From: havoc Date: Tue, 24 Sep 2002 07:42:04 +0000 (+0000) Subject: static crosshair is now drawn during sbar stage (where it should be), fixes the bug... X-Git-Tag: RELEASE_0_2_0_RC1~207 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=b2b78633cda6e09e3d54d8557a3ed6161355d70f;hp=0adef4094a65ecad05e90653f32068817e76a861 static crosshair is now drawn during sbar stage (where it should be), fixes the bug where it appeared infront of the menus world crosshair size is now constant on the screen rearranged code greatly it just works better, ok? git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2427 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index a0152b15..5552b0cb 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -696,7 +696,7 @@ void R_RenderView (void) R_DrawCoronas(); R_TimeReport("coronas"); - R_DrawCrosshair(); + R_DrawWorldCrosshair(); R_TimeReport("crosshair"); R_BlendView(); diff --git a/r_crosshairs.c b/r_crosshairs.c index 113fbc9e..438d8549 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -12,137 +12,6 @@ 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) -{ -} - void R_Crosshairs_Init(void) { Cvar_RegisterVariable(&crosshair_brightness); @@ -151,7 +20,6 @@ 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) @@ -200,19 +68,11 @@ void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, floa R_Mesh_Draw(4, 2, polygonelements); } -void R_DrawCrosshair(void) +void R_GetCrosshairColor(float *out) { - int i, num; + int i; qbyte *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; @@ -229,45 +89,67 @@ void R_DrawCrosshair(void) 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; if (crosshair_static.integer) - { - char *picname; - cachepic_t *pic; - - 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 - { - // 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); + 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]); +} - cr = color[0] * scale + base; - cg = color[1] * scale + base; - cb = color[2] * scale + base; - ca = crosshair_alpha.value; +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); +} - // 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); - } -} diff --git a/render.h b/render.h index 76400a72..09dbcd44 100644 --- a/render.h +++ b/render.h @@ -170,7 +170,8 @@ void R_TimeReport_End(void); // r_stain void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2); -void R_DrawCrosshair(void); +void R_DrawWorldCrosshair(void); +void R_Draw2DCrosshair(void); void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width); diff --git a/sbar.c b/sbar.c index 31fc000c..de556faf 100644 --- a/sbar.c +++ b/sbar.c @@ -789,7 +789,6 @@ void Sbar_ShowFPS(void) Sbar_Draw =============== */ -//void DrawCrosshair(int num); void Sbar_Draw (void) { if (scr_con_current == vid.conheight) @@ -911,8 +910,7 @@ void Sbar_Draw (void) Sbar_ShowFPS(); -// if (crosshair.integer >= 1) -// DrawCrosshair(crosshair.integer - 1); + R_Draw2DCrosshair(); } //=============================================================================