#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 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();
- */
+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
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( 0.0f, 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();
+ // 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();
+ g_QglTable.m_pfn_qglBindTexture(GL_TEXTURE_2D, 0);
+ g_QglTable.m_pfn_qglPopAttrib();
}
/*