Open Source Tomb Raider Engine
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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 "Sprite.h"
  12. SpriteSequence::SpriteSequence(TombRaider &tr, unsigned int item, unsigned int sequence) {
  13. for (int i = 0; i < (-tr.SpriteSequence()[sequence].negative_length); i++)
  14. sprites.push_back(new Sprite(tr, item, sequence, i));
  15. }
  16. SpriteSequence::~SpriteSequence() {
  17. for (unsigned int i = 0; i < sprites.size(); i++)
  18. delete sprites.at(i);
  19. }
  20. unsigned int SpriteSequence::size() {
  21. return sprites.size();
  22. }
  23. Sprite &SpriteSequence::get(unsigned int index) {
  24. return *sprites.at(index);
  25. }
  26. Sprite::Sprite(TombRaider &tr, unsigned int item, unsigned int sequence, unsigned int index) {
  27. tr2_item_t *i = tr.Item();
  28. tr2_sprite_texture_t *spriteTextures = tr.Sprite();
  29. tr2_sprite_sequence_t *spriteSequence = tr.SpriteSequence();
  30. //! \fixme index was unused?!
  31. tr2_sprite_texture_t *sprite = &spriteTextures[spriteSequence[sequence].offset + index];
  32. int width = sprite->width >> 8;
  33. int height = sprite->height >> 8;
  34. int x = sprite->x;
  35. int y = sprite->y;
  36. float scale = 4.0f;
  37. float texelScale = 256.0f;
  38. int width2 = (int)(width * scale);
  39. int height2 = (int)(height * scale);
  40. // For vising use
  41. pos[0] = i[item].x;
  42. pos[1] = i[item].y;
  43. pos[2] = i[item].z;
  44. vertex[0][0] = -width2 / 2.0f;
  45. vertex[1][0] = -width2 / 2.0f;
  46. vertex[2][0] = width2 / 2.0f;
  47. vertex[3][0] = width2 / 2.0f;
  48. vertex[0][1] = 0;
  49. vertex[1][1] = -height2;
  50. vertex[2][1] = -height2;
  51. vertex[3][1] = 0;
  52. vertex[0][2] = 0;
  53. vertex[1][2] = 0;
  54. vertex[2][2] = 0;
  55. vertex[3][2] = 0;
  56. texel[3][0] = (vec_t)(x+width)/texelScale;
  57. texel[3][1] = (vec_t)(y+height)/texelScale;
  58. texel[2][0] = (vec_t)(x+width)/texelScale;
  59. texel[2][1] = (vec_t)(y)/texelScale;
  60. texel[1][0] = (vec_t)(x) /texelScale;
  61. texel[1][1] = (vec_t)(y) /texelScale;
  62. texel[0][0] = (vec_t)(x) / texelScale;
  63. texel[0][1] = (vec_t)(y+height)/texelScale;
  64. texture = sprite->tile + getGame().getTextureStart();
  65. radius = width2 / 2.0f;
  66. }
  67. Sprite::Sprite(TombRaider &tr, unsigned int room, unsigned int index) {
  68. float spriteVertices[12];
  69. float spriteTexCoords[8];
  70. tr.getRoomSprite(room, index,
  71. 10.0f, &texture, pos, spriteVertices, spriteTexCoords);
  72. texture += getGame().getTextureStart(); // OpenRaider preloads some textures
  73. for (unsigned int j = 0; j < 12; j++)
  74. vertex[j / 3][j % 3] = spriteVertices[j];
  75. for (unsigned int j = 0; j < 8; j++)
  76. texel[j / 2][j % 2] = spriteTexCoords[j];
  77. radius = 0.0f;
  78. }
  79. void Sprite::display() {
  80. if (!getRender().isVisible(pos[0], pos[1], pos[2], radius))
  81. return;
  82. glPushMatrix();
  83. glTranslated(pos[0], pos[1], pos[2]);
  84. // Sprites must always face camera, because they have no depth =)
  85. glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
  86. switch (getRender().getMode()) {
  87. // No vertex lighting on sprites, as far as I see in specs
  88. // So just draw normal texture, no case 2
  89. case Render::modeSolid:
  90. glBegin(GL_TRIANGLE_STRIP);
  91. glColor3f(texel[0][0], texel[0][1], 0.5);
  92. glVertex3fv(vertex[0]);
  93. glColor3f(texel[1][0], texel[1][1], 0.5);
  94. glVertex3fv(vertex[1]);
  95. glColor3f(texel[3][0], texel[3][1], 0.5);
  96. glVertex3fv(vertex[3]);
  97. glColor3f(texel[2][0], texel[2][1], 0.5);
  98. glVertex3fv(vertex[2]);
  99. glEnd();
  100. break;
  101. case Render::modeWireframe:
  102. glColor3fv(CYAN);
  103. glBegin(GL_LINE_LOOP);
  104. glVertex3fv(vertex[0]);
  105. glVertex3fv(vertex[1]);
  106. glVertex3fv(vertex[2]);
  107. glVertex3fv(vertex[3]);
  108. glEnd();
  109. glColor3fv(WHITE);
  110. break;
  111. default:
  112. glBindTexture(GL_TEXTURE_2D, texture+1);
  113. glBegin(GL_TRIANGLE_STRIP);
  114. glTexCoord2fv(texel[0]);
  115. glVertex3fv(vertex[0]);
  116. glTexCoord2fv(texel[1]);
  117. glVertex3fv(vertex[1]);
  118. glTexCoord2fv(texel[3]);
  119. glVertex3fv(vertex[3]);
  120. glTexCoord2fv(texel[2]);
  121. glVertex3fv(vertex[2]);
  122. glEnd();
  123. }
  124. glPopMatrix();
  125. }