quakeforge/libs/video/renderer/gl/gl_mod_sprite.c
Bill Currie db7f8a461e [ecs] Move ECS core into its own library
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
2022-10-26 17:24:03 +09:00

244 lines
6.4 KiB
C

/*
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#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 "QF/GL/qf_sprite.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)
{
renderer_t *renderer = Ent_GetComponent (e.id, scene_renderer, e.reg);
msprite_t *sprite = renderer->model->cache.data;
float modelalpha, color[4];
vec4f_t cameravec = {};
vec4f_t up = {}, right = {}, pn = {};
vec4f_t origin, point;
mspriteframe_t *frame;
transform_t transform = Entity_Transform (e);
origin = Transform_GetWorldPosition (transform);
cameravec = r_refdef.frame.position - origin;
// don't bother culling, it's just a single polygon without a surface cache
animation_t *animation = Ent_GetComponent (e.id, scene_animation, e.reg);
frame = R_GetSpriteFrame (sprite, animation);
if (!R_BillboardFrame (transform, sprite->type, cameravec,
&up, &right, &pn)) {
// the orientation is undefined so can't draw the sprite
return;
}
VectorCopy (renderer->colormod, color);
modelalpha = color[3] = 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 ((vec_t*)&point);//FIXME
point = origin + frame->up * up + frame->left * right;
qfglTexCoord2f (0, 0);
qfglVertex3fv ((vec_t*)&point);//FIXME
point = origin + frame->up * up + frame->right * right;
qfglTexCoord2f (1, 0);
qfglVertex3fv ((vec_t*)&point);//FIXME
point = origin + frame->down * up + frame->right * right;
qfglTexCoord2f (1, 1);
qfglVertex3fv ((vec_t*)&point);//FIXME
qfglEnd ();
if (modelalpha < 1.0)
qfglDepthMask (GL_TRUE);
}
static void
R_DrawSpriteModel_VA_f (entity_t e)
{
renderer_t *renderer = Ent_GetComponent (e.id, scene_renderer, e.reg);
msprite_t *psprite = renderer->model->cache.data;
unsigned char modelalpha, color[4];
vec4f_t up = {}, right = {};
vec4f_t origin, point;
int i;
// unsigned int vacount;
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
animation_t *animation = Ent_GetComponent (e.id, scene_animation, e.reg);
frame = R_GetSpriteFrame (psprite, animation);
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); // FIXME: DESPAIR
transform_t transform = Entity_Transform (e);
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
up = Transform_Up (transform);
right = Transform_Right (transform);
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
up = (vec4f_t) { 0, 0, 1, 0 };
VectorCopy (r_refdef.frame.right, right);
} else { // normal sprite
VectorCopy (r_refdef.frame.up, up);
VectorCopy (r_refdef.frame.right, right);
}
for (i = 0; i < 4; i++) {
color[i] = 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 (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;
}
}
}
}