2 Copyright (C) 2002 Dominic Clifton.
4 This file is part of GtkRadiant.
6 GtkRadiant is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 GtkRadiant is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with GtkRadiant; if not, write to the Free Software
18 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 // Sprite Model Plugin
24 // Code by Hydra aka Dominic Clifton
26 // Based on MD3Model source code by SPoG
29 #include "spritemodel.h"
31 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)
59 md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);
60 m_nSurfaces = pHeader->numSurfaces;
61 CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];
62 for (int i = 0; i < m_nSurfaces; i++ )
64 surfaces[i].Construct(pSurface);
65 pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);
67 m_children = surfaces;
72 CSpriteModel::CSpriteModel()
80 CSpriteModel::~CSpriteModel()
82 // if(m_children) delete[] m_children;
88 void CSpriteModel::Draw(int state, int rflags) const
92 // Draw a point in the middle of the bbox
93 vec3_t middle = {0,0,0};
94 g_QglTable.m_pfn_qglPointSize (4);
95 g_QglTable.m_pfn_qglColor3f (0,1,0);
96 g_QglTable.m_pfn_qglBegin (GL_POINTS);
97 g_QglTable.m_pfn_qglVertex3fv (middle);
98 g_QglTable.m_pfn_qglEnd ();
101 qtexture_t *q = m_pShader->getTexture();
103 // convert pixels to units and divide in half again so we draw in the middle
105 int h = q->height / 8;
106 int w = q->width / 8;
108 // setup opengl stuff
110 g_QglTable.m_pfn_qglPushAttrib(GL_ALL_ATTRIB_BITS); // GL_ENABLE_BIT
111 //g_QglTable.m_pfn_qglColor3f (1,1,1); //testing
112 //g_QglTable.m_pfn_qglColor4f (1,1,1,1); //testing
113 g_QglTable.m_pfn_qglBindTexture(GL_TEXTURE_2D, q->texture_number);
115 //g_QglTable.m_pfn_qglEnable (GL_TEXTURE_2D); // FIXME: ? this forces textures, even in wireframe mode, bad... ?
117 g_QglTable.m_pfn_qglAlphaFunc(GL_LESS, 1);
118 g_QglTable.m_pfn_qglEnable(GL_ALPHA_TEST);
120 // get rid of this when sprite always faces camera
121 g_QglTable.m_pfn_qglDisable(GL_CULL_FACE);
122 g_QglTable.m_pfn_qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
127 // using x/y axis, it appears FLAT without the proper transform and rotation.
129 g_QglTable.m_pfn_qglBegin( GL_QUADS );
130 g_QglTable.m_pfn_qglTexCoord2f( 0,0 );
131 g_QglTable.m_pfn_qglVertex3f( 0 - w,0 - h, 0 );
132 g_QglTable.m_pfn_qglTexCoord2f( 1,0 );
133 g_QglTable.m_pfn_qglVertex3f( w,0 - h, 0 );
134 g_QglTable.m_pfn_qglTexCoord2f( 1,1 );
135 g_QglTable.m_pfn_qglVertex3f( w, h, 0 );
136 g_QglTable.m_pfn_qglTexCoord2f( 0,1 );
137 g_QglTable.m_pfn_qglVertex3f( 0 - w, h, 0 );
138 g_QglTable.m_pfn_qglEnd();
141 // so draw it using y/z instead.
142 g_QglTable.m_pfn_qglBegin(GL_QUADS);
143 g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
144 g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>( w ), static_cast<float>( h ));
145 g_QglTable.m_pfn_qglTexCoord2f(1.0f, 0.0f);
146 g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>( w ), static_cast<float>( h ));
147 g_QglTable.m_pfn_qglTexCoord2f(1.0f, 1.0f);
148 g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>( w ), 0.0f - static_cast<float>( h ));
149 g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
150 g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>( w ), 0.0f - static_cast<float>( h ));
151 g_QglTable.m_pfn_qglEnd();
154 g_QglTable.m_pfn_qglBindTexture(GL_TEXTURE_2D, 0);
155 g_QglTable.m_pfn_qglPopAttrib();
159 bool CSpriteModel::TestRay(const ray_t *ray, vec_t *dist) const
161 vec_t depth_start = *dist;
162 vec_t depth_local = *dist;
164 if (aabb_test_ray(&m_BBox, ray) == 0)
167 for(int i=0; i<m_nSurfaces; i++)
169 if(m_children[i].TestRay(ray, &depth_local))
171 if (depth_local < *dist) *dist = depth_local;
175 return *dist < depth_start;