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250 lines
6.4 KiB
250 lines
6.4 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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// Triangle rendering, if any |
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#include "hud.h" |
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#include "cl_util.h" |
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// Triangle rendering apis are in gEngfuncs.pTriAPI |
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#include "const.h" |
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#include "entity_state.h" |
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#include "cl_entity.h" |
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#include "triangleapi.h" |
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#include "particlemgr.h" |
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extern "C" |
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{ |
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void DLLEXPORT HUD_DrawNormalTriangles( void ); |
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void DLLEXPORT HUD_DrawTransparentTriangles( void ); |
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}; |
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extern float g_fFogColor[3]; |
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extern float g_fStartDist; |
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extern float g_fEndDist; |
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extern int g_iWaterLevel; |
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extern vec3_t v_origin; |
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int UseTexture(HSPRITE &hsprSpr, char * str) |
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{ |
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if (hsprSpr == 0) |
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{ |
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hsprSpr = SPR_Load( str ); |
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} |
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return gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( hsprSpr ), 0 ); |
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} |
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// |
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//----------------------------------------------------- |
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// |
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//LRC - code for CShinySurface, declared in hud.h |
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CShinySurface::CShinySurface( float fScale, float fAlpha, float fMinX, float fMaxX, float fMinY, float fMaxY, float fZ, char *szSprite) |
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{ |
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m_fScale = fScale; m_fAlpha = fAlpha; |
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m_fMinX = fMinX; m_fMinY = fMinY; |
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m_fMaxX = fMaxX; m_fMaxY = fMaxY; |
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m_fZ = fZ; |
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m_hsprSprite = 0; |
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strcpy( m_szSprite, szSprite ); |
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m_pNext = NULL; |
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} |
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CShinySurface::~CShinySurface() |
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{ |
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if (m_pNext) |
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delete m_pNext; |
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} |
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void CShinySurface::DrawAll(const vec3_t &org) |
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{ |
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gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); //kRenderTransTexture ); |
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); |
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for(CShinySurface *pCurrent = this; pCurrent; pCurrent = pCurrent->m_pNext) |
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{ |
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pCurrent->Draw(org); |
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} |
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
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} |
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void CShinySurface::Draw(const vec3_t &org) |
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{ |
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// add 5 to the view height, so that we don't get an ugly repeating texture as it approaches 0. |
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float fHeight = org.z - m_fZ + 5; |
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// only visible from above |
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// if (fHeight < 0) return; |
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if (fHeight < 5) return; |
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// fade out if we're really close to the surface, so they don't see an ugly repeating texture |
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// if (fHeight < 15) |
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// gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, (fHeight - 5)*0.1*m_fAlpha ); |
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// else |
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, m_fAlpha ); |
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// check whether the texture is valid |
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if (!UseTexture(m_hsprSprite, m_szSprite)) return; |
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// gEngfuncs.Con_Printf("minx %f, maxx %f, miny %f, maxy %f\n", m_fMinX, m_fMaxX, m_fMinY, m_fMaxY); |
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float fFactor = 1/(m_fScale*fHeight); |
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float fMinTX = (org.x - m_fMinX)*fFactor; |
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float fMaxTX = (org.x - m_fMaxX)*fFactor; |
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float fMinTY = (org.y - m_fMinY)*fFactor; |
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float fMaxTY = (org.y - m_fMaxY)*fFactor; |
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// gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, m_fAlpha ); |
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gEngfuncs.pTriAPI->Begin( TRI_QUADS ); |
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gEngfuncs.pTriAPI->TexCoord2f( fMinTX, fMinTY ); |
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gEngfuncs.pTriAPI->Vertex3f ( m_fMinX, m_fMinY, m_fZ+0.02f ); // add 0.02 to avoid z-buffer problems |
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gEngfuncs.pTriAPI->TexCoord2f( fMinTX, fMaxTY ); |
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gEngfuncs.pTriAPI->Vertex3f ( m_fMinX, m_fMaxY, m_fZ+0.02f ); |
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gEngfuncs.pTriAPI->TexCoord2f( fMaxTX, fMaxTY ); |
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gEngfuncs.pTriAPI->Vertex3f ( m_fMaxX, m_fMaxY, m_fZ+0.02f ); |
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gEngfuncs.pTriAPI->TexCoord2f( fMaxTX, fMinTY ); |
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gEngfuncs.pTriAPI->Vertex3f ( m_fMaxX, m_fMinY, m_fZ+0.02f ); |
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gEngfuncs.pTriAPI->End(); |
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} |
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// |
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//----------------------------------------------------- |
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// |
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//LRCT |
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//#define TEST_IT 1 |
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#if TEST_IT |
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/* |
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================= |
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Draw_Triangles |
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Example routine. Draws a sprite offset from the player origin. |
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================= |
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*/ |
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void Draw_Triangles( void ) |
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{ |
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cl_entity_t *player; |
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vec3_t org; |
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// Load it up with some bogus data |
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player = gEngfuncs.GetLocalPlayer(); |
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if( !player ) |
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return; |
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org = player->origin; |
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org.x += 50; |
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org.y += 50; |
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if( gHUD.m_hsprCursor == 0 ) |
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{ |
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//LRCT gHUD.m_hsprCursor = SPR_Load( "sprites/cursor.spr" ); |
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gHUD.m_hsprCursor = SPR_Load( "sprites/bubble.spr" ); //LRCT |
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} |
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if( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ) ) |
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{ |
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return; |
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} |
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// Create a triangle, sigh |
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); |
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gEngfuncs.pTriAPI->Begin( TRI_QUADS ); |
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// Overload p->color with index into tracer palette, p->packedColor with brightness |
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 ); |
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// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2) |
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gEngfuncs.pTriAPI->Brightness( 1 ); |
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); |
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gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z ); |
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gEngfuncs.pTriAPI->Brightness( 1 ); |
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gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); |
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gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z ); |
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gEngfuncs.pTriAPI->Brightness( 1 ); |
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gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); |
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gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z ); |
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gEngfuncs.pTriAPI->Brightness( 1 ); |
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); |
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gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z ); |
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gEngfuncs.pTriAPI->End(); |
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
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} |
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#endif |
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void BlackFog ( void ) |
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{ |
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//Not in water and we want fog. |
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static float fColorBlack[3] = {0,0,0}; |
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bool bFog = g_iWaterLevel < 2 && g_fStartDist > 0 && g_fEndDist > 0; |
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if (bFog) |
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gEngfuncs.pTriAPI->Fog ( fColorBlack, g_fStartDist, g_fEndDist, bFog ); |
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else |
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gEngfuncs.pTriAPI->Fog ( g_fFogColor, g_fStartDist, g_fEndDist, bFog ); |
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} |
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void RenderFog ( void ) |
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{ |
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//Not in water and we want fog. |
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bool bFog = g_iWaterLevel < 2 && g_fStartDist > 0 && g_fEndDist > 0; |
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if (bFog) |
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gEngfuncs.pTriAPI->Fog ( g_fFogColor, g_fStartDist, g_fEndDist, bFog ); |
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// else |
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// gEngfuncs.pTriAPI->Fog ( g_fFogColor, 10000, 10001, 0 ); |
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} |
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/* |
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================= |
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HUD_DrawNormalTriangles |
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Non-transparent triangles-- add them here |
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================= |
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*/ |
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void DLLEXPORT HUD_DrawNormalTriangles( void ) |
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{ |
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gHUD.m_Spectator.DrawOverview(); |
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#if TEST_IT |
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// Draw_Triangles(); |
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#endif |
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} |
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/* |
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================= |
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HUD_DrawTransparentTriangles |
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Render any triangles with transparent rendermode needs here |
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================= |
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*/ |
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extern ParticleSystemManager* g_pParticleSystems; // LRC |
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void DLLEXPORT HUD_DrawTransparentTriangles( void ) |
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{ |
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BlackFog(); |
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//22/03/03 LRC: shiny surfaces |
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if (gHUD.m_pShinySurface) |
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gHUD.m_pShinySurface->DrawAll(v_origin); |
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// LRC: find out the time elapsed since the last redraw |
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static float fOldTime, fTime; |
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fOldTime = fTime; |
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fTime = gEngfuncs.GetClientTime(); |
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// LRC: draw and update particle systems |
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g_pParticleSystems->UpdateSystems(fTime - fOldTime); |
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#if TEST_IT |
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// Draw_Triangles(); |
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#endif |
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}
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