gtkradiant/plugins/spritemodel/spritemodel.cpp

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
//
// Sprite Model Plugin
//
// Code by Hydra aka Dominic Clifton
//
// Based on MD3Model source code by SPoG
//
#include "spritemodel.h"
void LoadSpriteModel( entity_interfaces_t *interfaces, const char *name ){
IShader *pShader;
pShader = QERApp_Shader_ForName( name );
if ( !pShader ) {
Sys_Printf( "ERROR: can't find shader (or image) for: %s\n", name );
return;
}
CSpriteModel *model = new CSpriteModel();
model->Construct( pShader );
interfaces->pRender = (IRender*)model;
interfaces->pRender->IncRef();
//interfaces->pSelect = (ISelect*)model;
//interfaces->pSelect->IncRef();
interfaces->pSelect = NULL;
interfaces->pEdit = NULL;
model->DecRef();
}
void CSpriteModel::Construct( IShader *pShader ){
m_pShader = pShader;
aabb_clear( &m_BBox );
/*
md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);
m_nSurfaces = pHeader->numSurfaces;
CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];
for (int i = 0; i < m_nSurfaces; i++ )
{
surfaces[i].Construct(pSurface);
pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);
}
m_children = surfaces;
AccumulateBBox();
*/
}
CSpriteModel::CSpriteModel(){
refCount = 1;
//m_nSurfaces = 0;
//m_children = NULL;
m_pShader = NULL;
}
CSpriteModel::~CSpriteModel(){
// if(m_children) delete[] m_children;
if ( m_pShader ) {
m_pShader->DecRef();
}
}
void CSpriteModel::Draw( int state, int rflags ) const {
/*
// Draw a point in the middle of the bbox
vec3_t middle = {0,0,0};
g_QglTable.m_pfn_qglPointSize (4);
g_QglTable.m_pfn_qglColor3f (0,1,0);
g_QglTable.m_pfn_qglBegin (GL_POINTS);
g_QglTable.m_pfn_qglVertex3fv (middle);
g_QglTable.m_pfn_qglEnd ();
*/
qtexture_t *q = m_pShader->getTexture();
// convert pixels to units and divide in half again so we draw in the middle
// of the bbox.
int h = q->height / 8;
int w = q->width / 8;
// setup opengl stuff
g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS ); // GL_ENABLE_BIT
//g_QglTable.m_pfn_qglColor3f (1,1,1); //testing
//g_QglTable.m_pfn_qglColor4f (1,1,1,1); //testing
g_QglTable.m_pfn_qglBindTexture( GL_TEXTURE_2D, q->texture_number );
//g_QglTable.m_pfn_qglEnable (GL_TEXTURE_2D); // FIXME: ? this forces textures, even in wireframe mode, bad... ?
g_QglTable.m_pfn_qglAlphaFunc( GL_LESS, 1 );
g_QglTable.m_pfn_qglEnable( GL_ALPHA_TEST );
// get rid of this when sprite always faces camera
g_QglTable.m_pfn_qglDisable( GL_CULL_FACE );
g_QglTable.m_pfn_qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
// draw the sprite
#if 0
// using x/y axis, it appears FLAT without the proper transform and rotation.
g_QglTable.m_pfn_qglBegin( GL_QUADS );
g_QglTable.m_pfn_qglTexCoord2f( 0,0 );
g_QglTable.m_pfn_qglVertex3f( 0 - w,0 - h, 0 );
g_QglTable.m_pfn_qglTexCoord2f( 1,0 );
g_QglTable.m_pfn_qglVertex3f( w,0 - h, 0 );
g_QglTable.m_pfn_qglTexCoord2f( 1,1 );
g_QglTable.m_pfn_qglVertex3f( w, h, 0 );
g_QglTable.m_pfn_qglTexCoord2f( 0,1 );
g_QglTable.m_pfn_qglVertex3f( 0 - w, h, 0 );
g_QglTable.m_pfn_qglEnd();
#else
// so draw it using y/z instead.
g_QglTable.m_pfn_qglBegin( GL_QUADS );
g_QglTable.m_pfn_qglTexCoord2f( 0,0 );
g_QglTable.m_pfn_qglVertex3f( 0,w,h );
g_QglTable.m_pfn_qglTexCoord2f( 1,0 );
g_QglTable.m_pfn_qglVertex3f( 0,0 - w,h );
g_QglTable.m_pfn_qglTexCoord2f( 1,1 );
g_QglTable.m_pfn_qglVertex3f( 0,0 - w,0 - h );
g_QglTable.m_pfn_qglTexCoord2f( 0,1 );
g_QglTable.m_pfn_qglVertex3f( 0,w,0 - h );
g_QglTable.m_pfn_qglEnd();
#endif
g_QglTable.m_pfn_qglBindTexture( GL_TEXTURE_2D, 0 );
g_QglTable.m_pfn_qglPopAttrib();
}
/*
bool CSpriteModel::TestRay(const ray_t *ray, vec_t *dist) const
{
vec_t depth_start = *dist;
vec_t depth_local = *dist;
if (aabb_test_ray(&m_BBox, ray) == 0)
return false;
for(int i=0; i<m_nSurfaces; i++)
{
if(m_children[i].TestRay(ray, &depth_local))
{
if (depth_local < *dist) *dist = depth_local;
}
}
return *dist < depth_start;
}
*/