X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_crosshairs.c;h=bf5018bb46cb7d35caa71d12a9282bd516f418b3;hb=9976ca010e51f14b9dfe4c5bc1f945344d3d9bf7;hp=46585f980edbc0adcf6e9d46e24bd3f47cfba121;hpb=c2995f2c4c030b1c3adb163fd84b4ea5b3d2b104;p=xonotic%2Fdarkplaces.git diff --git a/r_crosshairs.c b/r_crosshairs.c index 46585f98..bf5018bb 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -1,10 +1,13 @@ + #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 @@ -16,18 +19,15 @@ void R_Crosshairs_Init(void) Cvar_RegisterVariable(&crosshair_flashspeed); Cvar_RegisterVariable(&crosshair_flashrange); Cvar_RegisterVariable(&crosshair_size); + Cvar_RegisterVariable(&crosshair_static); } -void DrawCrosshair(int num) +void R_GetCrosshairColor(float *out) { int i; - byte *color; + 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 @@ -37,15 +37,81 @@ void DrawCrosshair(int num) } else i = 15; - color = (byte *) &d_8to24table[i]; + color = (qbyte *) &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); - picname = va("gfx/crosshair%i.tga", num + 1); - pic = Draw_CachePic(picname); + 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 (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 = Draw_CachePic(va("gfx/crosshair%i.tga", num)); + 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_vieworigin, v1); + VectorMA(v1, 8192, v2, v2); + spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY) * (8192.0f / 40.0f) * crosshair_size.value; + + // draw the sprite + R_DrawSprite(GL_SRC_ALPHA, GL_ONE, pic->tex, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]); +} + +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 = Draw_CachePic(va("gfx/crosshair%i.tga", 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); + { + 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); + } } + + +