gtkradiant/plugins/spritemodel/plugin.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
//
/*
Overview
========
Why ?
-----
It allows the user to see a graphical representation of the entity in the 3D view (maybe 2D views later) where the entity would just otherwise be a non-descriptive coloured box.
It is designed to be used with the entity view set to WireFrame (as the sprite images are rendered in the middle of the entity's bbox).
How ?
-----
Implemented as a model module, without any ISelect stuff.
For an entity to use an image (instead of a model) you just update the entity defintion file so that the eclass_t's modelpath is filled in with a relative path and filename of an image file.
e.g:
baseq3/scripts/entities.def
===========================
\/\*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
...
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="sprites/powerups/ammo/bfgam.bmp"\*\/
valve/scripts/halflife.fgd
==========================
@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light) = light : "Invisible lightsource"
[
...
]
What image formats are supported ?
----------------------------------
This module can load any image format that there is an active image module for. For q3 this would be bmp, tga and jpg. For Half-Life this would be hlw and spr.
Version History
===============
v0.1 - 27/May/2002
- Created an inital implementation of a sprite model plugin.
According to the powers that be, it seems creating a model
plugin is hackish.
It works ok, but there is no way to attach models (sprites if you will)
to non-fixedsize entities (like func_bombtarget)
Also, I can't get the alpha map stuff right so I had to invert the alpha
mask in the spr loader so that 0xff = not drawn pixel.
v0.2 - 10/March/2003
- Updated to coincide with Radiant 1.3.5 test builds. Also, I made sure it worked
under quake3 and it does.
v0.3 - 10/March/2003
- Added about box.
ToDo
====
* make sprites always face the camera (is this done in camwindow.cpp ?)
but only if the entity model doesn't have "angle" keys. At the moment
it's better to rotate the model with the angles.
* maybe add an option to scale the sprites in the prefs ?
* maybe convert to a new kind of class not based on model.
* allow sprites on non-fixedsize ents
* fix reversed alpha map in spr loader
-> is this actually broken?
* allow an entity to have multiple models (e.g .md3 and a sprite model)
and allow the user to toggle either models on or off.
* dynamically add the api's depending on what image loading modules are
supported by radiant.
Currently, we hard code to the list in "supportedmodelformats" (see below)
but, all these extensions are stripped when the actual image is loaded.
current the bit of code that decided what model api to use needs reworking
as it decides by looking at the extension of the model name, when in fact
we don't even need an extension.
Previously the code fell though to use this model as the default model
plugin, but that also has issues.
what it means is, in the .def files you must specify an image filename
that has one of the extensions listed below, but in actual fact radiant
will use any available image module to load the image.
e.g. you could use a model name of "sprites/target_speaker.tga" and have
a file called sprites/target_speaker.png and it would be correctly loaded
even if it not listed below in "supportedmodelformats".
So, currently in the .def files you can just use the name
"sprites/target_speaker.spr" and it will load the file
from "sprites/target_speaker.*" which is what I propose anyone creating image sets for Q3/Wolf/etc does.
*/
#include "plugin.h"
// =============================================================================
// Globals
// function tables
_QERFuncTable_1 g_FuncTable;
_QERQglTable g_QglTable;
_QERShadersTable g_ShadersTable;
// =============================================================================
// plugin implementation
static const char *PLUGIN_NAME = "Sprite Model loading module";
static const char *PLUGIN_COMMANDS = "About...";
static const char *PLUGIN_ABOUT = "Sprite Model loading module v0.2 for GTKRadiant\n\n"
"By Hydra!";
char *supportedmodelformats[] = {"spr","bmp","tga","jpg","hlw",NULL}; // NULL is list delimiter
static void add_model_apis(CSynapseClient& client)
{
char **ext;
for (ext = supportedmodelformats; *ext != NULL; ext++)
{
client.AddAPI(MODEL_MAJOR, *ext, sizeof(_QERPlugModelTable));
}
}
static bool model_is_supported(const char* extension)
{
char **ext;
for (ext = supportedmodelformats; *ext != NULL; ext++)
{
if (stricmp(extension,*ext)==0)
return true;
}
return false;
}
void init_filetypes()
{
char **ext;
for (ext = supportedmodelformats; *ext != NULL; ext++)
{
GetFileTypeRegistry()->addType(MODEL_MAJOR, filetype_t("sprite", *ext));
}
}
extern "C" const char* QERPlug_Init (void *hApp, void* pMainWidget)
{
init_filetypes(); // see todo list above.
return (char *) PLUGIN_NAME;
}
extern "C" const char* QERPlug_GetName ()
{
return (char *) PLUGIN_NAME;
}
extern "C" const char* QERPlug_GetCommandList ()
{
return (char *) PLUGIN_COMMANDS;
}
extern "C" void QERPlug_Dispatch (const char *p, vec3_t vMin, vec3_t vMax, bool bSingleBrush)
{
// NOTE: this never happens in a module
if(!strcmp(p, "About..."))
g_FuncTable.m_pfnMessageBox(NULL, PLUGIN_ABOUT, "About", MB_OK, NULL);
}
// =============================================================================
// SYNAPSE
CSynapseServer* g_pSynapseServer = NULL;
CSynapseClientModel g_SynapseClient;
extern "C" CSynapseClient* SYNAPSE_DLL_EXPORT Synapse_EnumerateInterfaces (const char *version, CSynapseServer *pServer)
{
if (strcmp(version, SYNAPSE_VERSION))
{
Syn_Printf("ERROR: synapse API version mismatch: should be '" SYNAPSE_VERSION "', got '%s'\n", version);
return NULL;
}
g_pSynapseServer = pServer;
g_pSynapseServer->IncRef();
Set_Syn_Printf(g_pSynapseServer->Get_Syn_Printf());
add_model_apis(g_SynapseClient); // see todo list above.
g_SynapseClient.AddAPI( PLUGIN_MAJOR, "sprite", sizeof( _QERPluginTable ) );
g_SynapseClient.AddAPI( RADIANT_MAJOR, NULL, sizeof( g_FuncTable ), SYN_REQUIRE, &g_FuncTable );
g_SynapseClient.AddAPI( QGL_MAJOR, NULL, sizeof( g_QglTable ), SYN_REQUIRE, &g_QglTable );
g_SynapseClient.AddAPI( SHADERS_MAJOR, "*", sizeof( g_ShadersTable ), SYN_REQUIRE, &g_ShadersTable );
return &g_SynapseClient;
}
bool CSynapseClientModel::RequestAPI(APIDescriptor_t *pAPI)
{
if (!strcmp(pAPI->major_name, MODEL_MAJOR))
{
_QERPlugModelTable* pTable= static_cast<_QERPlugModelTable*>(pAPI->mpTable);
if (model_is_supported(pAPI->minor_name)) // see todo list above.
{
pTable->m_pfnLoadModel = &LoadSpriteModel;
return true;
}
}
else if (!strcmp(pAPI->major_name, PLUGIN_MAJOR))
{
_QERPluginTable* pTable= static_cast<_QERPluginTable*>(pAPI->mpTable);
pTable->m_pfnQERPlug_Init = QERPlug_Init;
pTable->m_pfnQERPlug_GetName = QERPlug_GetName;
pTable->m_pfnQERPlug_GetCommandList = QERPlug_GetCommandList;
pTable->m_pfnQERPlug_Dispatch = QERPlug_Dispatch;
return true;
}
Syn_Printf("ERROR: RequestAPI( '%s' ) not found in '%s'\n", pAPI->major_name, GetInfo());
return false;
}
#include "version.h"
const char* CSynapseClientModel::GetInfo()
{
return "Sprite Model module built " __DATE__ " " RADIANT_VERSION;
}
const char* CSynapseClientModel::GetName()
{
return "sprite";
}