X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_crosshairs.c;h=a32226d664df5444031de0fbce93b07eb38d1fc1;hb=beeb6e6ed5f07f96af93110fa6c8b6958b89224e;hp=7e7bf7061501efda90534c03dc1c3855e5b8d91a;hpb=8fd8e96110f501587d3331139e694f54e4f32c9f;p=xonotic%2Fdarkplaces.git diff --git a/r_crosshairs.c b/r_crosshairs.c index 7e7bf706..a32226d6 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -2,145 +2,75 @@ #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); - - GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); - varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0; - varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1; - varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1; - varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 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, NULL) * (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); }