_up[2] = 1;
up = v_up;
right = vright;
} else { // normal sprite
up = vup;
right = vright;
}
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if (e->scale != 1.0) {
VectorScale (up, e->scale, up);
VectorScale (right, e->scale, right);
}
VectorCopy (e->colormod, color);
modelalpha = color[3] = e->colormod[3];
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if (modelalpha < 1.0)
qfglDepthMask (GL_FALSE);
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
qfglBegin (GL_QUADS);
qfglColor4fv (color);
qfglTexCoord2f (0, 1);
VectorMultAdd (e->origin, frame->down, up, point1);
VectorMultAdd (point1, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (0, 0);
VectorMultAdd (e->origin, frame->up, up, point2);
VectorMultAdd (point2, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 0);
VectorMultAdd (point2, frame->right, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 1);
VectorMultAdd (point1, frame->right, right, point);
qfglVertex3fv (point);
qfglEnd ();
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if (modelalpha < 1.0)
qfglDepthMask (GL_TRUE);
}
static void
R_DrawSpriteModel_VA_f (entity_t *e)
{
unsigned char modelalpha, color[4];
float *up, *right;
int i;
// unsigned int vacount;
msprite_t *psprite;
mspriteframe_t *frame;
vec3_t point1, point2, v_forward, v_right, v_up;
varray_t2f_c4ub_v3f_t *VA;
VA = spriteVertexArray; // FIXME: Despair
// don't bother culling, it's just a single polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = e->model->cache.data;
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); // FIXME: DESPAIR
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
AngleVectors (e->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
v_up[0] = 0;
v_up[1] = 0;
v_up[2] = 1;
up = v_up;
right = vright;
} else { // normal sprite
up = vup;
right = vright;
}
if (e->scale != 1.0) {
VectorScale (up, e->scale, up);
VectorScale (right, e->scale, right);
}
for (i = 0; i < 4; i++)
color[i] = e->colormod[i] * 255;
memcpy (VA[0].color, color, 4);
modelalpha = color[3];
if (modelalpha < 255)
qfglDepthMask (GL_FALSE);
VectorMultAdd (e->origin, frame->down, up, point1);
VectorMultAdd (point1, frame->left, right, VA[0].vertex);
memcpy (VA[1].color, color, 4);
VectorMultAdd (e->origin, frame->up, up, point2);
VectorMultAdd (point2, frame->left, right, VA[1].vertex);
memcpy (VA[2].color, color, 4);
VectorMultAdd (point2, frame->right, right, VA[2].vertex);
memcpy (VA[3].color, color, 4);
VectorMultAdd (point1, frame->right, right, VA[3].vertex);
// VA += 4;
// vacount += 4;
// if (vacount + 4 > sVAsize) {
// qfglDrawElements (GL_QUADS, vacount, GL_UNSIGNED_INT, sVAindices);
qfglDrawElements (GL_QUADS, 4, GL_UNSIGNED_INT, sVAindices);
// vacount = 0;
// VA = spriteVertexArray;
// }
if (modelalpha < 255)
qfglDepthMask (GL_TRUE);
}
void
R_InitSprites (void)
{
int i;
if (r_init) {
if (gl_va_capable) { // 0 == gl_va_capable
R_DrawSpriteModel = R_DrawSpriteModel_VA_f;
#if 0
if (vaelements > 3)
sVAsize = min (vaelements - (vaelements % 4), 512);
else
sVAsize = 512;
#else
sVAsize = 4;
#endif
Sys_MaskPrintf (SYS_DEV, "Sprites: %i maximum vertex elements.\n",
sVAsize);
if (spriteVertexArray)
free (spriteVertexArray);
spriteVertexArray = (varray_t2f_c4ub_v3f_t *)
calloc (sVAsize, sizeof (varray_t2f_c4ub_v3f_t));
qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, spriteVertexArray);
if (sVAindices)
free (sVAindices);
sVAindices = (int *) calloc (sVAsize, sizeof (int));
for (i = 0; i < sVAsize; i++)
sVAindices[i] = i;
for (i = 0; i < sVAsize / 4; i++) {
spriteVertexArray[i * 4].texcoord[0] = 0.0;
spriteVertexArray[i * 4].texcoord[1] = 1.0;
spriteVertexArray[i * 4 + 1].texcoord[0] = 0.0;
spriteVertexArray[i * 4 + 1].texcoord[1] = 0.0;
spriteVertexArray[i * 4 + 2].texcoord[0] = 1.0;
spriteVertexArray[i * 4 + 2].texcoord[1] = 0.0;
spriteVertexArray[i * 4 + 3].texcoord[0] = 1.0;
spriteVertexArray[i * 4 + 3].texcoord[1] = 1.0;
}
} else {
R_DrawSpriteModel = R_DrawSpriteModel_f;
if (spriteVertexArray) {
free (spriteVertexArray);
spriteVertexArray = 0;
}
if (sVAindices) {
free (sVAindices);
sVAindices = 0;
}
}
}
}