コード例 #1
0
ファイル: dr_default.c プロジェクト: Nekrofage/nprQuake
/*
=================
R_DrawSpriteModel

=================
*/
EXPORT void R_DrawSpriteModel (entity_t *e, entity_t *currententity,
                        double cltime, vec3_t vup, vec3_t vright)
{
	vec3_t	point;
	mspriteframe_t	*frame;
	float		*up, *right;
	vec3_t		v_forward, v_right, v_up;
	msprite_t		*psprite;

	// don't even bother culling, because it's just a single
	// polygon without a surface cache

	frame = R_GetSpriteFrame( e, cltime );
	psprite = currententity->model->cache.data;

	if (psprite->type == SPR_ORIENTED)
	{	// bullet marks on walls
		dr_AngleVectors (currententity->angles, v_forward, v_right, v_up);
		up = v_up;
		right = v_right;
	}
	else
	{	// normal sprite
		up = vup;
		right = vright;
	}

	glColor3f (1,1,1);

	dr_GL_DisableMultitexture();

    dr_GL_Bind(frame->gl_texturenum);

	glEnable (GL_ALPHA_TEST);
	glBegin (GL_QUADS);

	glTexCoord2f (0, 1);
	dr_VectorMA (e->origin, frame->down, up, point);
	dr_VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (0, 0);
	dr_VectorMA (e->origin, frame->up, up, point);
	dr_VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 0);
	dr_VectorMA (e->origin, frame->up, up, point);
	dr_VectorMA (point, frame->right, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 1);
	dr_VectorMA (e->origin, frame->down, up, point);
	dr_VectorMA (point, frame->right, right, point);
	glVertex3fv (point);
	
	glEnd ();

	glDisable (GL_ALPHA_TEST);
}
コード例 #2
0
ファイル: gl_draw.c プロジェクト: Xash3DLinux/xash3dlinux
int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
{
	if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
		return 0;

	return R_GetSpriteFrame( m_pSpriteModel, frame, 0.0f )->gl_texturenum;
}
コード例 #3
0
ファイル: gl_draw.c プロジェクト: Xash3DLinux/xash3dlinux
/*
=============
R_GetSpriteParms

same as GetImageParms but used
for sprite models
=============
*/
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
{
	mspriteframe_t	*pFrame;

	if( !pSprite || pSprite->type != mod_sprite ) return; // bad model ?
	pFrame = R_GetSpriteFrame( pSprite, currentFrame, 0.0f );

	if( frameWidth ) *frameWidth = pFrame->width;
	if( frameHeight ) *frameHeight = pFrame->height;
	if( numFrames ) *numFrames = pSprite->numframes;
}
コード例 #4
0
ファイル: gl_rmain.c プロジェクト: Blzut3/Engoo
/*
=================
R_DrawSpriteModel

=================
*/
void R_DrawSpriteModel (entity_t *e)
{
	vec3_t	point;
	mspriteframe_t	*frame;
	float		*up, *right;
	vec3_t		v_forward, v_right, v_up;
	msprite_t		*psprite;
// 2001-12-15 Oriented sprites fix by Atomizer  start
	vec3_t		fixed_origin;
	vec3_t		temp;
// 2001-12-15 Oriented sprites fix by Atomizer  end

	// don't even bother culling, because it's just a single
	// polygon without a surface cache
	frame = R_GetSpriteFrame (e);
	psprite = currententity->model->cache.data;

	VectorCopy(e->origin,fixed_origin);	// 2001-12-15 Oriented sprites fix by Atomizer

	if (psprite->type == SPR_ORIENTED)
	{	// bullet marks on walls
		AngleVectors (currententity->angles, v_forward, v_right, v_up);
// 2001-12-15 Oriented sprites fix by Atomizer  start
		VectorScalarMult(v_forward,-2,temp);
		VectorAdd(temp,fixed_origin,fixed_origin);
// 2001-12-15 Oriented sprites fix by Atomizer  end
		up = v_up;
		right = v_right;
	}
	else
	{	// normal sprite
		up = vup;
		right = vright;
	}

	glColor3f (1,1,1);

	GL_DisableMultitexture();

	GL_Bind(frame->gl_texturenum);

	glEnable (GL_ALPHA_TEST);
	glBegin (GL_QUADS);

	glTexCoord2f (0, 1);
// 2001-12-15 Oriented sprites fix by Atomizer  start
//	VectorMA (e->origin, frame->down, up, point);
	VectorMA (fixed_origin, frame->down, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer  end
	VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (0, 0);
// 2001-12-15 Oriented sprites fix by Atomizer  start
//	VectorMA (e->origin, frame->up, up, point);
	VectorMA (fixed_origin, frame->up, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer  end
	VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 0);
// 2001-12-15 Oriented sprites fix by Atomizer  start
//	VectorMA (e->origin, frame->up, up, point);
	VectorMA (fixed_origin, frame->up, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer  end
	VectorMA (point, frame->right, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 1);
// 2001-12-15 Oriented sprites fix by Atomizer  start
//	VectorMA (e->origin, frame->down, up, point);
	VectorMA (fixed_origin, frame->down, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer  end
	VectorMA (point, frame->right, right, point);
	glVertex3fv (point);

	glEnd ();

	glDisable (GL_ALPHA_TEST);
}
コード例 #5
0
ファイル: gl_rmain.c プロジェクト: DarthVador34/quake1-iphone
/*
=================
R_DrawSpriteModel

=================
*/
void R_DrawSpriteModel (entity_t *e)
{
	//vec3_t	point;
	mspriteframe_t	*frame;
	float		*up, *right;
	vec3_t		v_forward, v_right, v_up;
	msprite_t		*psprite;

	// don't even bother culling, because it's just a single
	// polygon without a surface cache
	frame = R_GetSpriteFrame (e);
	psprite = currententity->model->cache.data;

	if (psprite->type == SPR_ORIENTED)
	{	// bullet marks on walls
		AngleVectors (currententity->angles, v_forward, v_right, v_up);
		up = v_up;
		right = v_right;
	}
	else
	{	// normal sprite
		up = vup;
		right = vright;
	}

	glColor4ub (255,255,255,255);

	GL_DisableMultitexture();

    GL_Bind(frame->gl_texturenum);

	glEnable (GL_ALPHA_TEST);
#ifdef ESQUAKE
	
	float quadTexCoord[] = 
	{
		0, 1,
		0, 0,
		1, 0,
		1, 1
	};
	float quadVertices3[3*4];
	vec_t * pVec = quadVertices3;
	
	VectorMA (e->origin, frame->down, up, pVec);
	VectorMA (pVec, frame->left, right, pVec);
	pVec += 3;
	VectorMA (e->origin, frame->up, up, pVec);
	VectorMA (pVec, frame->left, right, pVec);
	pVec += 3;
	VectorMA (e->origin, frame->up, up, pVec);
	VectorMA (pVec, frame->right, right, pVec);
	pVec += 3;
	VectorMA (e->origin, frame->down, up, pVec);
	VectorMA (pVec, frame->right, right, pVec);
	glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*2, quadTexCoord);
	glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*3, quadVertices3);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_VERTEX_ARRAY);
#else
	glBegin (GL_QUADS);

	glTexCoord2f (0, 1);
	VectorMA (e->origin, frame->down, up, point);
	VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (0, 0);
	VectorMA (e->origin, frame->up, up, point);
	VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 0);
	VectorMA (e->origin, frame->up, up, point);
	VectorMA (point, frame->right, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 1);
	VectorMA (e->origin, frame->down, up, point);
	VectorMA (point, frame->right, right, point);
	glVertex3fv (point);
	
	glEnd ();
#endif

	glDisable (GL_ALPHA_TEST);
}
コード例 #6
0
ファイル: r_sprite.c プロジェクト: sakridge/quakespasm-ml
/*
=================
R_DrawSpriteModel -- johnfitz -- rewritten: now supports all orientations
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
	vec3_t			point, v_forward, v_right, v_up;
	msprite_t		*psprite;
	mspriteframe_t	*frame;
	float			*s_up, *s_right;
	float			angle, sr, cr;

	//TODO: frustum cull it?

	frame = R_GetSpriteFrame (e);
	psprite = (msprite_t *) currententity->model->cache.data;

	switch(psprite->type)
	{
	case SPR_VP_PARALLEL_UPRIGHT: //faces view plane, up is towards the heavens
		v_up[0] = 0;
		v_up[1] = 0;
		v_up[2] = 1;
		s_up = v_up;
		s_right = vright;
		break;
	case SPR_FACING_UPRIGHT: //faces camera origin, up is towards the heavens
		VectorSubtract(currententity->origin, r_origin, v_forward);
		v_forward[2] = 0;
		VectorNormalizeFast(v_forward);
		v_right[0] = v_forward[1];
		v_right[1] = -v_forward[0];
		v_right[2] = 0;
		v_up[0] = 0;
		v_up[1] = 0;
		v_up[2] = 1;
		s_up = v_up;
		s_right = v_right;
		break;
	case SPR_VP_PARALLEL: //faces view plane, up is towards the top of the screen
		s_up = vup;
		s_right = vright;
		break;
	case SPR_ORIENTED: //pitch yaw roll are independent of camera
		AngleVectors (currententity->angles, v_forward, v_right, v_up);
		s_up = v_up;
		s_right = v_right;
		break;
	case SPR_VP_PARALLEL_ORIENTED: //faces view plane, but obeys roll value
		angle = currententity->angles[ROLL] * M_PI_DIV_180;
		sr = sin(angle);
		cr = cos(angle);
		v_right[0] = vright[0] * cr + vup[0] * sr;
		v_right[1] = vright[1] * cr + vup[1] * sr;
		v_right[2] = vright[2] * cr + vup[2] * sr;
		v_up[0] = vright[0] * -sr + vup[0] * cr;
		v_up[1] = vright[1] * -sr + vup[1] * cr;
		v_up[2] = vright[2] * -sr + vup[2] * cr;
		s_up = v_up;
		s_right = v_right;
		break;
	default:
		return;
	}

	//johnfitz: offset decals
	if (psprite->type == SPR_ORIENTED)
		GL_PolygonOffset (OFFSET_DECAL);

	glColor3f (1,1,1);

	GL_DisableMultitexture();

	GL_Bind(frame->gltexture);

	glEnable (GL_ALPHA_TEST);
	glBegin (GL_TRIANGLE_FAN); //was GL_QUADS, but changed to support r_showtris

	glTexCoord2f (0, frame->tmax);
	VectorMA (e->origin, frame->down, s_up, point);
	VectorMA (point, frame->left, s_right, point);
	glVertex3fv (point);

	glTexCoord2f (0, 0);
	VectorMA (e->origin, frame->up, s_up, point);
	VectorMA (point, frame->left, s_right, point);
	glVertex3fv (point);

	glTexCoord2f (frame->smax, 0);
	VectorMA (e->origin, frame->up, s_up, point);
	VectorMA (point, frame->right, s_right, point);
	glVertex3fv (point);

	glTexCoord2f (frame->smax, frame->tmax);
	VectorMA (e->origin, frame->down, s_up, point);
	VectorMA (point, frame->right, s_right, point);
	glVertex3fv (point);

	glEnd ();
	glDisable (GL_ALPHA_TEST);

	//johnfitz: offset decals
	if (psprite->type == SPR_ORIENTED)
		GL_PolygonOffset (OFFSET_NONE);
}
コード例 #7
0
/*
=================
R_DrawSpriteModel

=================
*/
void R_DrawSpriteModel (entity_t *e)
{
	vec3_t	point;
	mspriteframe_t	*frame;
	float		*up, *right;
	vec3_t		v_forward, v_right, v_up;
	msprite_t		*psprite;

	// don't even bother culling, because it's just a single
	// polygon without a surface cache
	frame = R_GetSpriteFrame (e);
	psprite = (msprite_t*) currententity->model->cache.data;

	if (psprite->type == SPR_ORIENTED)
	{	// bullet marks on walls
		AngleVectors (currententity->angles, v_forward, v_right, v_up);
		up = v_up;
		right = v_right;
	}
	else
	{	// normal sprite
		up = vup;
		right = vright;
	}

	glColor3f (1,1,1);

	GL_DisableMultitexture();

    GL_Bind(frame->gl_texturenum);

	glEnable (GL_ALPHA_TEST);

#ifdef USE_OPENGLES

	{
	    float* pPoint = gVertexBuffer;
	    float texCoords[] = {
			0, 1,
			0, 0,
			1, 0,
			1, 1
		};

		VectorMA (e->origin, frame->down, up, point);
		VectorMA (point, frame->left, right, pPoint);
		pPoint += 3;

		VectorMA (e->origin, frame->up, up, point);
		VectorMA (point, frame->left, right, pPoint);
		pPoint += 3;

		VectorMA (e->origin, frame->up, up, point);
		VectorMA (point, frame->right, right, pPoint);
		pPoint += 3;

		VectorMA (e->origin, frame->down, up, point);
		VectorMA (point, frame->right, right, pPoint);

		glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer);
		glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	}

#else
	glBegin (GL_QUADS);

	glTexCoord2f (0, 1);
	VectorMA (e->origin, frame->down, up, point);
	VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (0, 0);
	VectorMA (e->origin, frame->up, up, point);
	VectorMA (point, frame->left, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 0);
	VectorMA (e->origin, frame->up, up, point);
	VectorMA (point, frame->right, right, point);
	glVertex3fv (point);

	glTexCoord2f (1, 1);
	VectorMA (e->origin, frame->down, up, point);
	VectorMA (point, frame->right, right, point);
	glVertex3fv (point);

	glEnd ();
#endif

	glDisable (GL_ALPHA_TEST);
}