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- /*!
- * \file src/Sprite.cpp
- * \brief World Sprite
- *
- * \author xythobuz
- */
-
- #include "global.h"
- #include "Camera.h"
- #include "Game.h"
- #include "Render.h"
- #include "Sprite.h"
-
- SpriteSequence::SpriteSequence(TombRaider &tr, unsigned int item, unsigned int sequence) {
- for (int i = 0; i < (-tr.SpriteSequence()[sequence].negative_length); i++)
- add(*new Sprite(tr, item, sequence, i));
- }
-
- SpriteSequence::~SpriteSequence() {
- for (unsigned int i = 0; i < sprites.size(); i++)
- delete &sprites.at(i);
- }
-
- void SpriteSequence::add(Sprite &s) {
- sprites.push_back(&s);
- }
-
- unsigned int SpriteSequence::size() {
- return sprites.size();
- }
-
- Sprite &SpriteSequence::get(unsigned int index) {
- return *sprites.at(index);
- }
-
- Sprite::Sprite(TombRaider &tr, unsigned int item, unsigned int sequence, unsigned int index) {
- tr2_item_t *i = tr.Item();
- tr2_sprite_texture_t *spriteTextures = tr.Sprite();
- tr2_sprite_sequence_t *spriteSequence = tr.SpriteSequence();
-
- //! \fixme index was unused?!
- tr2_sprite_texture_t *sprite = &spriteTextures[spriteSequence[sequence].offset + index];
-
- int width = sprite->width >> 8;
- int height = sprite->height >> 8;
- int x = sprite->x;
- int y = sprite->y;
- float scale = 4.0f;
- float texelScale = 256.0f;
- int width2 = (int)(width * scale);
- int height2 = (int)(height * scale);
-
- // For vising use
- pos[0] = i[item].x;
- pos[1] = i[item].y;
- pos[2] = i[item].z;
-
- vertex[0][0] = -width2 / 2.0f;
- vertex[1][0] = -width2 / 2.0f;
- vertex[2][0] = width2 / 2.0f;
- vertex[3][0] = width2 / 2.0f;
-
- vertex[0][1] = 0;
- vertex[1][1] = -height2;
- vertex[2][1] = -height2;
- vertex[3][1] = 0;
-
- vertex[0][2] = 0;
- vertex[1][2] = 0;
- vertex[2][2] = 0;
- vertex[3][2] = 0;
-
- texel[3][0] = (vec_t)(x+width)/texelScale;
- texel[3][1] = (vec_t)(y+height)/texelScale;
-
- texel[2][0] = (vec_t)(x+width)/texelScale;
- texel[2][1] = (vec_t)(y)/texelScale;
-
- texel[1][0] = (vec_t)(x) /texelScale;
- texel[1][1] = (vec_t)(y) /texelScale;
-
- texel[0][0] = (vec_t)(x) / texelScale;
- texel[0][1] = (vec_t)(y+height)/texelScale;
-
- texture = sprite->tile + getGame().getTextureStart();
- radius = width2 / 2.0f;
- }
-
- Sprite::Sprite(TombRaider &tr, unsigned int room, unsigned int index) {
- float spriteVertices[12];
- float spriteTexCoords[8];
-
- tr.getRoomSprite(room, index,
- 10.0f, &texture, pos, spriteVertices, spriteTexCoords);
-
- texture += getGame().getTextureStart(); // OpenRaider preloads some textures
-
- for (unsigned int j = 0; j < 12; j++)
- vertex[j / 3][j % 3] = spriteVertices[j];
-
- for (unsigned int j = 0; j < 8; j++)
- texel[j / 2][j % 2] = spriteTexCoords[j];
- }
-
- void Sprite::display() {
- if (!getRender().isVisible(pos[0], pos[1], pos[2], radius))
- return;
-
- glPushMatrix();
- glTranslated(pos[0], pos[1], pos[2]);
-
- // Sprites must always face camera, because they have no depth =)
- glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
-
- switch (getRender().getMode()) {
- // No vertex lighting on sprites, as far as I see in specs
- // So just draw normal texture, no case 2
- case Render::modeSolid:
- glBegin(GL_TRIANGLE_STRIP);
- glColor3f(texel[0][0], texel[0][1], 0.5);
- glVertex3fv(vertex[0]);
-
- glColor3f(texel[1][0], texel[1][1], 0.5);
- glVertex3fv(vertex[1]);
-
- glColor3f(texel[3][0], texel[3][1], 0.5);
- glVertex3fv(vertex[3]);
-
- glColor3f(texel[2][0], texel[2][1], 0.5);
- glVertex3fv(vertex[2]);
- glEnd();
- break;
- case Render::modeWireframe:
- glColor3fv(CYAN);
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vertex[0]);
- glVertex3fv(vertex[1]);
- glVertex3fv(vertex[2]);
- glVertex3fv(vertex[3]);
- glEnd();
- glColor3fv(WHITE);
- break;
- default:
- glBindTexture(GL_TEXTURE_2D, texture+1);
-
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2fv(texel[0]);
- glVertex3fv(vertex[0]);
- glTexCoord2fv(texel[1]);
- glVertex3fv(vertex[1]);
- glTexCoord2fv(texel[3]);
- glVertex3fv(vertex[3]);
- glTexCoord2fv(texel[2]);
- glVertex3fv(vertex[2]);
- glEnd();
- }
-
- glPopMatrix();
- }
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