quakeforge/libs/video/renderer/r_sprite.c
Bill Currie 3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00

74 lines
1.9 KiB
C

/*
r_sprite.c
Draw Sprite Model
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
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "r_internal.h"
mspriteframe_t *
R_GetSpriteFrame (const msprite_t *sprite, const animation_t *animation)
{
mspritegroup_t *group;
mspriteframe_t *frame;
int i, numframes, frame_num;
float *intervals, fullinterval, targettime, time;
frame_num = animation->frame;
if ((frame_num >= sprite->numframes) || (frame_num < 0)) {
Sys_Printf ("R_DrawSprite: no such frame %d\n", frame_num);
frame_num = 0;
}
if (sprite->frames[frame_num].type == SPR_SINGLE) {
frame = sprite->frames[frame_num].frame;
} else {
group = sprite->frames[frame_num].group;
intervals = group->intervals;
numframes = group->numframes;
fullinterval = intervals[numframes - 1];
time = vr_data.realtime + animation->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 (intervals[i] > targettime)
break;
}
frame = group->frames[i];
}
return frame;
}