]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_crosshairs.c
reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / r_crosshairs.c
index 113fbc9ecac3c21e076343b7e42e9c14f8941623..c47f34b25d5617a5a57c4ca9be9331d089179ae0 100644 (file)
 #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
-
-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)
-{
-}
+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)
 {
@@ -151,68 +17,13 @@ void R_Crosshairs_Init(void)
        Cvar_RegisterVariable(&crosshair_flashrange);
        Cvar_RegisterVariable(&crosshair_size);
        Cvar_RegisterVariable(&crosshair_static);
-       R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
 }
 
-void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+void R_GetCrosshairColor(float *out)
 {
-       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);
-
-       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 R_DrawCrosshair(void)
-{
-       int i, num;
-       qbyte *color;
+       int i;
+       unsigned char *color;
        float scale, base;
-       vec3_t v1, v2, spriteorigin;
-       vec_t spritescale;
-       float cr, cg, cb, ca;
-       num = crosshair.integer - 1;
-       if (num < 0 || cl.intermission)
-               return;
-       if (num >= NUMCROSSHAIRS)
-               num = 0;
        if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
        {
                i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
@@ -223,51 +34,84 @@ void R_DrawCrosshair(void)
        }
        else
                i = 15;
-       color = (qbyte *) &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);
+       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)
-       {
-               char *picname;
-               cachepic_t *pic;
+               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_view.origin, 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_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+}
 
-               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);
-       }
-       else
+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)
        {
-               // 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);
-
-               cr = color[0] * scale + base;
-               cg = color[1] * scale + base;
-               cb = color[2] * scale + base;
-               ca = crosshair_alpha.value;
-
-               // clamp the colors so they don't go negative
-               cr = max(0, cr);
-               cg = max(0, cg);
-               cb = max(0, cb);
-               // might as well clamp the alpha
-               ca = bound(0, ca, 1.0f);
-
-               // finally draw the sprite
-               R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, cr, cg, cb, ca);
+               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);
        }
 }
 
 
+
+