mirror of
https://github.com/UberGames/GtkRadiant.git
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33efc90892
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@185 8a3a26a2-13c4-0310-b231-cf6edde360e5
178 lines
4.7 KiB
C++
178 lines
4.7 KiB
C++
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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//
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// Sprite Model Plugin
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//
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// Code by Hydra aka Dominic Clifton
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//
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// Based on MD3Model source code by SPoG
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//
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#include "spritemodel.h"
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void LoadSpriteModel(entity_interfaces_t *interfaces, const char *name)
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{
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IShader *pShader;
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pShader = QERApp_Shader_ForName(name);
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if (!pShader)
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{
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Sys_Printf("ERROR: can't find shader (or image) for: %s\n", name );
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return;
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}
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CSpriteModel *model = new CSpriteModel();
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model->Construct(pShader);
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interfaces->pRender = (IRender*)model;
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interfaces->pRender->IncRef();
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//interfaces->pSelect = (ISelect*)model;
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//interfaces->pSelect->IncRef();
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interfaces->pSelect = NULL;
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interfaces->pEdit = NULL;
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model->DecRef();
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}
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void CSpriteModel::Construct(IShader *pShader)
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{
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m_pShader = pShader;
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aabb_clear(&m_BBox);
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/*
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md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);
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m_nSurfaces = pHeader->numSurfaces;
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CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];
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for (int i = 0; i < m_nSurfaces; i++ )
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{
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surfaces[i].Construct(pSurface);
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pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);
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}
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m_children = surfaces;
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AccumulateBBox();
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*/
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}
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CSpriteModel::CSpriteModel()
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{
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refCount = 1;
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//m_nSurfaces = 0;
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//m_children = NULL;
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m_pShader = NULL;
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}
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CSpriteModel::~CSpriteModel()
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{
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// if(m_children) delete[] m_children;
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if (m_pShader)
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m_pShader->DecRef();
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}
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void CSpriteModel::Draw(int state, int rflags) const
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{
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/*
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// Draw a point in the middle of the bbox
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vec3_t middle = {0,0,0};
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g_QglTable.m_pfn_qglPointSize (4);
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g_QglTable.m_pfn_qglColor3f (0,1,0);
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g_QglTable.m_pfn_qglBegin (GL_POINTS);
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g_QglTable.m_pfn_qglVertex3fv (middle);
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g_QglTable.m_pfn_qglEnd ();
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*/
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qtexture_t *q = m_pShader->getTexture();
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// convert pixels to units and divide in half again so we draw in the middle
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// of the bbox.
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int h = q->height / 8;
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int w = q->width / 8;
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// setup opengl stuff
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g_QglTable.m_pfn_qglPushAttrib (GL_ALL_ATTRIB_BITS); // GL_ENABLE_BIT
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//g_QglTable.m_pfn_qglColor3f (1,1,1); //testing
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//g_QglTable.m_pfn_qglColor4f (1,1,1,1); //testing
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g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, q->texture_number);
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//g_QglTable.m_pfn_qglEnable (GL_TEXTURE_2D); // FIXME: ? this forces textures, even in wireframe mode, bad... ?
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g_QglTable.m_pfn_qglAlphaFunc (GL_LESS, 1);
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g_QglTable.m_pfn_qglEnable (GL_ALPHA_TEST);
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// get rid of this when sprite always faces camera
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g_QglTable.m_pfn_qglDisable(GL_CULL_FACE);
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g_QglTable.m_pfn_qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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// draw the sprite
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#if 0
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// using x/y axis, it appears FLAT without the proper transform and rotation.
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g_QglTable.m_pfn_qglBegin(GL_QUADS);
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g_QglTable.m_pfn_qglTexCoord2f (0,0);
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g_QglTable.m_pfn_qglVertex3f (0-w,0-h, 0);
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g_QglTable.m_pfn_qglTexCoord2f (1,0);
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g_QglTable.m_pfn_qglVertex3f ( w,0-h, 0);
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g_QglTable.m_pfn_qglTexCoord2f (1,1);
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g_QglTable.m_pfn_qglVertex3f ( w, h, 0);
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g_QglTable.m_pfn_qglTexCoord2f (0,1);
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g_QglTable.m_pfn_qglVertex3f (0-w, h, 0);
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g_QglTable.m_pfn_qglEnd ();
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#else
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// so draw it using y/z instead.
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g_QglTable.m_pfn_qglBegin(GL_QUADS);
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g_QglTable.m_pfn_qglTexCoord2f (0,0);
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g_QglTable.m_pfn_qglVertex3f (0,w,h);
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g_QglTable.m_pfn_qglTexCoord2f (1,0);
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g_QglTable.m_pfn_qglVertex3f (0,0-w,h);
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g_QglTable.m_pfn_qglTexCoord2f (1,1);
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g_QglTable.m_pfn_qglVertex3f (0,0-w,0-h);
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g_QglTable.m_pfn_qglTexCoord2f (0,1);
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g_QglTable.m_pfn_qglVertex3f (0,w,0-h);
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g_QglTable.m_pfn_qglEnd ();
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#endif
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g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, 0);
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g_QglTable.m_pfn_qglPopAttrib();
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}
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/*
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bool CSpriteModel::TestRay(const ray_t *ray, vec_t *dist) const
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{
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vec_t depth_start = *dist;
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vec_t depth_local = *dist;
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if (aabb_test_ray(&m_BBox, ray) == 0)
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return false;
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for(int i=0; i<m_nSurfaces; i++)
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{
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if(m_children[i].TestRay(ray, &depth_local))
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{
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if (depth_local < *dist) *dist = depth_local;
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}
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}
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return *dist < depth_start;
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}
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*/
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