]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_crosshairs.c
static crosshair is now drawn during sbar stage (where it should be), fixes the bug...
[xonotic/darkplaces.git] / r_crosshairs.c
index a628b71d6aa96c301baacfd98aaf1aec6f2f2a61..438d8549856ac3dbaa0570cbd40c96c900d972a4 100644 (file)
+
 #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)
+void R_Crosshairs_Init(void)
 {
-       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);
+       Cvar_RegisterVariable(&crosshair_brightness);
+       Cvar_RegisterVariable(&crosshair_alpha);
+       Cvar_RegisterVariable(&crosshair_flashspeed);
+       Cvar_RegisterVariable(&crosshair_flashrange);
+       Cvar_RegisterVariable(&crosshair_size);
+       Cvar_RegisterVariable(&crosshair_static);
 }
 
-static void r_crosshairs_start(void)
+void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
 {
-       int i;
-       crosshairtexturepool = R_AllocTexturePool();
-       for (i = 0;i < NUMCROSSHAIRS;i++)
-               crosshairload(i, crosshairtexdata[i]);
-//     crosshairtex[1] = crosshairload(crosshairtex2);
-}
+       rmeshstate_t m;
+       float diff[3];
 
-static void r_crosshairs_shutdown(void)
-{
-       R_FreeTexturePool(&crosshairtexturepool);
-}
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_origin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
 
-static void r_crosshairs_newmap(void)
-{
-}
+       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);
 
-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);
+       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 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 *) &d_8to24table[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 + 1));
+       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) * (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;
+       R_GetCrosshairColor(color);
+       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+       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);
+}
+
+
+
+