]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_crosshairs.c
Serious-Sam style crosshair (an actual sprite in the world, with slight variation...
[xonotic/darkplaces.git] / r_crosshairs.c
index a628b71d6aa96c301baacfd98aaf1aec6f2f2a61..79cef91f552aa17282d294f0fed1c14625edd1a8 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"};
 
+// must match NUMCROSSHAIRS in gl_draw.c
 #define NUMCROSSHAIRS 5
 
-static rtexturepool_t *crosshairtexturepool;
-
-static rtexture_t *crosshairtex[NUMCROSSHAIRS];
-
-static byte *crosshairtexdata[NUMCROSSHAIRS] =
+static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
 {
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0003300000033000"
-       "0003550000553000"
-       "0000577007750000"
-       "0000077007700000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000077007700000"
-       "0000577007750000"
-       "0003550000553000"
-       "0003300000033000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
+       "................"
+       "................"
+       "................"
+       "...33......33..."
+       "...355....553..."
+       "....577..775...."
+       ".....77..77....."
+       "................"
+       "................"
+       ".....77..77....."
+       "....577..775...."
+       "...355....553..."
+       "...33......33..."
+       "................"
+       "................"
+       "................"
        ,
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0003000000003000"
-       "0000500000050000"
-       "0000070000700000"
-       "0000007007000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000007007000000"
-       "0000070000700000"
-       "0000500000050000"
-       "0003000000003000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
+       "................"
+       "................"
+       "................"
+       "...3........3..."
+       "....5......5...."
+       ".....7....7....."
+       "......7..7......"
+       "................"
+       "................"
+       "......7..7......"
+       ".....7....7....."
+       "....5......5...."
+       "...3........3..."
+       "................"
+       "................"
+       "................"
        ,
-       "0000000000000000"
-       "0000000770000000"
-       "0000000770000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000440000000"
-       "0000000440000000"
-       "0770044004400770"
-       "0770044004400770"
-       "0000000440000000"
-       "0000000440000000"
-       "0000000000000000"
-       "0000000770000000"
-       "0000000770000000"
-       "0000000000000000"
-       "0000000000000000"
+       "................"
+       ".......77......."
+       ".......77......."
+       "................"
+       "................"
+       ".......44......."
+       ".......44......."
+       ".77..44..44..77."
+       ".77..44..44..77."
+       ".......44......."
+       ".......44......."
+       "................"
+       ".......77......."
+       ".......77......."
+       "................"
+       "................"
        ,
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000077777770"
-       "0000000075200000"
-       "0000000072000000"
-       "0000000070000000"
-       "0000000070000000"
-       "0000000070000000"
-       "0000000000000000"
-       "0000000000000000"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "........7777777."
+       "........752....."
+       "........72......"
+       "........7......."
+       "........7......."
+       "........7......."
+       "................"
+       "................"
        ,
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000070000000"
-       "0000000000000000"
-       "0000000040000000"
-       "0000070404070000"
-       "0000000040000000"
-       "0000000000000000"
-       "0000000070000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
-       "0000000000000000"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "........7......."
+       "................"
+       "........4......."
+       ".....7.4.4.7...."
+       "........4......."
+       "................"
+       "........7......."
+       "................"
+       "................"
+       "................"
+       "................"
 };
 
-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);
-}
+rtexturepool_t *crosshairtexturepool;
+rtexture_t *crosshairtexture[NUMCROSSHAIRS];
 
-static void r_crosshairs_start(void)
+void r_crosshairs_start(void)
 {
+       int num;
        int i;
+       char *in;
+       qbyte data[16*16][4];
        crosshairtexturepool = R_AllocTexturePool();
-       for (i = 0;i < NUMCROSSHAIRS;i++)
-               crosshairload(i, crosshairtexdata[i]);
-//     crosshairtex[1] = crosshairload(crosshairtex2);
+       for (num = 0;num < 5;num++)
+       {
+               in = crosshairtexdata[num];
+               for (i = 0;i < 16*16;i++)
+               {
+                       if (in[i] == '.')
+                       {
+                               data[i][0] = 255;
+                               data[i][1] = 255;
+                               data[i][2] = 255;
+                               data[i][3] = 0;
+                       }
+                       else
+                       {
+                               data[i][0] = 255;
+                               data[i][1] = 255;
+                               data[i][2] = 255;
+                               data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
+                       }
+               }
+               crosshairtexture[num] = R_LoadTexture(crosshairtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+       }
 }
 
-static void r_crosshairs_shutdown(void)
+void r_crosshairs_shutdown(void)
 {
        R_FreeTexturePool(&crosshairtexturepool);
 }
 
-static void r_crosshairs_newmap(void)
+void r_crosshairs_newmap(void)
 {
 }
 
@@ -135,32 +148,140 @@ void R_Crosshairs_Init(void)
        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);
+       R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
 }
 
+/*
 void DrawCrosshair(int num)
 {
-       byte *color;
+       int i;
+       qbyte *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
+                       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);
+       picname = va("gfx/crosshair%i.tga", num + 1);
+       pic = Draw_CachePic(picname);
+       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);
+}
+*/
+
+int crosshairpolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+{
+       rmeshinfo_t m;
+       float tvxyz[4][4], tvst[4][2], diff[3];
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.depthdisable = true;
+       m.numtriangles = 2;
+       m.numverts = 4;
+       m.cr = cr;
+       m.cg = cg;
+       m.cb = cb;
+       m.ca = ca;
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_origin, diff);
+               m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
+       m.index = crosshairpolyindex;
+       m.vertex = &tvxyz[0][0];
+       m.vertexstep = sizeof(float[4]);
+       m.tex[0] = R_GetTexture(texture);
+       m.texcoords[0] = &tvst[0][0];
+       m.texcoordstep[0] = sizeof(float[2]);
+       tvst[0][0] = 0;
+       tvst[0][1] = 0;
+       tvst[1][0] = 0;
+       tvst[1][1] = 1;
+       tvst[2][0] = 1;
+       tvst[2][1] = 1;
+       tvst[3][0] = 1;
+       tvst[3][1] = 0;
+       tvxyz[0][0] = origin[0] - vright[0] * scale - vup[0] * scale;
+       tvxyz[0][1] = origin[1] - vright[1] * scale - vup[1] * scale;
+       tvxyz[0][2] = origin[2] - vright[2] * scale - vup[2] * scale;
+       tvxyz[1][0] = origin[0] - vright[0] * scale + vup[0] * scale;
+       tvxyz[1][1] = origin[1] - vright[1] * scale + vup[1] * scale;
+       tvxyz[1][2] = origin[2] - vright[2] * scale + vup[2] * scale;
+       tvxyz[2][0] = origin[0] + vright[0] * scale + vup[0] * scale;
+       tvxyz[2][1] = origin[1] + vright[1] * scale + vup[1] * scale;
+       tvxyz[2][2] = origin[2] + vright[2] * scale + vup[2] * scale;
+       tvxyz[3][0] = origin[0] + vright[0] * scale - vup[0] * scale;
+       tvxyz[3][1] = origin[1] + vright[1] * scale - vup[1] * scale;
+       tvxyz[3][2] = origin[2] + vright[2] * scale - vup[2] * scale;
+       R_Mesh_Draw(&m);
+}
+
+void R_DrawCrosshair(void)
+{
+       int i, num;
+       qbyte *color;
+       float scale, base;
+       vec3_t v1, v2, spriteorigin;
+       vec_t spritescale;
+       num = crosshair.integer - 1;
+       if (num < 0)
+               return;
+       if (num >= NUMCROSSHAIRS)
+               num = 0;
+       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);
+       //picname = va("gfx/crosshair%i.tga", num + 1);
+       //pic = Draw_CachePic(picname);
+       //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);
+       {
+               // 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 = 4.0f + (CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * 8192.0f) * (1.0f / 48.0f);
+               spritescale = bound(0.0f, spritescale, 32.0f);
+               //VectorMA(spriteorigin, -4, vpn, spriteorigin);
+               // put the sprite there
+               R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value);
+       }
 }
 
+