Paranoia2_original/cl_dll/render/gl_sprite.h

112 lines
3.0 KiB
C++

/*
gl_sprite.h - sprite model rendering
Copyright (C) 2011 Uncle Mike
This program 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 3 of the License, or
(at your option) any later version.
This program 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.
*/
#ifndef GL_SPRITE_H
#define GL_SPRITE_H
#include "sprite.h"
#define GLOW_NUM_TRACES 5
#define GLOW_INTERP_SPEED 2.0f // time to fade glows
/*
====================
CSpriteModelRenderer
====================
*/
class CSpriteModelRenderer
{
public:
// Construction/Destruction
CSpriteModelRenderer( void );
virtual ~CSpriteModelRenderer( void );
// Initialization
virtual void Init( void );
private:
// Get Sprite description for frame
virtual mspriteframe_t *GetSpriteFrame( int frame, float yaw );
virtual void SpriteComputeOrigin( cl_entity_t *e );
virtual void SpriteComputeBBox( cl_entity_t *e, Vector bbox[8] );
virtual bool CullSpriteModel( void );
virtual float GlowSightDistance( void );
virtual float SpriteGlowBlend( int rendermode, int renderfx, int alpha, float &scale );
virtual int SpriteOccluded( int &alpha, float &pscale );
virtual void DrawSpriteQuad( mspriteframe_t *frame, const Vector &org, const Vector &right, const Vector &up, float scale );
virtual int SpriteHasLightmap( int texFormat );
inline void *Mod_Extradata( model_t *mod )
{
if( mod && mod->type == mod_sprite )
return mod->cache.data;
return NULL;
}
Vector sprite_origin;
Vector sprite_absmin, sprite_absmax;
// Client clock
double m_clTime;
// Old Client clock
double m_clOldTime;
// Current render frame #
int m_nFrameCount;
// Cvars that sprite model code needs to reference
cvar_t *m_pCvarLerping; // Use lerping for animation?
cvar_t *m_pCvarLighting; // lighting mode
// The entity which we are currently rendering.
cl_entity_t *m_pCurrentEntity;
// The model for the entity being rendered
model_t *m_pRenderModel;
// Current model rendermode
int m_iRenderMode;
// Pointer to header block for sprite model data
msprite_t *m_pSpriteHeader;
// engine stuff (backend)
public:
void AddSpriteModelToDrawList( cl_entity_t *e, bool update = false );
// Draw generic spritemodel
mspriteframe_t *GetSpriteFrame( const model_t *m_pSpriteModel, int frame );
};
extern CSpriteModelRenderer g_SpriteRenderer;
inline mspriteframe_t *R_GetSpriteFrame( const model_t *m_pSpriteModel, int frame )
{
return g_SpriteRenderer.GetSpriteFrame( m_pSpriteModel, frame );
}
inline void R_AddSpriteToDrawList( cl_entity_t *e, bool update = false )
{
g_SpriteRenderer.AddSpriteModelToDrawList( e, update );
}
#endif// GL_SPRITE_H