207 lines
6.0 KiB
C++
207 lines
6.0 KiB
C++
//========= Copyright © 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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#include "wrect.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 "custom_alloc.h"
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#include "com_model.h"
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#include "gl_local.h"// buz
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#define DLLEXPORT __declspec( dllexport )
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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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//
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//-----------------------------------------------------
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//
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/*
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====================
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buz:
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Orthogonal polygons
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====================
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*/
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// helper functions
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void OrthoQuad(int x1, int y1, int x2, int y2)
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{
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gEngfuncs.pTriAPI->Begin(TRI_QUADS); //start our quad
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gEngfuncs.pTriAPI->TexCoord2f(0.01, 0.01);
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gEngfuncs.pTriAPI->Vertex3f(x1, y1, 0);
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gEngfuncs.pTriAPI->TexCoord2f(0.01, 0.99);
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gEngfuncs.pTriAPI->Vertex3f(x1, y2, 0);
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gEngfuncs.pTriAPI->TexCoord2f(0.99, 0.99);
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gEngfuncs.pTriAPI->Vertex3f(x2, y2, 0);
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gEngfuncs.pTriAPI->TexCoord2f(0.99f, 0.01);
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gEngfuncs.pTriAPI->Vertex3f(x2, y1, 0);
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gEngfuncs.pTriAPI->End(); //end our list of vertexes
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}
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// buz: use triapi to draw sprites on screen
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void DrawSpriteAsPoly( HSPRITE hspr, wrect_t *rect, wrect_t *screenpos, int mode, float r, float g, float b, float a )
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{
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if( !hspr ) return;
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const struct model_s *sprmodel = gEngfuncs.GetSpritePointer(hspr);
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gEngfuncs.pTriAPI->RenderMode(mode);
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 0);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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float x = rect->left / (float)SPR_Width(hspr, 0) + 0.01;
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float x2 = rect->right / (float)SPR_Width(hspr, 0) - 0.01;
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float y = rect->top / (float)SPR_Height(hspr, 0) + 0.01;
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float y2 = rect->bottom / (float)SPR_Height(hspr, 0) - 0.01;
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gEngfuncs.pTriAPI->Begin(TRI_QUADS); //start our quad
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gEngfuncs.pTriAPI->TexCoord2f(x, y);
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gEngfuncs.pTriAPI->Vertex3f(screenpos->left, screenpos->top, 0);
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gEngfuncs.pTriAPI->TexCoord2f(x, y2);
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gEngfuncs.pTriAPI->Vertex3f(screenpos->left, screenpos->bottom, 0);
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gEngfuncs.pTriAPI->TexCoord2f(x2, y2);
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gEngfuncs.pTriAPI->Vertex3f(screenpos->right, screenpos->bottom, 0);
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gEngfuncs.pTriAPI->TexCoord2f(x2, y);
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gEngfuncs.pTriAPI->Vertex3f(screenpos->right, screenpos->top, 0);
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->CullFace( TRI_FRONT );
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}
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void OrthoDraw( HSPRITE spr, int mode, float r, float g, float b, float a )
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{
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if( !spr ) return;
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const struct model_s *sprmodel = gEngfuncs.GetSpritePointer(spr);
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gEngfuncs.pTriAPI->RenderMode(mode);
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int frames = SPR_Frames(spr);
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switch (frames)
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{
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case 1:
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 0);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(0, 0, ScreenWidth, ScreenHeight);
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break;
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case 2:
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 0);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(0, 0, ScreenWidth/2, ScreenHeight);
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 1);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(ScreenWidth/2, 0, ScreenWidth, ScreenHeight);
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break;
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case 4:
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 0);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(0, 0, ScreenWidth/2, ScreenHeight/2);
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 1);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(ScreenWidth/2, 0, ScreenWidth, ScreenHeight/2);
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 2);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(0, ScreenHeight/2, ScreenWidth/2, ScreenHeight);
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *) sprmodel, 3);
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gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //no culling
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gEngfuncs.pTriAPI->Color4f( r, g, b, a );
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OrthoQuad(ScreenWidth/2, ScreenHeight/2, ScreenWidth, ScreenHeight);
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break;
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default:
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gEngfuncs.Con_Printf("ERROR: illegal number of frames in ortho sprite (%i)\n", frames);
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break;
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}
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gEngfuncs.pTriAPI->CullFace( TRI_FRONT );
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}
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void OrthoScope( void )
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{
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// scope base
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HSPRITE spr1 = SPR_Load("sprites/sniper1.spr");
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if (!spr1)
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{
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gEngfuncs.Con_Printf("ERROR: Can't load sprites/sniper1.spr\n");
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return;
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}
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// dirt decal
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HSPRITE spr2 = SPR_Load("sprites/sniper2.spr");
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if (!spr2)
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{
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gEngfuncs.Con_Printf("ERROR: Can't load sprites/sniper2.spr\n");
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return;
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}
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// transparent glass
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HSPRITE spr3 = SPR_Load("sprites/sniper3.spr");
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if (!spr3)
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{
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gEngfuncs.Con_Printf("ERROR: Can't load sprites/sniper3.spr\n");
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return;
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}
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OrthoDraw( spr3, kRenderTransAdd, tr.ambientLight.x * 0.5f, tr.ambientLight.y * 0.5f, tr.ambientLight.z * 0.5f, 1.0f );
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OrthoDraw( spr2, kRenderTransColor, tr.ambientLight.x, tr.ambientLight.y, tr.ambientLight.z, 1.0f );
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OrthoDraw( spr1, kRenderNormal, tr.ambientLight.x * 0.5f, tr.ambientLight.y * 0.5f, tr.ambientLight.z * 0.5f, 1.0f );
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gEngfuncs.pTriAPI->RenderMode(kRenderNormal); //return to normal
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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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}
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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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} |