-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-*/\r
-\r
-//\r
-// Sprite Model Plugin\r
-//\r
-// Code by Hydra aka Dominic Clifton\r
-//\r
-// Based on MD3Model source code by SPoG\r
-//\r
-\r
-#include "spritemodel.h"\r
-\r
-void LoadSpriteModel(entity_interfaces_t *interfaces, const char *name)\r
-{\r
- IShader *pShader;\r
-\r
- pShader = QERApp_Shader_ForName(name);\r
-\r
- if (!pShader)\r
- {\r
- Sys_Printf("ERROR: can't find shader (or image) for: %s\n", name );\r
- return;\r
- }\r
-\r
- CSpriteModel *model = new CSpriteModel();\r
- model->Construct(pShader);\r
- interfaces->pRender = (IRender*)model;\r
- interfaces->pRender->IncRef();\r
- //interfaces->pSelect = (ISelect*)model;\r
- //interfaces->pSelect->IncRef();\r
- interfaces->pSelect = NULL;\r
- interfaces->pEdit = NULL;\r
- model->DecRef();\r
-\r
-}\r
-\r
-void CSpriteModel::Construct(IShader *pShader)\r
-{\r
- m_pShader = pShader;\r
- aabb_clear(&m_BBox);\r
- /*\r
- md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);\r
- m_nSurfaces = pHeader->numSurfaces;\r
- CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];\r
- for (int i = 0; i < m_nSurfaces; i++ )\r
- {\r
- surfaces[i].Construct(pSurface);\r
- pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);\r
- }\r
- m_children = surfaces;\r
- AccumulateBBox();\r
- */\r
-}\r
-\r
-CSpriteModel::CSpriteModel()\r
-{\r
- refCount = 1;\r
- //m_nSurfaces = 0;\r
- //m_children = NULL;\r
- m_pShader = NULL;\r
-}\r
-\r
-CSpriteModel::~CSpriteModel()\r
-{\r
- // if(m_children) delete[] m_children;\r
- if (m_pShader)\r
- m_pShader->DecRef();\r
-}\r
-\r
-void CSpriteModel::Draw(int state, int rflags) const\r
-{\r
-\r
-/*\r
- // Draw a point in the middle of the bbox\r
- vec3_t middle = {0,0,0};\r
- g_QglTable.m_pfn_qglPointSize (4);\r
- g_QglTable.m_pfn_qglColor3f (0,1,0);\r
- g_QglTable.m_pfn_qglBegin (GL_POINTS);\r
- g_QglTable.m_pfn_qglVertex3fv (middle);\r
- g_QglTable.m_pfn_qglEnd ();\r
-*/\r
-\r
- qtexture_t *q = m_pShader->getTexture();\r
-\r
- // convert pixels to units and divide in half again so we draw in the middle\r
- // of the bbox.\r
- int h = q->height / 8;\r
- int w = q->width / 8;\r
-\r
- // setup opengl stuff\r
-\r
- g_QglTable.m_pfn_qglPushAttrib (GL_ALL_ATTRIB_BITS); // GL_ENABLE_BIT\r
- //g_QglTable.m_pfn_qglColor3f (1,1,1); //testing\r
- //g_QglTable.m_pfn_qglColor4f (1,1,1,1); //testing\r
- g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, q->texture_number);\r
-\r
- //g_QglTable.m_pfn_qglEnable (GL_TEXTURE_2D); // FIXME: ? this forces textures, even in wireframe mode, bad... ?\r
-\r
- g_QglTable.m_pfn_qglAlphaFunc (GL_LESS, 1);\r
- g_QglTable.m_pfn_qglEnable (GL_ALPHA_TEST);\r
-\r
- // get rid of this when sprite always faces camera\r
- g_QglTable.m_pfn_qglDisable(GL_CULL_FACE);\r
- g_QglTable.m_pfn_qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);\r
-\r
- // draw the sprite\r
-\r
-#if 0\r
- // using x/y axis, it appears FLAT without the proper transform and rotation.\r
-\r
- g_QglTable.m_pfn_qglBegin(GL_QUADS);\r
- g_QglTable.m_pfn_qglTexCoord2f (0,0);\r
- g_QglTable.m_pfn_qglVertex3f (0-w,0-h, 0);\r
- g_QglTable.m_pfn_qglTexCoord2f (1,0);\r
- g_QglTable.m_pfn_qglVertex3f ( w,0-h, 0);\r
- g_QglTable.m_pfn_qglTexCoord2f (1,1);\r
- g_QglTable.m_pfn_qglVertex3f ( w, h, 0);\r
- g_QglTable.m_pfn_qglTexCoord2f (0,1);\r
- g_QglTable.m_pfn_qglVertex3f (0-w, h, 0);\r
- g_QglTable.m_pfn_qglEnd ();\r
-#else\r
-\r
- // so draw it using y/z instead.\r
- g_QglTable.m_pfn_qglBegin(GL_QUADS);\r
- g_QglTable.m_pfn_qglTexCoord2f (0,0);\r
- g_QglTable.m_pfn_qglVertex3f (0,w,h);\r
- g_QglTable.m_pfn_qglTexCoord2f (1,0);\r
- g_QglTable.m_pfn_qglVertex3f (0,0-w,h);\r
- g_QglTable.m_pfn_qglTexCoord2f (1,1);\r
- g_QglTable.m_pfn_qglVertex3f (0,0-w,0-h);\r
- g_QglTable.m_pfn_qglTexCoord2f (0,1);\r
- g_QglTable.m_pfn_qglVertex3f (0,w,0-h);\r
- g_QglTable.m_pfn_qglEnd ();\r
-#endif\r
-\r
- g_QglTable.m_pfn_qglBindTexture (GL_TEXTURE_2D, 0);\r
- g_QglTable.m_pfn_qglPopAttrib();\r
-}\r
-\r
-/*\r
-bool CSpriteModel::TestRay(const ray_t *ray, vec_t *dist) const\r
-{\r
- vec_t depth_start = *dist;\r
- vec_t depth_local = *dist;\r
-\r
- if (aabb_test_ray(&m_BBox, ray) == 0)\r
- return false;\r
-\r
- for(int i=0; i<m_nSurfaces; i++)\r
- {\r
- if(m_children[i].TestRay(ray, &depth_local))\r
- {\r
- if (depth_local < *dist) *dist = depth_local;\r
- }\r
- }\r
-\r
- return *dist < depth_start;\r
-}\r
-*/\r
+/*
+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.
+
+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;
+ }
+
+ 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 (0,0);
+ 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();
+}
+
+/*
+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;
+}
+*/