]> 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 d1aaca3db200f7db781272a2bcbf28a44f585eee..79cef91f552aa17282d294f0fed1c14625edd1a8 100644 (file)
@@ -1,5 +1,6 @@
 
 #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"};
@@ -10,6 +11,137 @@ cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
 // must match NUMCROSSHAIRS in gl_draw.c
 #define NUMCROSSHAIRS 5
 
+static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
+{
+       "................"
+       "................"
+       "................"
+       "...33......33..."
+       "...355....553..."
+       "....577..775...."
+       ".....77..77....."
+       "................"
+       "................"
+       ".....77..77....."
+       "....577..775...."
+       "...355....553..."
+       "...33......33..."
+       "................"
+       "................"
+       "................"
+       ,
+       "................"
+       "................"
+       "................"
+       "...3........3..."
+       "....5......5...."
+       ".....7....7....."
+       "......7..7......"
+       "................"
+       "................"
+       "......7..7......"
+       ".....7....7....."
+       "....5......5...."
+       "...3........3..."
+       "................"
+       "................"
+       "................"
+       ,
+       "................"
+       ".......77......."
+       ".......77......."
+       "................"
+       "................"
+       ".......44......."
+       ".......44......."
+       ".77..44..44..77."
+       ".77..44..44..77."
+       ".......44......."
+       ".......44......."
+       "................"
+       ".......77......."
+       ".......77......."
+       "................"
+       "................"
+       ,
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "........7777777."
+       "........752....."
+       "........72......"
+       "........7......."
+       "........7......."
+       "........7......."
+       "................"
+       "................"
+       ,
+       "................"
+       "................"
+       "................"
+       "................"
+       "................"
+       "........7......."
+       "................"
+       "........4......."
+       ".....7.4.4.7...."
+       "........4......."
+       "................"
+       "........7......."
+       "................"
+       "................"
+       "................"
+       "................"
+};
+
+rtexturepool_t *crosshairtexturepool;
+rtexture_t *crosshairtexture[NUMCROSSHAIRS];
+
+void r_crosshairs_start(void)
+{
+       int num;
+       int i;
+       char *in;
+       qbyte data[16*16][4];
+       crosshairtexturepool = R_AllocTexturePool();
+       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);
+       }
+}
+
+void r_crosshairs_shutdown(void)
+{
+       R_FreeTexturePool(&crosshairtexturepool);
+}
+
+void r_crosshairs_newmap(void)
+{
+}
+
 void R_Crosshairs_Init(void)
 {
        Cvar_RegisterVariable(&crosshair_brightness);
@@ -17,8 +149,10 @@ void R_Crosshairs_Init(void)
        Cvar_RegisterVariable(&crosshair_flashspeed);
        Cvar_RegisterVariable(&crosshair_flashrange);
        Cvar_RegisterVariable(&crosshair_size);
+       R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
 }
 
+/*
 void DrawCrosshair(int num)
 {
        int i;
@@ -49,4 +183,105 @@ void DrawCrosshair(int 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);
 }
+*/
+
+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)
+       {
+               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);
+       {
+               // 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);
+       }
+}
+