]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/extra/netradiant-src/plugins/spritemodel/spritemodel.cpp
Move the netradiant and fteqcc sources
[voretournament/voretournament.git] / misc / mediasource / extra / netradiant-src / plugins / spritemodel / spritemodel.cpp
diff --git a/misc/mediasource/extra/netradiant-src/plugins/spritemodel/spritemodel.cpp b/misc/mediasource/extra/netradiant-src/plugins/spritemodel/spritemodel.cpp
deleted file mode 100644 (file)
index a936cd3..0000000
+++ /dev/null
@@ -1,177 +0,0 @@
-/*
-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;
-}
-*/