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https://git.code.sf.net/p/quake/quakeforge
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3c86764eb2
I meant to do this a while ago but forgot about it. Things are a bit of a mess in that the renderer knows too much about entities, but eventually the renderer will know about only things to render (meshes, particles, etc).
74 lines
1.9 KiB
C
74 lines
1.9 KiB
C
/*
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r_sprite.c
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Draw Sprite Model
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "r_internal.h"
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mspriteframe_t *
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R_GetSpriteFrame (const msprite_t *sprite, const animation_t *animation)
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{
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mspritegroup_t *group;
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mspriteframe_t *frame;
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int i, numframes, frame_num;
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float *intervals, fullinterval, targettime, time;
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frame_num = animation->frame;
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if ((frame_num >= sprite->numframes) || (frame_num < 0)) {
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Sys_Printf ("R_DrawSprite: no such frame %d\n", frame_num);
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frame_num = 0;
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}
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if (sprite->frames[frame_num].type == SPR_SINGLE) {
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frame = sprite->frames[frame_num].frame;
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} else {
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group = sprite->frames[frame_num].group;
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intervals = group->intervals;
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numframes = group->numframes;
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fullinterval = intervals[numframes - 1];
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time = vr_data.realtime + animation->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval
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// values are positive, so we don't have to worry about division by 0
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targettime = time - ((int) (time / fullinterval)) * fullinterval;
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for (i = 0; i < (numframes - 1); i++) {
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if (intervals[i] > targettime)
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break;
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}
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frame = group->frames[i];
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}
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return frame;
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}
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