/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
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, see .
===========================================================================
*/
// 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() :
mTexBundle(NULL),
mGLStateBits(0),
mFogIndex(-1),
mUseFog(qfalse),
mNextVert(0)
{
int i;
memset( mVerts, 0, sizeof( mVerts ) );
memset( mFogTextureCoords, 0, sizeof( mFogTextureCoords ) );
memset( mColors, 0, sizeof( mColors ) );
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)
{
}
void CQuickSpriteSystem::Flush(void)
{
if (mNextVert==0)
{
return;
}
/*
if (mUseFog && r_drawfog->integer == 2 &&
mFogIndex == tr.world->globalFog)
{ //enable hardware fog when we draw this thing if applicable -rww
fog_t *fog = tr.world->fogs + mFogIndex;
qglFogf(GL_FOG_MODE, GL_EXP2);
qglFogf(GL_FOG_DENSITY, logtestExp2 / fog->parms.depthForOpaque);
qglFogfv(GL_FOG_COLOR, fog->parms.color);
qglEnable(GL_FOG);
}
*/
//this should not be needed, since I just wait to disable fog for the surface til after surface sprites are done
//
// render the main pass
//
R_BindAnimatedImage( mTexBundle );
GL_State(mGLStateBits);
//
// set arrays and lock
//
#ifdef HAVE_GLES
unsigned short indexes[(mNextVert/2)*3];
int idx;
// split TRIANGLE_FAN in 2 TRIANGLES
qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
qglEnableClientState( GL_COLOR_ARRAY);
/*for (int i=0; iinteger != 2 || mFogIndex != tr.world->globalFog))
#endif
{
fog_t *fog = tr.world->fogs + mFogIndex;
//
// 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
//
#ifdef HAVE_GLES
qglDisableClientState( GL_COLOR_ARRAY );
qglColor4ubv((GLubyte *)&fog->colorInt);
/*for (int i=0; icolorInt);
// qglVertexPointer (3, GL_FLOAT, 16, mVerts); // Done above
qglDrawArrays(GL_QUADS, 0, mNextVert);
#endif
// 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, uint32_t glbits, int fogIndex )
{
mNextVert = 0;
mTexBundle = bundle;
mGLStateBits = glbits;
if (fogIndex != -1)
{
mUseFog = qtrue;
mFogIndex = fogIndex;
}
else
{
mUseFog = qfalse;
}
int cullingOn;
qglGetIntegerv(GL_CULL_FACE,&cullingOn);
if(cullingOn)
{
mTurnCullBackOn=qtrue;
}
else
{
mTurnCullBackOn=qfalse;
}
qglDisable(GL_CULL_FACE);
}
void CQuickSpriteSystem::EndGroup(void)
{
Flush();
qglColor4ub(255,255,255,255);
if(mTurnCullBackOn)
{
qglEnable(GL_CULL_FACE);
}
}
void CQuickSpriteSystem::Add(float *pointdata, color4ub_t color, vec2_t fog)
{
float *curcoord;
float *curfogtexcoord;
uint32_t *curcolor;
if (mNextVert>SHADER_MAX_VERTEXES-4)
{
Flush();
}
curcoord = mVerts[mNextVert];
// This is 16*sizeof(float) because, pointdata comes from a float[16]
memcpy(curcoord, pointdata, 16*sizeof(float));
// Set up color
curcolor = &mColors[mNextVert];
*curcolor++ = *(uint32_t *)color;
*curcolor++ = *(uint32_t *)color;
*curcolor++ = *(uint32_t *)color;
*curcolor++ = *(uint32_t *)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;
}