quakeforge/libs/video/renderer/gl/gl_mod_sprite.c
Bill Currie 35eec0b2e5 [ecs] Implement hierarchies as components
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).
2024-01-02 16:38:01 +09:00

244 lines
6.5 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)
{
renderer_t *renderer = Ent_GetComponent (e.id, e.base + scene_renderer, e.reg);
msprite_t *sprite = renderer->model->cache.data;
float modelalpha, color[4];
vec4f_t cameravec = {};
vec4f_t up = {}, right = {}, pn = {};
vec4f_t origin, point;
mspriteframe_t *frame;
transform_t transform = Entity_Transform (e);
origin = Transform_GetWorldPosition (transform);
cameravec = r_refdef.frame.position - origin;
// don't bother culling, it's just a single polygon without a surface cache
animation_t *animation = Ent_GetComponent (e.id, e.base + scene_animation, e.reg);
frame = R_GetSpriteFrame (sprite, animation);
if (!R_BillboardFrame (transform, sprite->type, cameravec,
&up, &right, &pn)) {
// the orientation is undefined so can't draw the sprite
return;
}
VectorCopy (renderer->colormod, color);
modelalpha = color[3] = 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 ((vec_t*)&point);//FIXME
point = origin + frame->up * up + frame->left * right;
qfglTexCoord2f (0, 0);
qfglVertex3fv ((vec_t*)&point);//FIXME
point = origin + frame->up * up + frame->right * right;
qfglTexCoord2f (1, 0);
qfglVertex3fv ((vec_t*)&point);//FIXME
point = origin + frame->down * up + frame->right * right;
qfglTexCoord2f (1, 1);
qfglVertex3fv ((vec_t*)&point);//FIXME
qfglEnd ();
if (modelalpha < 1.0)
qfglDepthMask (GL_TRUE);
}
static void
R_DrawSpriteModel_VA_f (entity_t e)
{
renderer_t *renderer = Ent_GetComponent (e.id, e.base + scene_renderer, e.reg);
msprite_t *psprite = renderer->model->cache.data;
unsigned char modelalpha, color[4];
vec4f_t up = {}, right = {};
vec4f_t origin, point;
int i;
// unsigned int vacount;
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
animation_t *animation = Ent_GetComponent (e.id, e.base + scene_animation, e.reg);
frame = R_GetSpriteFrame (psprite, animation);
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); // FIXME: DESPAIR
transform_t transform = Entity_Transform (e);
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
up = Transform_Up (transform);
right = Transform_Right (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] = 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 (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;
}
}
}
}