X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_crosshairs.c;h=e0fd5b2af61b65bf08af9d3da4ffa09e355b7be0;hb=658d44cb461c2c60ce86ab48efa918f242c33196;hp=46585f980edbc0adcf6e9d46e24bd3f47cfba121;hpb=c2995f2c4c030b1c3adb163fd84b4ea5b3d2b104;p=xonotic%2Fdarkplaces.git diff --git a/r_crosshairs.c b/r_crosshairs.c index 46585f98..e0fd5b2a 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -1,13 +1,13 @@ -#include "quakedef.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"}; +#include "quakedef.h" +#include "cl_collision.h" -// must match NUMCROSSHAIRS in gl_draw.c -#define NUMCROSSHAIRS 5 +cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1", "how bright the crosshair should be"}; +cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1", "how opaque the crosshair should be"}; +cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2", "speed at which the crosshair flashes"}; +cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1", "how much the crosshair flashes"}; +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) { @@ -16,18 +16,15 @@ void R_Crosshairs_Init(void) Cvar_RegisterVariable(&crosshair_flashspeed); Cvar_RegisterVariable(&crosshair_flashrange); Cvar_RegisterVariable(&crosshair_size); + Cvar_RegisterVariable(&crosshair_static); } -void DrawCrosshair(int num) +void R_GetCrosshairColor(float *out) { int i; - byte *color; + unsigned char *color; float scale, base; - char *picname; - cachepic_t *pic; - if (num < 0 || num >= NUMCROSSHAIRS) - num = 0; - if (cl.viewentity) + if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients) { i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4; if (i >= 208 && i < 224) // blue @@ -37,15 +34,84 @@ void DrawCrosshair(int num) } else i = 15; - color = (byte *) &d_8to24table[i]; + color = (unsigned char *) &palette_complete[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); - picname = va("gfx/crosshair%i.tga", num + 1); - pic = Draw_CachePic(picname); + 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) + return; + pic = r_crosshairs[num]; + if (!pic) + return; + R_GetCrosshairColor(color); + + // trace the shot path up to a certain distance + 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_vieworigin, v1); + VectorMA(v1, 8192, v2, v2); + 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_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, 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 (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) + 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, 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); + { + R_GetCrosshairColor(color); + 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, color[0], color[1], color[2], color[3], 0); + } } + + +