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);
39 Sys_Printf("ERROR: can't find shader (or image) for: %s\n", name );
43 CSpriteModel *model = new CSpriteModel();
44 model->Construct(pShader);
45 interfaces->pRender = (IRender*)model;
46 interfaces->pRender->IncRef();
47 //interfaces->pSelect = (ISelect*)model;
48 //interfaces->pSelect->IncRef();
49 interfaces->pSelect = NULL;
50 interfaces->pEdit = NULL;
55 void CSpriteModel::Construct(IShader *pShader)
60 md3Surface_t *pSurface = (md3Surface_t *)(((unsigned char *)pHeader) + pHeader->ofsSurfaces);
61 m_nSurfaces = pHeader->numSurfaces;
62 CMD3Surface* surfaces = new CMD3Surface[m_nSurfaces];
63 for (int i = 0; i < m_nSurfaces; i++ )
65 surfaces[i].Construct(pSurface);
66 pSurface = (md3Surface_t *) ((( char * ) pSurface) + pSurface->ofsEnd);
68 m_children = surfaces;
73 CSpriteModel::CSpriteModel()
81 CSpriteModel::~CSpriteModel()
83 // 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;