//========= 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" 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 }