jedioutcast/code/renderer/tr_quicksprite.cpp

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// tr_QuickSprite.cpp: implementation of the CQuickSpriteSystem class.
//
//////////////////////////////////////////////////////////////////////
#include "../server/exe_headers.h"
#include "tr_QuickSprite.h"
extern void R_BindAnimatedImage( const textureBundle_t *bundle );
//////////////////////////////////////////////////////////////////////
// Singleton System
//////////////////////////////////////////////////////////////////////
CQuickSpriteSystem SQuickSprite;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CQuickSpriteSystem::CQuickSpriteSystem()
{
int i;
for (i = 0; i < SHADER_MAX_VERTEXES; i += 4)
{
// Bottom right
mTextureCoords[i + 0][0] = 1.0;
mTextureCoords[i + 0][1] = 1.0;
// Top right
mTextureCoords[i + 1][0] = 1.0;
mTextureCoords[i + 1][1] = 0.0;
// Top left
mTextureCoords[i + 2][0] = 0.0;
mTextureCoords[i + 2][1] = 0.0;
// Bottom left
mTextureCoords[i + 3][0] = 0.0;
mTextureCoords[i + 3][1] = 1.0;
}
}
CQuickSpriteSystem::~CQuickSpriteSystem()
{
}
void CQuickSpriteSystem::Flush(void)
{
if (mNextVert==0)
{
return;
}
//
// render the main pass
//
R_BindAnimatedImage( mTexBundle );
GL_State(mGLStateBits);
//
// set arrays and lock
//
qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
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qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords );
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qglEnableClientState( GL_COLOR_ARRAY);
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors );
qglVertexPointer (3, GL_FLOAT, 16, mVerts);
if ( qglLockArraysEXT )
{
qglLockArraysEXT(0, mNextVert);
GLimp_LogComment( "glLockArraysEXT\n" );
}
qglDrawArrays(GL_QUADS, 0, mNextVert);
backEnd.pc.c_vertexes += mNextVert;
backEnd.pc.c_indexes += mNextVert;
backEnd.pc.c_totalIndexes += mNextVert;
if (mUseFog)
{
//
// render the fog pass
//
GL_Bind( tr.fogImage );
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
//
// set arrays and lock
//
qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords);
// qglEnableClientState( GL_TEXTURE_COORD_ARRAY); // Done above
qglDisableClientState( GL_COLOR_ARRAY );
qglColor4ubv((GLubyte *)&mFogColor);
// qglVertexPointer (3, GL_FLOAT, 16, mVerts); // Done above
qglDrawArrays(GL_QUADS, 0, mNextVert);
// Second pass from fog
backEnd.pc.c_totalIndexes += mNextVert;
}
//
// unlock arrays
//
if (qglUnlockArraysEXT)
{
qglUnlockArraysEXT();
GLimp_LogComment( "glUnlockArraysEXT\n" );
}
mNextVert=0;
}
void CQuickSpriteSystem::StartGroup(textureBundle_t *bundle, unsigned long glbits, unsigned long fogcolor )
{
mNextVert = 0;
mTexBundle = bundle;
mGLStateBits = glbits;
if (fogcolor)
{
mUseFog = qtrue;
mFogColor = fogcolor;
}
else
{
mUseFog = qfalse;
}
qglDisable(GL_CULL_FACE);
}
void CQuickSpriteSystem::EndGroup(void)
{
Flush();
qglColor4ub(255,255,255,255);
qglEnable(GL_CULL_FACE);
}
void CQuickSpriteSystem::Add(float *pointdata, color4ub_t color, vec2_t fog)
{
float *curcoord;
float *curfogtexcoord;
unsigned long *curcolor;
if (mNextVert>SHADER_MAX_VERTEXES-4)
{
Flush();
}
curcoord = mVerts[mNextVert];
memcpy(curcoord, pointdata, 4*sizeof(vec4_t));
// Set up color
curcolor = &mColors[mNextVert];
*curcolor++ = *(unsigned long *)color;
*curcolor++ = *(unsigned long *)color;
*curcolor++ = *(unsigned long *)color;
*curcolor++ = *(unsigned long *)color;
if (fog)
{
curfogtexcoord = &mFogTextureCoords[mNextVert][0];
*curfogtexcoord++ = fog[0];
*curfogtexcoord++ = fog[1];
*curfogtexcoord++ = fog[0];
*curfogtexcoord++ = fog[1];
*curfogtexcoord++ = fog[0];
*curfogtexcoord++ = fog[1];
*curfogtexcoord++ = fog[0];
*curfogtexcoord++ = fog[1];
mUseFog=qtrue;
}
else
{
mUseFog=qfalse;
}
mNextVert+=4;
}