ensure scope is always drawn at correct aspect ratio
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1803 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -64,6 +64,9 @@ VAR(showmap, 0, 0, 1);
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void drawscope()
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{
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// this may need to change depending on the aspect ratio at which the scope image is drawn at
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const float scopeaspect = 4.0f/3.0f;
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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static Texture *scopetex = NULL;
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if(!scopetex) scopetex = textureload("packages/misc/scope.png");
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@@ -71,10 +74,32 @@ void drawscope()
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glBegin(GL_QUADS);
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glColor3ub(255,255,255);
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glTexCoord2i(0, 0); glVertex2i(0, 0);
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glTexCoord2i(1, 0); glVertex2i(VIRTW, 0);
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glTexCoord2i(1, 1); glVertex2i(VIRTW, VIRTH);
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glTexCoord2i(0, 1); glVertex2i(0, VIRTH);
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// figure out the bounds of the scope given the desired aspect ratio
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float w = min(scopeaspect*VIRTH, float(VIRTW)),
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x1 = VIRTW/2 - w/2,
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x2 = VIRTW/2 + w/2;
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glTexCoord2i(0, 0); glVertex2f(x1, 0);
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glTexCoord2i(1, 0); glVertex2f(x2, 0);
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glTexCoord2i(1, 1); glVertex2f(x2, VIRTH);
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glTexCoord2i(0, 1); glVertex2f(x1, VIRTH);
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// fill unused space with border texels
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if(x1 > 0)
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{
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glTexCoord2i(0, 0); glVertex2f(0, 0);
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glTexCoord2i(0, 0); glVertex2f(x1, 0);
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glTexCoord2i(0, 1); glVertex2f(x1, VIRTH);
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glTexCoord2i(0, 1); glVertex2f(0, VIRTH);
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}
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if(x2 < VIRTW)
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{
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glTexCoord2i(1, 0); glVertex2f(x2, 0);
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glTexCoord2i(1, 0); glVertex2f(VIRTW, 0);
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glTexCoord2i(1, 1); glVertex2f(VIRTW, VIRTH);
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glTexCoord2i(1, 1); glVertex2f(x2, VIRTH);
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}
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glEnd();
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}
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