You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
118 lines
2.6 KiB
118 lines
2.6 KiB
//========= 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" |
|
|
|
extern "C" |
|
{ |
|
void DLLEXPORT HUD_DrawNormalTriangles( void ); |
|
void DLLEXPORT HUD_DrawTransparentTriangles( void ); |
|
} |
|
|
|
//#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 ) |
|
{ |
|
char sz[256]; |
|
sprintf( sz, "sprites/cursor.spr" ); |
|
gHUD.m_hsprCursor = SPR_Load( sz ); |
|
} |
|
|
|
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 |
|
|
|
/* |
|
================= |
|
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 |
|
================= |
|
*/ |
|
void DLLEXPORT HUD_DrawTransparentTriangles( void ) |
|
{ |
|
#if TEST_IT |
|
// Draw_Triangles(); |
|
#endif |
|
}
|
|
|