2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
23 // Sprite Model Plugin
25 // Code by Hydra aka Dominic Clifton
27 // Based on MD3Model source code by SPoG
30 #include "spritemodel.h"
32 void LoadSpriteModel( entity_interfaces_t *interfaces, const char *name ){
35 pShader = QERApp_Shader_ForName( name );
38 Sys_Printf( "ERROR: can't find shader (or image) for: %s\n", name );
42 CSpriteModel *model = new CSpriteModel();
43 model->Construct( pShader );
44 interfaces->pRender = (IRender*)model;
45 interfaces->pRender->IncRef();
46 //interfaces->pSelect = (ISelect*)model;
47 //interfaces->pSelect->IncRef();
48 interfaces->pSelect = NULL;
49 interfaces->pEdit = NULL;
54 void CSpriteModel::Construct( IShader *pShader ){
56 aabb_clear( &m_BBox );
58 md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);
59 m_nSurfaces = pHeader->numSurfaces;
60 CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];
61 for (int i = 0; i < m_nSurfaces; i++ )
63 surfaces[i].Construct(pSurface);
64 pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);
66 m_children = surfaces;
71 CSpriteModel::CSpriteModel(){
78 CSpriteModel::~CSpriteModel(){
79 // if(m_children) delete[] m_children;
85 void CSpriteModel::Draw( int state, int rflags ) const {
88 // Draw a point in the middle of the bbox
89 vec3_t middle = {0,0,0};
90 g_QglTable.m_pfn_qglPointSize (4);
91 g_QglTable.m_pfn_qglColor3f (0,1,0);
92 g_QglTable.m_pfn_qglBegin (GL_POINTS);
93 g_QglTable.m_pfn_qglVertex3fv (middle);
94 g_QglTable.m_pfn_qglEnd ();
97 qtexture_t *q = m_pShader->getTexture();
99 // convert pixels to units and divide in half again so we draw in the middle
101 int h = q->height / 8;
102 int w = q->width / 8;
104 // setup opengl stuff
106 g_QglTable.m_pfn_qglPushAttrib( GL_ALL_ATTRIB_BITS ); // GL_ENABLE_BIT
107 //g_QglTable.m_pfn_qglColor3f (1,1,1); //testing
108 //g_QglTable.m_pfn_qglColor4f (1,1,1,1); //testing
109 g_QglTable.m_pfn_qglBindTexture( GL_TEXTURE_2D, q->texture_number );
111 //g_QglTable.m_pfn_qglEnable (GL_TEXTURE_2D); // FIXME: ? this forces textures, even in wireframe mode, bad... ?
113 g_QglTable.m_pfn_qglAlphaFunc( GL_LESS, 1 );
114 g_QglTable.m_pfn_qglEnable( GL_ALPHA_TEST );
116 // get rid of this when sprite always faces camera
117 g_QglTable.m_pfn_qglDisable( GL_CULL_FACE );
118 g_QglTable.m_pfn_qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
123 // using x/y axis, it appears FLAT without the proper transform and rotation.
125 g_QglTable.m_pfn_qglBegin( GL_QUADS );
126 g_QglTable.m_pfn_qglTexCoord2f( 0,0 );
127 g_QglTable.m_pfn_qglVertex3f( 0 - w,0 - h, 0 );
128 g_QglTable.m_pfn_qglTexCoord2f( 1,0 );
129 g_QglTable.m_pfn_qglVertex3f( w,0 - h, 0 );
130 g_QglTable.m_pfn_qglTexCoord2f( 1,1 );
131 g_QglTable.m_pfn_qglVertex3f( w, h, 0 );
132 g_QglTable.m_pfn_qglTexCoord2f( 0,1 );
133 g_QglTable.m_pfn_qglVertex3f( 0 - w, h, 0 );
134 g_QglTable.m_pfn_qglEnd();
137 // so draw it using y/z instead.
138 g_QglTable.m_pfn_qglBegin( GL_QUADS );
139 g_QglTable.m_pfn_qglTexCoord2f( 0,0 );
140 g_QglTable.m_pfn_qglVertex3f( 0,w,h );
141 g_QglTable.m_pfn_qglTexCoord2f( 1,0 );
142 g_QglTable.m_pfn_qglVertex3f( 0,0 - w,h );
143 g_QglTable.m_pfn_qglTexCoord2f( 1,1 );
144 g_QglTable.m_pfn_qglVertex3f( 0,0 - w,0 - h );
145 g_QglTable.m_pfn_qglTexCoord2f( 0,1 );
146 g_QglTable.m_pfn_qglVertex3f( 0,w,0 - h );
147 g_QglTable.m_pfn_qglEnd();
150 g_QglTable.m_pfn_qglBindTexture( GL_TEXTURE_2D, 0 );
151 g_QglTable.m_pfn_qglPopAttrib();
155 bool CSpriteModel::TestRay(const ray_t *ray, vec_t *dist) const
157 vec_t depth_start = *dist;
158 vec_t depth_local = *dist;
160 if (aabb_test_ray(&m_BBox, ray) == 0)
163 for(int i=0; i<m_nSurfaces; i++)
165 if(m_children[i].TestRay(ray, &depth_local))
167 if (depth_local < *dist) *dist = depth_local;
171 return *dist < depth_start;