]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_crosshairs.c
renamed makefile.bsd to BSDmakefile so that pmake will automatically find it (no...
[xonotic/darkplaces.git] / r_crosshairs.c
index 5522a2886c49b62c8952f8cfd4f67bf8df10d608..e0fd5b2af61b65bf08af9d3da4ffa09e355b7be0 100644 (file)
@@ -2,15 +2,12 @@
 #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
+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)
 {
@@ -22,49 +19,10 @@ void R_Crosshairs_Init(void)
        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;
+       unsigned char *color;
        float scale, base;
        if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
        {
@@ -76,7 +34,7 @@ void R_GetCrosshairColor(float *out)
        }
        else
                i = 15;
-       color = (qbyte *) &palette_complete[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
@@ -101,30 +59,35 @@ void R_DrawWorldCrosshair(void)
        vec3_t v1, v2, spriteorigin;
        vec_t spritescale;
        vec4_t color;
+       trace_t trace;
+       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)
+       if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
                return;
-       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
+       pic = r_crosshairs[num];
        if (!pic)
                return;
        R_GetCrosshairColor(color);
 
        // trace the shot path up to a certain distance
-       VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+       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_origin, v1);
+       //VectorCopy(r_vieworigin, v1);
        VectorMA(v1, 8192, v2, v2);
-       spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true, NULL) * (8192.0f / 40.0f) * crosshair_size.value;
+       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_DrawCrosshairSprite(pic->tex, spriteorigin, spritescale, color[0], color[1], color[2], color[3]);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
 }
 
 void R_Draw2DCrosshair(void)
@@ -132,18 +95,20 @@ 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)
+       if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
                return;
-       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
+       pic = r_crosshairs[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);
+               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);
        }
 }