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129 lines
2.9 KiB
129 lines
2.9 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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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_iFogColor[3]; |
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extern float g_iStartDist; |
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extern float g_iEndDist; |
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extern int g_iWaterLevel; |
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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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gHUD.m_hsprCursor = SPR_Load( "sprites/cursor.spr" ); |
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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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//Render fog ( duh ). |
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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_iStartDist >= 0 && g_iEndDist >= 0; |
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gEngfuncs.pTriAPI->Fog ( g_iFogColor, g_iStartDist, g_iEndDist, bFog ); |
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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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void DLLEXPORT HUD_DrawTransparentTriangles( void ) |
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{ |
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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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