Open Source Tomb Raider Engine
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Sprite.cpp 4.4KB

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  1. /*!
  2. * \file src/Sprite.cpp
  3. * \brief World Sprite
  4. *
  5. * \author xythobuz
  6. */
  7. #ifdef __APPLE__
  8. #include <OpenGL/gl.h>
  9. #include <OpenGL/glu.h>
  10. #else
  11. #include <GL/gl.h>
  12. #include <GL/glu.h>
  13. #endif
  14. #include "main.h"
  15. #include "Sprite.h"
  16. SpriteSequence::SpriteSequence(TombRaider &tr, unsigned int item, unsigned int sequence) {
  17. for (int i = 0; i < (-tr.SpriteSequence()[sequence].negative_length); i++)
  18. add(*new Sprite(tr, item, sequence, i));
  19. }
  20. SpriteSequence::~SpriteSequence() {
  21. for (unsigned int i = 0; i < sprites.size(); i++)
  22. delete &sprites.at(i);
  23. }
  24. void SpriteSequence::add(Sprite &s) {
  25. sprites.push_back(&s);
  26. }
  27. unsigned int SpriteSequence::size() {
  28. return sprites.size();
  29. }
  30. Sprite &SpriteSequence::get(unsigned int index) {
  31. return *sprites.at(index);
  32. }
  33. Sprite::Sprite(TombRaider &tr, unsigned int item, unsigned int sequence, unsigned int index) {
  34. tr2_item_t *i = tr.Item();
  35. tr2_sprite_texture_t *spriteTextures = tr.Sprite();
  36. tr2_sprite_sequence_t *spriteSequence = tr.SpriteSequence();
  37. //! \fixme index was unused?!
  38. tr2_sprite_texture_t *sprite = &spriteTextures[spriteSequence[sequence].offset + index];
  39. int width = sprite->width >> 8;
  40. int height = sprite->height >> 8;
  41. int x = sprite->x;
  42. int y = sprite->y;
  43. float scale = 4.0f;
  44. float texelScale = 256.0f;
  45. int width2 = (int)(width * scale);
  46. int height2 = (int)(height * scale);
  47. // For vising use
  48. pos[0] = i[item].x;
  49. pos[1] = i[item].y;
  50. pos[2] = i[item].z;
  51. vertex[0][0] = -width2 / 2.0f;
  52. vertex[1][0] = -width2 / 2.0f;
  53. vertex[2][0] = width2 / 2.0f;
  54. vertex[3][0] = width2 / 2.0f;
  55. vertex[0][1] = 0;
  56. vertex[1][1] = -height2;
  57. vertex[2][1] = -height2;
  58. vertex[3][1] = 0;
  59. vertex[0][2] = 0;
  60. vertex[1][2] = 0;
  61. vertex[2][2] = 0;
  62. vertex[3][2] = 0;
  63. texel[3][0] = (vec_t)(x+width)/texelScale;
  64. texel[3][1] = (vec_t)(y+height)/texelScale;
  65. texel[2][0] = (vec_t)(x+width)/texelScale;
  66. texel[2][1] = (vec_t)(y)/texelScale;
  67. texel[1][0] = (vec_t)(x) /texelScale;
  68. texel[1][1] = (vec_t)(y) /texelScale;
  69. texel[0][0] = (vec_t)(x) / texelScale;
  70. texel[0][1] = (vec_t)(y+height)/texelScale;
  71. texture = sprite->tile + getGame().getTextureStart();
  72. radius = width2 / 2.0f;
  73. }
  74. Sprite::Sprite(TombRaider &tr, unsigned int room, unsigned int index) {
  75. float spriteVertices[12];
  76. float spriteTexCoords[8];
  77. tr.getRoomSprite(room, index,
  78. 10.0f, &texture, pos, spriteVertices, spriteTexCoords);
  79. texture += getGame().getTextureStart(); // OpenRaider preloads some textures
  80. for (unsigned int j = 0; j < 12; j++)
  81. vertex[j / 3][j % 3] = spriteVertices[j];
  82. for (unsigned int j = 0; j < 8; j++)
  83. texel[j / 2][j % 2] = spriteTexCoords[j];
  84. }
  85. void Sprite::display() {
  86. if (!getRender().isVisible(pos[0], pos[1], pos[2], radius))
  87. return;
  88. glPushMatrix();
  89. glTranslated(pos[0], pos[1], pos[2]);
  90. // Sprites must always face camera, because they have no depth =)
  91. glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
  92. switch (getRender().getMode()) {
  93. // No vertex lighting on sprites, as far as I see in specs
  94. // So just draw normal texture, no case 2
  95. case Render::modeSolid:
  96. glBegin(GL_TRIANGLE_STRIP);
  97. glColor3f(texel[0][0], texel[0][1], 0.5);
  98. glVertex3fv(vertex[0]);
  99. glColor3f(texel[1][0], texel[1][1], 0.5);
  100. glVertex3fv(vertex[1]);
  101. glColor3f(texel[3][0], texel[3][1], 0.5);
  102. glVertex3fv(vertex[3]);
  103. glColor3f(texel[2][0], texel[2][1], 0.5);
  104. glVertex3fv(vertex[2]);
  105. glEnd();
  106. break;
  107. case Render::modeWireframe:
  108. glColor3fv(CYAN);
  109. glBegin(GL_LINE_LOOP);
  110. glVertex3fv(vertex[0]);
  111. glVertex3fv(vertex[1]);
  112. glVertex3fv(vertex[2]);
  113. glVertex3fv(vertex[3]);
  114. glEnd();
  115. glColor3fv(WHITE);
  116. break;
  117. default:
  118. glBindTexture(GL_TEXTURE_2D, texture+1);
  119. glBegin(GL_TRIANGLE_STRIP);
  120. glTexCoord2fv(texel[0]);
  121. glVertex3fv(vertex[0]);
  122. glTexCoord2fv(texel[1]);
  123. glVertex3fv(vertex[1]);
  124. glTexCoord2fv(texel[3]);
  125. glVertex3fv(vertex[3]);
  126. glTexCoord2fv(texel[2]);
  127. glVertex3fv(vertex[2]);
  128. glEnd();
  129. }
  130. glPopMatrix();
  131. }