Open Source Tomb Raider Engine
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Sprite.cpp 4.3KB

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  1. /*!
  2. * \file src/Sprite.cpp
  3. * \brief World Sprite
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Camera.h"
  9. #include "Game.h"
  10. #include "Render.h"
  11. #include "TextureManager.h"
  12. #include "Sprite.h"
  13. SpriteSequence::SpriteSequence(TombRaider& tr, unsigned int item, unsigned int sequence) {
  14. for (int i = 0; i < (-tr.SpriteSequence()[sequence].negative_length); i++)
  15. sprites.push_back(new Sprite(tr, item, sequence, i));
  16. }
  17. SpriteSequence::~SpriteSequence() {
  18. for (unsigned int i = 0; i < sprites.size(); i++)
  19. delete sprites.at(i);
  20. }
  21. unsigned long SpriteSequence::size() {
  22. return sprites.size();
  23. }
  24. Sprite& SpriteSequence::get(unsigned long index) {
  25. assert(index < sprites.size());
  26. return *sprites.at(index);
  27. }
  28. Sprite::Sprite(TombRaider& tr, unsigned int item, unsigned int sequence, unsigned int index) {
  29. tr2_item_t* i = tr.Item();
  30. tr2_sprite_texture_t* spriteTextures = tr.Sprite();
  31. tr2_sprite_sequence_t* spriteSequence = tr.SpriteSequence();
  32. //! \fixme index was unused?!
  33. tr2_sprite_texture_t* sprite = &spriteTextures[spriteSequence[sequence].offset + index];
  34. int width = sprite->width >> 8;
  35. int height = sprite->height >> 8;
  36. int x = sprite->x;
  37. int y = sprite->y;
  38. float scale = 4.0f;
  39. float texelScale = 256.0f;
  40. int width2 = (int)(width * scale);
  41. int height2 = (int)(height * scale);
  42. // For vising use
  43. pos[0] = i[item].x;
  44. pos[1] = i[item].y;
  45. pos[2] = i[item].z;
  46. vertex[0][0] = -width2 / 2.0f;
  47. vertex[1][0] = -width2 / 2.0f;
  48. vertex[2][0] = width2 / 2.0f;
  49. vertex[3][0] = width2 / 2.0f;
  50. vertex[0][1] = 0;
  51. vertex[1][1] = -height2;
  52. vertex[2][1] = -height2;
  53. vertex[3][1] = 0;
  54. vertex[0][2] = 0;
  55. vertex[1][2] = 0;
  56. vertex[2][2] = 0;
  57. vertex[3][2] = 0;
  58. texel[3][0] = (float)(x + width) / texelScale;
  59. texel[3][1] = (float)(y + height) / texelScale;
  60. texel[2][0] = (float)(x + width) / texelScale;
  61. texel[2][1] = (float)(y) / texelScale;
  62. texel[1][0] = (float)(x) / texelScale;
  63. texel[1][1] = (float)(y) / texelScale;
  64. texel[0][0] = (float)(x) / texelScale;
  65. texel[0][1] = (float)(y + height) / texelScale;
  66. texture = sprite->tile;
  67. radius = width2 / 2.0f;
  68. }
  69. Sprite::Sprite(TombRaider& tr, unsigned int room, unsigned int index) {
  70. float spriteVertices[12];
  71. float spriteTexCoords[8];
  72. tr.getRoomSprite(room, index,
  73. 10.0f, &texture, pos, spriteVertices, spriteTexCoords);
  74. for (unsigned int j = 0; j < 12; j++)
  75. vertex[j / 3][j % 3] = spriteVertices[j];
  76. for (unsigned int j = 0; j < 8; j++)
  77. texel[j / 2][j % 2] = spriteTexCoords[j];
  78. radius = 0.0f;
  79. }
  80. void Sprite::display() {
  81. if (!getRender().isVisible(pos[0], pos[1], pos[2], radius))
  82. return;
  83. glPushMatrix();
  84. glTranslated(pos[0], pos[1], pos[2]);
  85. // Sprites must always face camera, because they have no depth =)
  86. glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
  87. switch (getRender().getMode()) {
  88. // No vertex lighting on sprites, as far as I see in specs
  89. // So just draw normal texture, no case 2
  90. case Render::modeSolid:
  91. glBegin(GL_TRIANGLE_STRIP);
  92. glColor3f(texel[0][0], texel[0][1], 0.5);
  93. glVertex3fv(vertex[0]);
  94. glColor3f(texel[1][0], texel[1][1], 0.5);
  95. glVertex3fv(vertex[1]);
  96. glColor3f(texel[3][0], texel[3][1], 0.5);
  97. glVertex3fv(vertex[3]);
  98. glColor3f(texel[2][0], texel[2][1], 0.5);
  99. glVertex3fv(vertex[2]);
  100. glEnd();
  101. break;
  102. case Render::modeWireframe:
  103. glColor3ubv(CYAN);
  104. glBegin(GL_LINE_LOOP);
  105. glVertex3fv(vertex[0]);
  106. glVertex3fv(vertex[1]);
  107. glVertex3fv(vertex[2]);
  108. glVertex3fv(vertex[3]);
  109. glEnd();
  110. glColor3ubv(WHITE);
  111. break;
  112. default:
  113. getTextureManager().bindTextureId(texture);
  114. glBegin(GL_TRIANGLE_STRIP);
  115. glTexCoord2fv(texel[0]);
  116. glVertex3fv(vertex[0]);
  117. glTexCoord2fv(texel[1]);
  118. glVertex3fv(vertex[1]);
  119. glTexCoord2fv(texel[3]);
  120. glVertex3fv(vertex[3]);
  121. glTexCoord2fv(texel[2]);
  122. glVertex3fv(vertex[2]);
  123. glEnd();
  124. }
  125. glPopMatrix();
  126. }