Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// Triangle rendering, if any
#include "hud.h"
#include "cl_util.h"
// Triangle rendering apis are in gEngfuncs.pTriAPI
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "triangleapi.h"
extern "C"
{
void DLLEXPORT HUD_DrawNormalTriangles( void );
void DLLEXPORT HUD_DrawTransparentTriangles( void );
}
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extern float g_iFogColor[3];
extern float g_iStartDist;
extern float g_iEndDist;
extern int g_iWaterLevel;
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//#define TEST_IT
#if defined( TEST_IT )
/*
=================
Draw_Triangles
Example routine. Draws a sprite offset from the player origin.
=================
*/
void Draw_Triangles( void )
{
cl_entity_t *player;
vec3_t org;
// Load it up with some bogus data
player = gEngfuncs.GetLocalPlayer();
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if( !player )
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return;
org = player->origin;
org.x += 50;
org.y += 50;
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if( gHUD.m_hsprCursor == 0 )
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{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
gHUD.m_hsprCursor = SPR_Load( sz );
}
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if( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ) )
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{
return;
}
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// Create a triangle, sigh
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
// Overload p->color with index into tracer palette, p->packedColor with brightness
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
gEngfuncs.pTriAPI->End();
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
#endif
//Render fog ( duh ).
void RenderFog( void )
{
//Not in water and we want fog.
bool bFog = g_iWaterLevel < 2 && g_iStartDist >= 0 && g_iEndDist >= 0;
gEngfuncs.pTriAPI->Fog ( g_iFogColor, g_iStartDist, g_iEndDist, bFog );
}
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/*
=================
HUD_DrawNormalTriangles
Non-transparent triangles-- add them here
=================
*/
void DLLEXPORT HUD_DrawNormalTriangles( void )
{
gHUD.m_Spectator.DrawOverview();
#if defined( TEST_IT )
// Draw_Triangles();
#endif
}
/*
=================
HUD_DrawTransparentTriangles
Render any triangles with transparent rendermode needs here
=================
*/
void DLLEXPORT HUD_DrawTransparentTriangles( void )
{
#if defined( TEST_IT )
// Draw_Triangles();
#endif
}