|
|
|
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
|
|
|
|
//
|
|
|
|
// 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"
|
|
|
|
#include "particlemgr.h"
|
|
|
|
|
|
|
|
/*
|
|
|
|
#include <windows.h> // Header File For Windows
|
|
|
|
#include <gl\gl.h> // Header File For The OpenGL32 Library
|
|
|
|
#include <gl\glu.h> // Header File For The GLu32 Library
|
|
|
|
#include "r_studioint.h"
|
|
|
|
|
|
|
|
extern engine_studio_api_t IEngineStudio;
|
|
|
|
*/
|
|
|
|
|
|
|
|
extern "C"
|
|
|
|
{
|
|
|
|
void DLLEXPORT HUD_DrawNormalTriangles( void );
|
|
|
|
void DLLEXPORT HUD_DrawTransparentTriangles( void );
|
|
|
|
};
|
|
|
|
|
|
|
|
extern float g_fFogColor[3];
|
|
|
|
extern float g_fStartDist;
|
|
|
|
extern float g_fEndDist;
|
|
|
|
extern int g_iWaterLevel;
|
|
|
|
extern vec3_t v_origin;
|
|
|
|
|
|
|
|
int UseTexture(HSPRITE &hsprSpr, char * str)
|
|
|
|
{
|
|
|
|
if (hsprSpr == 0)
|
|
|
|
{
|
|
|
|
hsprSpr = SPR_Load( str );
|
|
|
|
}
|
|
|
|
|
|
|
|
return gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( hsprSpr ), 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------
|
|
|
|
//
|
|
|
|
|
|
|
|
//LRC - code for CShinySurface, declared in hud.h
|
|
|
|
CShinySurface::CShinySurface( float fScale, float fAlpha, float fMinX, float fMaxX, float fMinY, float fMaxY, float fZ, char *szSprite)
|
|
|
|
{
|
|
|
|
m_fScale = fScale; m_fAlpha = fAlpha;
|
|
|
|
m_fMinX = fMinX; m_fMinY = fMinY;
|
|
|
|
m_fMaxX = fMaxX; m_fMaxY = fMaxY;
|
|
|
|
m_fZ = fZ;
|
|
|
|
m_hsprSprite = 0;
|
|
|
|
strcpy( m_szSprite, szSprite );
|
|
|
|
m_pNext = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
CShinySurface::~CShinySurface()
|
|
|
|
{
|
|
|
|
if (m_pNext)
|
|
|
|
delete m_pNext;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShinySurface::DrawAll(const vec3_t &org)
|
|
|
|
{
|
|
|
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); //kRenderTransTexture );
|
|
|
|
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
|
|
|
|
|
|
|
for(CShinySurface *pCurrent = this; pCurrent; pCurrent = pCurrent->m_pNext)
|
|
|
|
{
|
|
|
|
pCurrent->Draw(org);
|
|
|
|
}
|
|
|
|
|
|
|
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShinySurface::Draw(const vec3_t &org)
|
|
|
|
{
|
|
|
|
// add 5 to the view height, so that we don't get an ugly repeating texture as it approaches 0.
|
|
|
|
float fHeight = org.z - m_fZ + 5;
|
|
|
|
|
|
|
|
// only visible from above
|
|
|
|
// if (fHeight < 0) return;
|
|
|
|
if (fHeight < 5) return;
|
|
|
|
|
|
|
|
// fade out if we're really close to the surface, so they don't see an ugly repeating texture
|
|
|
|
// if (fHeight < 15)
|
|
|
|
// gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, (fHeight - 5)*0.1*m_fAlpha );
|
|
|
|
// else
|
|
|
|
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, m_fAlpha );
|
|
|
|
|
|
|
|
// check whether the texture is valid
|
|
|
|
if (!UseTexture(m_hsprSprite, m_szSprite)) return;
|
|
|
|
|
|
|
|
// gEngfuncs.Con_Printf("minx %f, maxx %f, miny %f, maxy %f\n", m_fMinX, m_fMaxX, m_fMinY, m_fMaxY);
|
|
|
|
|
|
|
|
float fFactor = 1/(m_fScale*fHeight);
|
|
|
|
float fMinTX = (org.x - m_fMinX)*fFactor;
|
|
|
|
float fMaxTX = (org.x - m_fMaxX)*fFactor;
|
|
|
|
float fMinTY = (org.y - m_fMinY)*fFactor;
|
|
|
|
float fMaxTY = (org.y - m_fMaxY)*fFactor;
|
|
|
|
// gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, m_fAlpha );
|
|
|
|
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f( fMinTX, fMinTY );
|
|
|
|
gEngfuncs.pTriAPI->Vertex3f ( m_fMinX, m_fMinY, m_fZ+0.02f ); // add 0.02 to avoid z-buffer problems
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f( fMinTX, fMaxTY );
|
|
|
|
gEngfuncs.pTriAPI->Vertex3f ( m_fMinX, m_fMaxY, m_fZ+0.02f );
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f( fMaxTX, fMaxTY );
|
|
|
|
gEngfuncs.pTriAPI->Vertex3f ( m_fMaxX, m_fMaxY, m_fZ+0.02f );
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f( fMaxTX, fMinTY );
|
|
|
|
gEngfuncs.pTriAPI->Vertex3f ( m_fMaxX, m_fMinY, m_fZ+0.02f );
|
|
|
|
gEngfuncs.pTriAPI->End();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
|
|
//LRCT
|
|
|
|
//#define TEST_IT 1
|
|
|
|
#if 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();
|
|
|
|
if( !player )
|
|
|
|
return;
|
|
|
|
|
|
|
|
org = player->origin;
|
|
|
|
|
|
|
|
org.x += 50;
|
|
|
|
org.y += 50;
|
|
|
|
|
|
|
|
if( gHUD.m_hsprCursor == 0 )
|
|
|
|
{
|
|
|
|
//LRCT gHUD.m_hsprCursor = SPR_Load( "sprites/cursor.spr" );
|
|
|
|
gHUD.m_hsprCursor = SPR_Load( "sprites/bubble.spr" ); //LRCT
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
void BlackFog ( void )
|
|
|
|
{
|
|
|
|
//Not in water and we want fog.
|
|
|
|
static float fColorBlack[3] = {0,0,0};
|
|
|
|
bool bFog = g_iWaterLevel < 2 && g_fStartDist > 0 && g_fEndDist > 0;
|
|
|
|
if (bFog)
|
|
|
|
gEngfuncs.pTriAPI->Fog ( fColorBlack, g_fStartDist, g_fEndDist, bFog );
|
|
|
|
else
|
|
|
|
gEngfuncs.pTriAPI->Fog ( g_fFogColor, g_fStartDist, g_fEndDist, bFog );
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderFog ( void )
|
|
|
|
{
|
|
|
|
//Not in water and we want fog.
|
|
|
|
bool bFog = g_iWaterLevel < 2 && g_fStartDist > 0 && g_fEndDist > 0;
|
|
|
|
if (bFog)
|
|
|
|
gEngfuncs.pTriAPI->Fog ( g_fFogColor, g_fStartDist, g_fEndDist, bFog );
|
|
|
|
// else
|
|
|
|
// gEngfuncs.pTriAPI->Fog ( g_fFogColor, 10000, 10001, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
HUD_DrawNormalTriangles
|
|
|
|
|
|
|
|
Non-transparent triangles-- add them here
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void DLLEXPORT HUD_DrawNormalTriangles( void )
|
|
|
|
{
|
|
|
|
gHUD.m_Spectator.DrawOverview();
|
|
|
|
#if TEST_IT
|
|
|
|
// Draw_Triangles();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
HUD_DrawTransparentTriangles
|
|
|
|
|
|
|
|
Render any triangles with transparent rendermode needs here
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
extern ParticleSystemManager* g_pParticleSystems; // LRC
|
|
|
|
|
|
|
|
void DLLEXPORT HUD_DrawTransparentTriangles( void )
|
|
|
|
{
|
|
|
|
BlackFog();
|
|
|
|
|
|
|
|
//22/03/03 LRC: shiny surfaces
|
|
|
|
if (gHUD.m_pShinySurface)
|
|
|
|
gHUD.m_pShinySurface->DrawAll(v_origin);
|
|
|
|
|
|
|
|
// LRC: find out the time elapsed since the last redraw
|
|
|
|
static float fOldTime, fTime;
|
|
|
|
fOldTime = fTime;
|
|
|
|
fTime = gEngfuncs.GetClientTime();
|
|
|
|
|
|
|
|
// LRC: draw and update particle systems
|
|
|
|
g_pParticleSystems->UpdateSystems(fTime - fOldTime);
|
|
|
|
|
|
|
|
#if TEST_IT
|
|
|
|
// Draw_Triangles();
|
|
|
|
#endif
|
|
|
|
}
|