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