/* 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