#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
+cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
+cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
+cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
+cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
+cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
+cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "1", "if 1 the crosshair is a 2D overlay, if 0 it is a sprite in the world indicating where your weapon will hit in standard quake mods (if the mod has the weapon somewhere else this won't be accurate)"};
void R_Crosshairs_Init(void)
{
- Cvar_RegisterVariable(&crosshair_brightness);
- Cvar_RegisterVariable(&crosshair_alpha);
- Cvar_RegisterVariable(&crosshair_flashspeed);
- Cvar_RegisterVariable(&crosshair_flashrange);
+ Cvar_RegisterVariable(&crosshair_color_red);
+ Cvar_RegisterVariable(&crosshair_color_green);
+ Cvar_RegisterVariable(&crosshair_color_blue);
+ Cvar_RegisterVariable(&crosshair_color_alpha);
Cvar_RegisterVariable(&crosshair_size);
Cvar_RegisterVariable(&crosshair_static);
}
-void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
- 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.depthdisable = true;
- m.tex[0] = R_GetTexture(texture);
- R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
-
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * r_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * r_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * r_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, polygonelements);
-}
-
-void R_GetCrosshairColor(float *out)
-{
- int i;
- qbyte *color;
- float scale, base;
- if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
- {
- i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
- if (i >= 208 && i < 224) // blue
- i += 8;
- else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
- i += 15;
- }
- else
- i = 15;
- color = (qbyte *) &d_8to24table[i];
- if (crosshair_flashspeed.value >= 0.01f)
- base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
- else
- base = 0.0f;
- scale = crosshair_brightness.value * (1.0f / 255.0f);
- out[0] = color[0] * scale + base;
- out[1] = color[1] * scale + base;
- out[2] = color[2] * scale + base;
- out[3] = crosshair_alpha.value;
-
- // clamp the colors and alpha
- out[0] = bound(0, out[0], 1);
- out[1] = bound(0, out[1], 1);
- out[2] = bound(0, out[2], 1);
- out[3] = bound(0, out[3], 1.0f);
-}
-
void R_DrawWorldCrosshair(void)
{
int num;
cachepic_t *pic;
vec3_t v1, v2, spriteorigin;
vec_t spritescale;
- vec4_t color;
+ trace_t trace;
+ if (r_letterbox.value)
+ return;
if (crosshair_static.integer)
return;
num = crosshair.integer;
if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
return;
- if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
return;
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+ pic = r_crosshairs[num];
if (!pic)
return;
- R_GetCrosshairColor(color);
-
+
// trace the shot path up to a certain distance
- VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+ Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, 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);
+ //VectorCopy(r_view.origin, v1);
VectorMA(v1, 8192, v2, v2);
- spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * (8192.0f / 40.0f) * crosshair_size.value;
+ trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
+ spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value;
+ VectorCopy(trace.endpos, spriteorigin);
// draw the sprite
- R_DrawCrosshairSprite(pic->tex, spriteorigin, spritescale, color[0], color[1], color[2], color[3]);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value);
}
void R_Draw2DCrosshair(void)
{
int num;
cachepic_t *pic;
- vec4_t color;
+ if (r_letterbox.value)
+ return;
if (!crosshair_static.integer)
return;
num = crosshair.integer;
if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
return;
- R_GetCrosshairColor(color);
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+ if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
+ return;
+ pic = r_crosshairs[num];
if (pic)
- DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);
+ DrawQ_Pic((vid_conwidth.integer - pic->width * crosshair_size.value) * 0.5f, (vid_conheight.integer - pic->height * crosshair_size.value) * 0.5f, pic, pic->width * crosshair_size.value, pic->height * crosshair_size.value, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value, 0);
}