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)
36 pShader = QERApp_Shader_ForName(name);
40 Sys_Printf("ERROR: can't find shader (or image) for: %s\n", name );
44 CSpriteModel *model = new CSpriteModel();
45 model->Construct(pShader);
46 interfaces->pRender = (IRender*)model;
47 interfaces->pRender->IncRef();
48 //interfaces->pSelect = (ISelect*)model;
49 //interfaces->pSelect->IncRef();
50 interfaces->pSelect = NULL;
51 interfaces->pEdit = NULL;
56 void CSpriteModel::Construct(IShader *pShader)
61 md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);
62 m_nSurfaces = pHeader->numSurfaces;
63 CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];
64 for (int i = 0; i < m_nSurfaces; i++ )
66 surfaces[i].Construct(pSurface);
67 pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);
69 m_children = surfaces;
74 CSpriteModel::CSpriteModel()
82 CSpriteModel::~CSpriteModel()
84 // if(m_children) delete[] m_children;
89 void CSpriteModel::Draw(int state, int rflags) const
93 // Draw a point in the middle of the bbox
94 vec3_t middle = {0,0,0};
95 g_QglTable.m_pfn_qglPointSize (4);
96 g_QglTable.m_pfn_qglColor3f (0,1,0);
97 g_QglTable.m_pfn_qglBegin (GL_POINTS);
98 g_QglTable.m_pfn_qglVertex3fv (middle);
99 g_QglTable.m_pfn_qglEnd ();
102 qtexture_t *q = m_pShader->getTexture();
104 // convert pixels to units and divide in half again so we draw in the middle
106 int h = q->height / 8;
107 int w = q->width / 8;
109 // setup opengl stuff
111 g_QglTable.m_pfn_qglPushAttrib (GL_ALL_ATTRIB_BITS); // GL_ENABLE_BIT
112 //g_QglTable.m_pfn_qglColor3f (1,1,1); //testing
113 //g_QglTable.m_pfn_qglColor4f (1,1,1,1); //testing
114 g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, q->texture_number);
116 //g_QglTable.m_pfn_qglEnable (GL_TEXTURE_2D); // FIXME: ? this forces textures, even in wireframe mode, bad... ?
118 g_QglTable.m_pfn_qglAlphaFunc (GL_LESS, 1);
119 g_QglTable.m_pfn_qglEnable (GL_ALPHA_TEST);
121 // get rid of this when sprite always faces camera
122 g_QglTable.m_pfn_qglDisable(GL_CULL_FACE);
123 g_QglTable.m_pfn_qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
128 // using x/y axis, it appears FLAT without the proper transform and rotation.
130 g_QglTable.m_pfn_qglBegin(GL_QUADS);
131 g_QglTable.m_pfn_qglTexCoord2f (0,0);
132 g_QglTable.m_pfn_qglVertex3f (0-w,0-h, 0);
133 g_QglTable.m_pfn_qglTexCoord2f (1,0);
134 g_QglTable.m_pfn_qglVertex3f ( w,0-h, 0);
135 g_QglTable.m_pfn_qglTexCoord2f (1,1);
136 g_QglTable.m_pfn_qglVertex3f ( w, h, 0);
137 g_QglTable.m_pfn_qglTexCoord2f (0,1);
138 g_QglTable.m_pfn_qglVertex3f (0-w, h, 0);
139 g_QglTable.m_pfn_qglEnd ();
142 // so draw it using y/z instead.
143 g_QglTable.m_pfn_qglBegin(GL_QUADS);
144 g_QglTable.m_pfn_qglTexCoord2f (0,0);
145 g_QglTable.m_pfn_qglVertex3f (0,w,h);
146 g_QglTable.m_pfn_qglTexCoord2f (1,0);
147 g_QglTable.m_pfn_qglVertex3f (0,0-w,h);
148 g_QglTable.m_pfn_qglTexCoord2f (1,1);
149 g_QglTable.m_pfn_qglVertex3f (0,0-w,0-h);
150 g_QglTable.m_pfn_qglTexCoord2f (0,1);
151 g_QglTable.m_pfn_qglVertex3f (0,w,0-h);
152 g_QglTable.m_pfn_qglEnd ();
155 g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, 0);
156 g_QglTable.m_pfn_qglPopAttrib();
160 bool CSpriteModel::TestRay(const ray_t *ray, vec_t *dist) const
162 vec_t depth_start = *dist;
163 vec_t depth_local = *dist;
165 if (aabb_test_ray(&m_BBox, ray) == 0)
168 for(int i=0; i<m_nSurfaces; i++)
170 if(m_children[i].TestRay(ray, &depth_local))
172 if (depth_local < *dist) *dist = depth_local;
176 return *dist < depth_start;