mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
299 lines
7.4 KiB
C
299 lines
7.4 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
|
|
|
|
static __attribute__ ((used)) const char rcsid[] =
|
|
"$Id$";
|
|
|
|
#ifdef HAVE_STRING_H
|
|
# include <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#endif
|
|
|
|
#include "QF/GL/defines.h"
|
|
#include "QF/GL/funcs.h"
|
|
|
|
#include "QF/model.h"
|
|
#include "QF/render.h"
|
|
#include "QF/sys.h"
|
|
|
|
#include "compat.h"
|
|
#include "r_local.h"
|
|
#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_DPrintf ("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)
|
|
{
|
|
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);
|
|
psprite = e->model->cache.data;
|
|
|
|
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);
|
|
}
|
|
|
|
VectorCopy (e->colormod, color);
|
|
modelalpha = color[3] = e->colormod[3];
|
|
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 ();
|
|
|
|
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_DPrintf ("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;
|
|
}
|
|
}
|
|
}
|
|
}
|