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

109 lines
2.8 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 "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)
{
model_t *model = ent->renderer.model;
iqm_t *iqm = (iqm_t *) model->aliashdr;
gliqm_t *gl = (gliqm_t *) iqm->extra_data;
float blend;
iqmframe_t *frame;
int i;
blend = R_IQMGetLerpedFrames (ent, iqm);
frame = R_IQMBlendPalette (iqm, ent->animation.pose1, ent->animation.pose2,
blend, 0, gl->blend_palette, gl->palette_size);
qfglPushMatrix ();
gl_R_RotateForEntity (ent);
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 ();
}