X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_crosshairs.c;h=6cd5cfae0d427993f9679ae3c6f962b07baa3412;hb=bb4ed8a33e0e281d86c35260fd43ab108a5b68f7;hp=a628b71d6aa96c301baacfd98aaf1aec6f2f2a61;hpb=d57be67cb00229acb8564b92c8b7c58eeed8a0cb;p=xonotic%2Fdarkplaces.git diff --git a/r_crosshairs.c b/r_crosshairs.c index a628b71d..6cd5cfae 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -1,166 +1,113 @@ + #include "quakedef.h" +#include "cl_collision.h" -cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1.0"}; -cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1.0"}; +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 rtexturepool_t *crosshairtexturepool; - -static rtexture_t *crosshairtex[NUMCROSSHAIRS]; - -static byte *crosshairtexdata[NUMCROSSHAIRS] = -{ - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0003300000033000" - "0003550000553000" - "0000577007750000" - "0000077007700000" - "0000000000000000" - "0000000000000000" - "0000077007700000" - "0000577007750000" - "0003550000553000" - "0003300000033000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - , - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0003000000003000" - "0000500000050000" - "0000070000700000" - "0000007007000000" - "0000000000000000" - "0000000000000000" - "0000007007000000" - "0000070000700000" - "0000500000050000" - "0003000000003000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - , - "0000000000000000" - "0000000770000000" - "0000000770000000" - "0000000000000000" - "0000000000000000" - "0000000440000000" - "0000000440000000" - "0770044004400770" - "0770044004400770" - "0000000440000000" - "0000000440000000" - "0000000000000000" - "0000000770000000" - "0000000770000000" - "0000000000000000" - "0000000000000000" - , - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000077777770" - "0000000075200000" - "0000000072000000" - "0000000070000000" - "0000000070000000" - "0000000070000000" - "0000000000000000" - "0000000000000000" - , - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000070000000" - "0000000000000000" - "0000000040000000" - "0000070404070000" - "0000000040000000" - "0000000000000000" - "0000000070000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" - "0000000000000000" -}; - -static void crosshairload(int num, byte *in) -{ - int i; - byte data[16*16][4]; - for (i = 0;i < 16*16;i++) - { - data[i][0] = data[i][1] = data[i][2] = 255; - data[i][3] = (in[i] - '0') * 255 / 7; - } - crosshairtex[num] = R_LoadTexture(crosshairtexturepool, va("crosshair%02d", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE); -} - -static void r_crosshairs_start(void) -{ - int i; - crosshairtexturepool = R_AllocTexturePool(); - for (i = 0;i < NUMCROSSHAIRS;i++) - crosshairload(i, crosshairtexdata[i]); -// crosshairtex[1] = crosshairload(crosshairtex2); -} - -static void r_crosshairs_shutdown(void) -{ - R_FreeTexturePool(&crosshairtexturepool); -} - -static void r_crosshairs_newmap(void) -{ -} - void R_Crosshairs_Init(void) { Cvar_RegisterVariable(&crosshair_brightness); Cvar_RegisterVariable(&crosshair_alpha); Cvar_RegisterVariable(&crosshair_flashspeed); Cvar_RegisterVariable(&crosshair_flashrange); - R_RegisterModule("R_Crosshairs", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap); + Cvar_RegisterVariable(&crosshair_size); + Cvar_RegisterVariable(&crosshair_static); } -void DrawCrosshair(int num) +void R_GetCrosshairColor(float *out) { - byte *color; + int i; + qbyte *color; float scale, base; - if (num < 0 || num >= NUMCROSSHAIRS) - num = 0; - if (cl.viewentity) + if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients) { - int i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4; + 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; - color = (byte *) &d_8to24table[i]; } else - color = (byte *) &d_8to24table[15]; + i = 15; + color = (qbyte *) &palette_complete[i]; if (crosshair_flashspeed.value >= 0.01f) -// scale = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value + 1.0f) * (1.0f / 255.0f); base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value); else base = 0.0f; - scale = crosshair_brightness.value / 255.0f; - Draw_GenericPic(crosshairtex[num], color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, vid.conwidth * 0.5f - 8.0f, vid.conheight * 0.5f - 8.0f, 16.0f, 16.0f); + 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; + 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) + return; + pic = Draw_CachePic(va("gfx/crosshair%i.tga", num)); + if (!pic) + return; + R_GetCrosshairColor(color); + + // 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 = CL_TraceLine(v1, v2, spriteorigin, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY) * (8192.0f / 40.0f) * crosshair_size.value; + + // draw the sprite + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, pic->tex, true, spriteorigin, vright, vup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]); } +void R_Draw2DCrosshair(void) +{ + int num; + cachepic_t *pic; + vec4_t color; + 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) + return; + pic = Draw_CachePic(va("gfx/crosshair%i.tga", num)); + if (pic) + { + R_GetCrosshairColor(color); + 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); + } +} + + + +