#include "quakedef.h"
+#include "cl_collision.h"
cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1"};
cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1"};
cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
+cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "0"};
// must match NUMCROSSHAIRS in gl_draw.c
#define NUMCROSSHAIRS 5
+static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
+{
+ "................"
+ "................"
+ "................"
+ "...33......33..."
+ "...355....553..."
+ "....577..775...."
+ ".....77..77....."
+ "................"
+ "................"
+ ".....77..77....."
+ "....577..775...."
+ "...355....553..."
+ "...33......33..."
+ "................"
+ "................"
+ "................"
+ ,
+ "................"
+ "................"
+ "................"
+ "...3........3..."
+ "....5......5...."
+ ".....7....7....."
+ "......7..7......"
+ "................"
+ "................"
+ "......7..7......"
+ ".....7....7....."
+ "....5......5...."
+ "...3........3..."
+ "................"
+ "................"
+ "................"
+ ,
+ "................"
+ ".......77......."
+ ".......77......."
+ "................"
+ "................"
+ ".......44......."
+ ".......44......."
+ ".77..44..44..77."
+ ".77..44..44..77."
+ ".......44......."
+ ".......44......."
+ "................"
+ ".......77......."
+ ".......77......."
+ "................"
+ "................"
+ ,
+ "................"
+ "................"
+ "................"
+ "................"
+ "................"
+ "................"
+ "................"
+ "................"
+ "........7777777."
+ "........752....."
+ "........72......"
+ "........7......."
+ "........7......."
+ "........7......."
+ "................"
+ "................"
+ ,
+ "................"
+ "................"
+ "................"
+ "................"
+ "................"
+ "........7......."
+ "................"
+ "........4......."
+ ".....7.4.4.7...."
+ "........4......."
+ "................"
+ "........7......."
+ "................"
+ "................"
+ "................"
+ "................"
+};
+
+rtexturepool_t *crosshairtexturepool;
+rtexture_t *crosshairtexture[NUMCROSSHAIRS];
+
+void r_crosshairs_start(void)
+{
+ int num;
+ int i;
+ char *in;
+ qbyte data[16*16][4];
+ crosshairtexturepool = R_AllocTexturePool();
+ for (num = 0;num < 5;num++)
+ {
+ in = crosshairtexdata[num];
+ for (i = 0;i < 16*16;i++)
+ {
+ if (in[i] == '.')
+ {
+ data[i][0] = 255;
+ data[i][1] = 255;
+ data[i][2] = 255;
+ data[i][3] = 0;
+ }
+ else
+ {
+ data[i][0] = 255;
+ data[i][1] = 255;
+ data[i][2] = 255;
+ data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
+ }
+ }
+ crosshairtexture[num] = R_LoadTexture(crosshairtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ }
+}
+
+void r_crosshairs_shutdown(void)
+{
+ R_FreeTexturePool(&crosshairtexturepool);
+}
+
+void r_crosshairs_newmap(void)
+{
+}
+
void R_Crosshairs_Init(void)
{
Cvar_RegisterVariable(&crosshair_brightness);
Cvar_RegisterVariable(&crosshair_flashspeed);
Cvar_RegisterVariable(&crosshair_flashrange);
Cvar_RegisterVariable(&crosshair_size);
+ Cvar_RegisterVariable(&crosshair_static);
+ R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
}
-void DrawCrosshair(int num)
+void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
{
- int i;
+ rmeshstate_t m;
+ float diff[3];
+
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_origin, diff);
+ ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.wantoverbright = false;
+ m.depthdisable = true;
+ m.tex[0] = R_GetTexture(texture);
+ R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_State(&m);
+
+ varray_element[0] = 0;
+ varray_element[1] = 1;
+ varray_element[2] = 2;
+ varray_element[3] = 0;
+ varray_element[4] = 2;
+ varray_element[5] = 3;
+ varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * mesh_colorscale;
+ varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * mesh_colorscale;
+ varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * mesh_colorscale;
+ varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
+ varray_texcoord[0][0] = 0;
+ varray_texcoord[0][1] = 0;
+ varray_texcoord[0][2] = 0;
+ varray_texcoord[0][3] = 1;
+ varray_texcoord[0][4] = 1;
+ varray_texcoord[0][5] = 1;
+ varray_texcoord[0][6] = 1;
+ varray_texcoord[0][7] = 0;
+ varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
+ varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
+ varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
+ varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
+ varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
+ varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
+ varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
+ varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
+ varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
+ varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
+ varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
+ varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Draw(4, 2);
+}
+
+void R_DrawCrosshair(void)
+{
+ int i, num;
qbyte *color;
float scale, base;
- char *picname;
- cachepic_t *pic;
- if (num < 0 || num >= NUMCROSSHAIRS)
+ vec3_t v1, v2, spriteorigin;
+ vec_t spritescale;
+ float cr, cg, cb, ca;
+ num = crosshair.integer - 1;
+ if (num < 0 || cl.intermission)
+ return;
+ if (num >= NUMCROSSHAIRS)
num = 0;
if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
{
else
base = 0.0f;
scale = crosshair_brightness.value * (1.0f / 255.0f);
- picname = va("gfx/crosshair%i.tga", num + 1);
- pic = Draw_CachePic(picname);
- if (pic)
- DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+
+ if (crosshair_static.integer)
+ {
+ char *picname;
+ cachepic_t *pic;
+
+ picname = va("gfx/crosshair%i.tga", num + 1);
+ pic = Draw_CachePic(picname);
+ if (pic)
+ DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+ }
+ else
+ {
+ // trace the shot path up to a certain distance
+ VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+ v1[2] += 16; // HACK: this depends on the QC
+ // get the forward vector for the gun (not the view)
+ AngleVectors(cl.viewangles, v2, NULL, NULL);
+ //VectorCopy(r_origin, v1);
+ VectorMA(v1, 8192, v2, v2);
+ spritescale = 4.0f + (CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * 8192.0f) * (1.0f / 48.0f);
+ spritescale = bound(0.0f, spritescale, 32.0f);
+ //VectorMA(spriteorigin, -4, vpn, spriteorigin);
+
+ cr = color[0] * scale + base;
+ cg = color[1] * scale + base;
+ cb = color[2] * scale + base;
+ ca = crosshair_alpha.value;
+
+ // clamp the colors so they don't go negative
+ cr = max(0, cr);
+ cg = max(0, cg);
+ cb = max(0, cb);
+ // might as well clamp the alpha
+ ca = bound(0, ca, 1.0f);
+
+ // finally draw the sprite
+ R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, cr, cg, cb, ca);
+ }
}
+