123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178 |
- /*
- Copyright (C) 2002 Dominic Clifton.
- 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;// NULL;
- }
- 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(0.0f, 0.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>(w), static_cast<float>(h));
- g_QglTable.m_pfn_qglTexCoord2f(1.0f, 0.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>(w), static_cast<float>(h));
- g_QglTable.m_pfn_qglTexCoord2f(1.0f, 1.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>(w), 0.0f - static_cast<float>(h));
- g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>(w), 0.0f - static_cast<float>(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;
- }
- */
|