#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 void R_Crosshairs_Init(void) { Cvar_RegisterVariable(&crosshair_brightness); Cvar_RegisterVariable(&crosshair_alpha); Cvar_RegisterVariable(&crosshair_flashspeed); Cvar_RegisterVariable(&crosshair_flashrange); 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 *) &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); 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, 0, true, NULL) * (8192.0f / 40.0f) * crosshair_size.value; // draw the sprite R_DrawCrosshairSprite(pic->tex, spriteorigin, 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); } }