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https://git.code.sf.net/p/quake/quakeforge
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The main goal of this change was to make it easier to tell when a hierarchy has been deleted, but as a side benefit, it got rid of the use of PR_RESMAP. Also, it's easy to track the number of hierarchies. Unfortunately, it showed how brittle the component side of the ECS is (scene and canvas registries assumed their components were the first (no long the case), thus the sweeping changes). Centerprint doesn't work (but it hasn't for a while).
114 lines
3.1 KiB
C
114 lines
3.1 KiB
C
/*
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gl_mod_iqm.c
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GL IQM rendering
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/5/17
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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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_iqm.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/scene/entity.h"
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#include "r_internal.h"
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//FIXME this is really lame: normals are ignored. also, it could be
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//faster
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static void
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gl_draw_iqm_frame (iqm_t *iqm, gliqm_t *gl, iqmframe_t *frame, iqmmesh *mesh)
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{
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byte *vert;
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uint32_t i, j;
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qfglBegin (GL_TRIANGLES);
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for (i = 0; i < mesh->num_triangles; i++) {
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int vind = (mesh->first_triangle + i) * 3;
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for (j = 0; j < 3; j++) {
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vert = iqm->vertices + iqm->elements[vind + j] * iqm->stride;
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if (gl->texcoord)
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qfglTexCoord2fv ((float *) (vert + gl->texcoord->offset));
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if (gl->color)
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qfglColor4bv ((GLbyte *) (vert + gl->color->offset));
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if (gl->bindices) {
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vec3_t position;
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uint32_t bind = *(uint32_t *) (vert + gl->bindices->offset);
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vec_t *f = (vec_t *) &frame[bind];
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float *v = (float *) (vert + gl->position->offset);
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Mat4MultVec (f, v, position);
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qfglVertex3fv (position);
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} else {
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qfglVertex3fv ((float *) (vert + gl->position->offset));
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}
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}
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}
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qfglEnd ();
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}
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void
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gl_R_DrawIQMModel (entity_t ent)
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{
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renderer_t *renderer = Ent_GetComponent (ent.id, ent.base + scene_renderer, ent.reg);
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model_t *model = renderer->model;
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iqm_t *iqm = (iqm_t *) model->aliashdr;
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gliqm_t *gl = (gliqm_t *) iqm->extra_data;
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float blend;
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iqmframe_t *frame;
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int i;
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animation_t *animation = Ent_GetComponent (ent.id, ent.base + scene_animation,
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ent.reg);
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blend = R_IQMGetLerpedFrames (animation, iqm);
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frame = R_IQMBlendPalette (iqm, animation->pose1, animation->pose2,
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blend, 0, gl->blend_palette, gl->palette_size);
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qfglPushMatrix ();
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transform_t transform = Entity_Transform (ent);
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gl_R_RotateForEntity (Transform_GetWorldMatrixPtr (transform));
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for (i = 0; i < iqm->num_meshes; i++) {
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qfglBindTexture (GL_TEXTURE_2D, gl->textures[i]);
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gl_draw_iqm_frame (iqm, gl, frame, &iqm->meshes[i]);
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}
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qfglPopMatrix ();
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}
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