/* 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 #define NH_DEFINE #include "namehack.h" #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/model.h" #include "QF/render.h" #include "QF/sys.h" #include "QF/scene/entity.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "compat.h" #include "r_internal.h" #include "varrays.h" static int sVAsize; static int *sVAindices; varray_t2f_c4ub_v3f_t *gl_spriteVertexArray; void (*gl_R_DrawSpriteModel) (struct entity_s *ent); static void R_DrawSpriteModel_f (entity_t *e) { float modelalpha, color[4]; vec4f_t cameravec = {}; vec4f_t up = {}, right = {}, pn = {}; vec4f_t origin, point; msprite_t *sprite = e->renderer.model->cache.data; mspriteframe_t *frame; origin = Transform_GetWorldPosition (e->transform); cameravec = r_refdef.viewposition - origin; // don't bother culling, it's just a single polygon without a surface cache frame = R_GetSpriteFrame (sprite, &e->animation); if (!R_BillboardFrame (e, sprite->type, &cameravec[0], &up[0], &right[0], &pn[0])) { // the orientation is undefined so can't draw the sprite return; } VectorCopy (e->renderer.colormod, color); modelalpha = color[3] = e->renderer.colormod[3]; if (modelalpha < 1.0) qfglDepthMask (GL_FALSE); qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); qfglBegin (GL_QUADS); qfglColor4fv (color); point = origin + frame->down * up + frame->left * right; qfglTexCoord2f (0, 1); qfglVertex3fv (&point[0]); point = origin + frame->up * up + frame->left * right; qfglTexCoord2f (0, 0); qfglVertex3fv (&point[0]); point = origin + frame->up * up + frame->right * right; qfglTexCoord2f (1, 0); qfglVertex3fv (&point[0]); point = origin + frame->down * up + frame->right * right; qfglTexCoord2f (1, 1); qfglVertex3fv (&point[0]); qfglEnd (); if (modelalpha < 1.0) qfglDepthMask (GL_TRUE); } static void R_DrawSpriteModel_VA_f (entity_t *e) { unsigned char modelalpha, color[4]; vec4f_t up = {}, right = {}; vec4f_t origin, point; int i; // unsigned int vacount; msprite_t *psprite = e->renderer.model->cache.data; mspriteframe_t *frame; varray_t2f_c4ub_v3f_t *VA; VA = gl_spriteVertexArray; // FIXME: Despair // don't bother culling, it's just a single polygon without a surface cache frame = R_GetSpriteFrame (psprite, &e->animation); qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); // FIXME: DESPAIR if (psprite->type == SPR_ORIENTED) { // bullet marks on walls up = Transform_Up (e->transform); right = Transform_Right (e->transform); } else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) { up = (vec4f_t) { 0, 0, 1, 0 }; VectorCopy (vright, right); } else { // normal sprite VectorCopy (vup, up); VectorCopy (vright, right); } for (i = 0; i < 4; i++) { color[i] = e->renderer.colormod[i] * 255; } memcpy (VA[0].color, color, 4); memcpy (VA[1].color, color, 4); memcpy (VA[2].color, color, 4); memcpy (VA[3].color, color, 4); modelalpha = color[3]; if (modelalpha < 255) qfglDepthMask (GL_FALSE); origin = Transform_GetWorldPosition (e->transform); point = origin + frame->down * up + frame->left * right; VectorCopy (point, VA[0].vertex); point = origin + frame->up * up + frame->left * right; VectorCopy (point, VA[1].vertex); point = origin + frame->up * up + frame->right * right; VectorCopy (point, VA[2].vertex); point = origin + frame->down * up + frame->right * right; VectorCopy (point, 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 = gl_spriteVertexArray; // } if (modelalpha < 255) qfglDepthMask (GL_TRUE); } void gl_R_InitSprites (void) { int i; if (r_init) { if (gl_va_capable) { gl_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 (gl_spriteVertexArray) free (gl_spriteVertexArray); gl_spriteVertexArray = (varray_t2f_c4ub_v3f_t *) calloc (sVAsize, sizeof (varray_t2f_c4ub_v3f_t)); qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_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++) { gl_spriteVertexArray[i * 4].texcoord[0] = 0.0; gl_spriteVertexArray[i * 4].texcoord[1] = 1.0; gl_spriteVertexArray[i * 4 + 1].texcoord[0] = 0.0; gl_spriteVertexArray[i * 4 + 1].texcoord[1] = 0.0; gl_spriteVertexArray[i * 4 + 2].texcoord[0] = 1.0; gl_spriteVertexArray[i * 4 + 2].texcoord[1] = 0.0; gl_spriteVertexArray[i * 4 + 3].texcoord[0] = 1.0; gl_spriteVertexArray[i * 4 + 3].texcoord[1] = 1.0; } } else { gl_R_DrawSpriteModel = R_DrawSpriteModel_f; if (gl_spriteVertexArray) { free (gl_spriteVertexArray); gl_spriteVertexArray = 0; } if (sVAindices) { free (sVAindices); sVAindices = 0; } } } }