quakeforge/libs/video/renderer/gl/gl_mod_iqm.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

114 lines
3.1 KiB
C

/*
gl_mod_iqm.c
GL IQM rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/5/17
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 <stdlib.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_iqm.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_vid.h"
#include "QF/scene/entity.h"
#include "r_internal.h"
//FIXME this is really lame: normals are ignored. also, it could be
//faster
static void
gl_draw_iqm_frame (iqm_t *iqm, gliqm_t *gl, iqmframe_t *frame, iqmmesh *mesh)
{
byte *vert;
uint32_t i, j;
qfglBegin (GL_TRIANGLES);
for (i = 0; i < mesh->num_triangles; i++) {
int vind = (mesh->first_triangle + i) * 3;
for (j = 0; j < 3; j++) {
vert = iqm->vertices + iqm->elements[vind + j] * iqm->stride;
if (gl->texcoord)
qfglTexCoord2fv ((float *) (vert + gl->texcoord->offset));
if (gl->color)
qfglColor4bv ((GLbyte *) (vert + gl->color->offset));
if (gl->bindices) {
vec3_t position;
uint32_t bind = *(uint32_t *) (vert + gl->bindices->offset);
vec_t *f = (vec_t *) &frame[bind];
float *v = (float *) (vert + gl->position->offset);
Mat4MultVec (f, v, position);
qfglVertex3fv (position);
} else {
qfglVertex3fv ((float *) (vert + gl->position->offset));
}
}
}
qfglEnd ();
}
void
gl_R_DrawIQMModel (entity_t ent)
{
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
model_t *model = renderer->model;
iqm_t *iqm = (iqm_t *) model->aliashdr;
gliqm_t *gl = (gliqm_t *) iqm->extra_data;
float blend;
iqmframe_t *frame;
int i;
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
ent.reg);
blend = R_IQMGetLerpedFrames (animation, iqm);
frame = R_IQMBlendPalette (iqm, animation->pose1, animation->pose2,
blend, 0, gl->blend_palette, gl->palette_size);
qfglPushMatrix ();
transform_t transform = Entity_Transform (ent);
gl_R_RotateForEntity (Transform_GetWorldMatrixPtr (transform));
for (i = 0; i < iqm->num_meshes; i++) {
qfglBindTexture (GL_TEXTURE_2D, gl->textures[i]);
gl_draw_iqm_frame (iqm, gl, frame, &iqm->meshes[i]);
}
qfglPopMatrix ();
}