/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ 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 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.
+ 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
-*/
+ 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
#include "spritemodel.h"
-void LoadSpriteModel(entity_interfaces_t *interfaces, const char *name)
-{
- IShader *pShader;
+void LoadSpriteModel( entity_interfaces_t *interfaces, const char *name ){
+ IShader *pShader;
- pShader = QERApp_Shader_ForName(name);
+ pShader = QERApp_Shader_ForName( name );
- if (!pShader)
- {
- Sys_Printf("ERROR: can't find shader (or image) for: %s\n", name );
- return;
- }
+ if ( !pShader ) {
+ Sys_Printf( "ERROR: can't find shader (or image) for: %s\n", name );
+ return;
+ }
- 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();
+ 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();
- */
+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(){
+ 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();
+CSpriteModel::~CSpriteModel(){
+ // if(m_children) delete[] m_children;
+ if ( m_pShader ) {
+ m_pShader->DecRef();
+ }
}
-void CSpriteModel::Draw(int state, int rflags) const
-{
+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 ();
-*/
+ // 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();
+ 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;
+ // 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
+ // 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_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_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);
+ 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);
+ // 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
+ // 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 ();
+ // 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 (0,0);
- g_QglTable.m_pfn_qglVertex3f (0,w,h);
- g_QglTable.m_pfn_qglTexCoord2f (1,0);
- g_QglTable.m_pfn_qglVertex3f (0,0-w,h);
- g_QglTable.m_pfn_qglTexCoord2f (1,1);
- g_QglTable.m_pfn_qglVertex3f (0,0-w,0-h);
- g_QglTable.m_pfn_qglTexCoord2f (0,1);
- g_QglTable.m_pfn_qglVertex3f (0,w,0-h);
- g_QglTable.m_pfn_qglEnd ();
+ // so draw it using y/z instead.
+ g_QglTable.m_pfn_qglBegin( GL_QUADS );
+ g_QglTable.m_pfn_qglTexCoord2f( 0,0 );
+ g_QglTable.m_pfn_qglVertex3f( 0,w,h );
+ g_QglTable.m_pfn_qglTexCoord2f( 1,0 );
+ g_QglTable.m_pfn_qglVertex3f( 0,0 - w,h );
+ g_QglTable.m_pfn_qglTexCoord2f( 1,1 );
+ g_QglTable.m_pfn_qglVertex3f( 0,0 - w,0 - h );
+ g_QglTable.m_pfn_qglTexCoord2f( 0,1 );
+ g_QglTable.m_pfn_qglVertex3f( 0,w,0 - h );
+ g_QglTable.m_pfn_qglEnd();
#endif
- g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, 0);
- g_QglTable.m_pfn_qglPopAttrib();
+ 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;
+ 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)
+ if (aabb_test_ray(&m_BBox, ray) == 0)
return false;
- for(int i=0; i<m_nSurfaces; i++)
- {
+ 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;
-}
-*/
+ return *dist < depth_start;
+ }
+ */