quakeforge/libs/video/renderer/gl/gl_mod_sprite.c
Bill Currie 56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00

238 lines
6 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)
{
float modelalpha, color[4];
vec4f_t cameravec = {};
vec4f_t up = {}, right = {}, pn = {};
vec4f_t origin, point;
msprite_t *sprite = e->renderer.model->cache.data;
mspriteframe_t *frame;
origin = Transform_GetWorldPosition (e->transform);
cameravec = r_refdef.frame.position - origin;
// don't bother culling, it's just a single polygon without a surface cache
frame = R_GetSpriteFrame (sprite, &e->animation);
if (!R_BillboardFrame (e, sprite->type, &cameravec[0],
&up[0], &right[0], &pn[0])) {
// the orientation is undefined so can't draw the sprite
return;
}
VectorCopy (e->renderer.colormod, color);
modelalpha = color[3] = e->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 (&point[0]);
point = origin + frame->up * up + frame->left * right;
qfglTexCoord2f (0, 0);
qfglVertex3fv (&point[0]);
point = origin + frame->up * up + frame->right * right;
qfglTexCoord2f (1, 0);
qfglVertex3fv (&point[0]);
point = origin + frame->down * up + frame->right * right;
qfglTexCoord2f (1, 1);
qfglVertex3fv (&point[0]);
qfglEnd ();
if (modelalpha < 1.0)
qfglDepthMask (GL_TRUE);
}
static void
R_DrawSpriteModel_VA_f (entity_t *e)
{
unsigned char modelalpha, color[4];
vec4f_t up = {}, right = {};
vec4f_t origin, point;
int i;
// unsigned int vacount;
msprite_t *psprite = e->renderer.model->cache.data;
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
frame = R_GetSpriteFrame (psprite, &e->animation);
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); // FIXME: DESPAIR
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
up = Transform_Up (e->transform);
right = Transform_Right (e->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] = e->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 (e->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;
}
}
}
}