// renderhud.cpp: HUD rendering #include "pch.h" #include "cube.h" void drawicon(Texture *tex, float x, float y, float s, int col, int row, float ts) { if(tex && tex->xs == tex->ys) quad(tex->id, x, y, s, ts*col, ts*row, ts); } void drawequipicon(float x, float y, int col, int row, float blend) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/items.png"); if(tex) { if(blend) glEnable(GL_BLEND); drawicon(tex, x, y, 120, col, row, 1/3.0f); if(blend) glDisable(GL_BLEND); } } void drawradaricon(float x, float y, float s, int col, int row) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/radaricons.png"); if(tex) { glEnable(GL_BLEND); drawicon(tex, x, y, s, col, row, 1/4.0f); glDisable(GL_BLEND); } } void drawctficon(float x, float y, float s, int col, int row, float ts) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/ctficons.png"); if(tex) drawicon(tex, x, y, s, col, row, ts); } void drawvoteicon(float x, float y, int col, int row, bool noblend) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/voteicons.png"); if(tex) { if(noblend) glDisable(GL_BLEND); drawicon(tex, x, y, 240, col, row, 1/2.0f); if(noblend) glEnable(GL_BLEND); } } VARP(crosshairsize, 0, 15, 50); VARP(hidestats, 0, 1, 1); VARP(crosshairfx, 0, 1, 1); VARP(hideradar, 0, 0, 1); VARP(radarres, 1, 64, 1024); VARP(radarentsize, 1, 4, 64); VARP(hidectfhud, 0, 0, 1); VARP(hidevote, 0, 0, 1); VAR(showmap, 0, 0, 1); void drawscope() { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); static Texture *scopetex = NULL; if(!scopetex) scopetex = textureload("packages/misc/scope.png"); glBindTexture(GL_TEXTURE_2D, scopetex->id); glBegin(GL_QUADS); glColor3ub(255,255,255); glTexCoord2i(0, 0); glVertex2i(0, 0); glTexCoord2i(1, 0); glVertex2i(VIRTW, 0); glTexCoord2i(1, 1); glVertex2i(VIRTW, VIRTH); glTexCoord2i(0, 1); glVertex2i(0, VIRTH); glEnd(); } Texture *crosshair = NULL; void loadcrosshair(char *c) { s_sprintfd(p)("packages/misc/crosshairs/%s", c); crosshair = textureload(p); if(crosshair==notexture) crosshair = textureload("packages/misc/crosshairs/default.png"); } COMMAND(loadcrosshair, ARG_1STR); void drawcrosshair(bool showteamwarning) { glBlendFunc(GL_ONE, GL_ONE); static Texture *teammatetex = NULL; if(!teammatetex) teammatetex = textureload("packages/misc/teammate.png"); if(!crosshair) crosshair = textureload("packages/misc/crosshairs/default.png"); glBindTexture(GL_TEXTURE_2D, showteamwarning ? teammatetex->id : crosshair->id); glBegin(GL_QUADS); glColor3ub(255,255,255); if(crosshairfx) { if(showteamwarning) glColor3ub(255, 0, 0); else if(player1->gunwait) glColor3ub(128,128,128); else if(!m_osok) { if(player1->health<=25) glColor3ub(255,0,0); else if(player1->health<=50) glColor3ub(255,128,0); } } float chsize = (float)crosshairsize * (player1->weaponsel->type==GUN_ASSAULT && player1->weaponsel->shots > 3 ? 1.4f : 1.0f) * (showteamwarning ? 2.0f : 1.0f); glTexCoord2i(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize); glTexCoord2i(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize); glTexCoord2i(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize); glTexCoord2i(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize); glEnd(); } VARP(damageindicatorsize, 0, 200, 10000); VARP(damageindicatordist, 0, 500, 10000); VARP(damageindicatortime, 1, 1000, 10000); VARP(damageindicatoralpha, 1, 50, 100); int damagedirections[4] = {0}; void updatedmgindicator(vec &attack) { if(!damageindicatorsize) return; float bestdist = 0.0f; int bestdir = -1; loopi(4) { vec d; d.x = (float)(cosf(RAD*(player1->yaw-90+(i*90)))); d.y = (float)(sinf(RAD*(player1->yaw-90+(i*90)))); d.z = 0.0f; d.add(player1->o); float dist = d.dist(attack); if(dist < bestdist || bestdir==-1) { bestdist = dist; bestdir = i; } } damagedirections[bestdir] = lastmillis+damageindicatortime; } void drawdmgindicator() { if(!damageindicatorsize) return; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); float size = (float)damageindicatorsize; loopi(4) { if(!damagedirections[i] || damagedirections[i] < lastmillis) continue; float t = damageindicatorsize/(float)(damagedirections[i]-lastmillis); glPushMatrix(); glColor4f(0.5f, 0.0f, 0.0f, damageindicatoralpha/100.0f); glTranslatef(VIRTW/2, VIRTH/2, 0); glRotatef(i*90, 0, 0, 1); glTranslatef(0, (float)-damageindicatordist, 0); glScalef(max(0.0f, 1.0f-t), max(0.0f, 1.0f-t), 0); glBegin(GL_TRIANGLES); glVertex3f(size/2.0f, size/2.0f, 0.0f); glVertex3f(-size/2.0f, size/2.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f); glEnd(); glPopMatrix(); } glEnable(GL_TEXTURE_2D); } void drawequipicons() { glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/100.0f)+1.0f)/2.0f); // health & armor if(player1->armour) drawequipicon(620, 1650, 2, 0, false); drawequipicon(20, 1650, 1, 0, (player1->state!=CS_DEAD && player1->health<=20 && !m_osok)); // weapons int c = player1->weaponsel->type, r = 1; if(c==GUN_GRENADE) c = r = 0; else if(c>2) { c -= 3; r = 2; } drawequipicon(1220, 1650, c, r, (!player1->weaponsel->mag && player1->weaponsel->type != GUN_KNIFE && player1->weaponsel->type != GUN_GRENADE)); glEnable(GL_BLEND); } void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, char *label = NULL, ...) { glPushMatrix(); if(pulse) glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/30.0f)+1.0f)/2.0f); else glColor4f(1, 1, 1, 1); glTranslatef(x, y, 0); glRotatef(yaw, 0, 0, 1); drawradaricon(-iconsize/2.0f, -iconsize/2.0f, iconsize, col, row); glPopMatrix(); if(label && showmap) { glPushMatrix(); glEnable(GL_BLEND); glTranslatef(iconsize/2, iconsize/2, 0); glScalef(1/2.0f, 1/2.0f, 1/2.0f); s_sprintfdv(lbl, label); draw_text(lbl, (int)(x*2), (int)(y*2)); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glPopMatrix(); } } struct hudmessages : consolebuffer { void addline(const char *sf) { consolebuffer::addline(sf, false, lastmillis); } void render() { if(!conlines.length()) return; glLoadIdentity(); glOrtho(0, VIRTW*0.8f, VIRTH*0.8f, 0, -1, 1); int dispmillis = 3000; loopi(min(conlines.length(), 3)) if(lastmillis-conlines[i].millis VIRTW*0.8f ? 0 : (VIRTW*0.8f-tw)/2), int(((VIRTH*0.8f)/4*3)+FONTH*i+pow((lastmillis-c.millis)/(float)dispmillis, 4)*VIRTH*0.8f/4.0f)); } } }; hudmessages hudmsgs; void hudoutf(const char *s, ...) { s_sprintfdv(sf, s); string sp; filtertext(sp, sf); puts(sp); s = sf; hudmsgs.addline(s); conoutf(s); } bool insideradar(const vec ¢erpos, float radius, const vec &o) { if(showmap) return !o.reject(centerpos, radius); return o.distxy(centerpos)<=radius; } bool isattacking(playerent *p) { return lastmillis-p->lastaction < 500; } void drawradar(int w, int h) { vec center = showmap ? vec(ssize/2, ssize/2, 0) : player1->o; int res = showmap ? ssize : radarres; float worldsize = (float)ssize; float radarviewsize = showmap ? VIRTH : VIRTH/6; float radarsize = worldsize/res*radarviewsize; float iconsize = radarentsize/(float)res*radarviewsize; float coordtrans = radarsize/worldsize; float overlaysize = radarviewsize*4.0f/3.25f; glColor3f(1.0f, 1.0f, 1.0f); glPushMatrix(); if(showmap) glTranslatef(VIRTW/2-radarviewsize/2, 0, 0); else { glTranslatef(VIRTW-radarviewsize-(overlaysize-radarviewsize)/2-10+radarviewsize/2, 10+(overlaysize-radarviewsize)/2+radarviewsize/2, 0); glRotatef(-camera1->yaw, 0, 0, 1); glTranslatef(-radarviewsize/2, -radarviewsize/2, 0); } extern GLuint minimaptex; vec centerpos(min(max(center.x, res/2.0f), worldsize-res/2.0f), min(max(center.y, res/2.0f), worldsize-res/2), 0.0f); if(showmap) { glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); quad(minimaptex, 0, 0, radarviewsize, (centerpos.x-res/2)/worldsize, (centerpos.y-res/2)/worldsize, res/worldsize); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } else { glDisable(GL_BLEND); circle(minimaptex, radarviewsize/2, radarviewsize/2, radarviewsize/2, centerpos.x/worldsize, centerpos.y/worldsize, res/2/worldsize); } glTranslatef(-(centerpos.x-res/2)/worldsize*radarsize, -(centerpos.y-res/2)/worldsize*radarsize, 0); drawradarent(player1->o.x*coordtrans, player1->o.y*coordtrans, player1->yaw, player1->state==CS_ALIVE ? (isattacking(player1) ? 2 : 0) : 1, 2, iconsize, isattacking(player1), colorname(player1)); // local player loopv(players) // other players { playerent *pl = players[i]; if(!pl || !isteam(player1->team, pl->team) || !insideradar(centerpos, res/2, pl->o)) continue; drawradarent(pl->o.x*coordtrans, pl->o.y*coordtrans, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_int(pl->team), iconsize, isattacking(pl), colorname(pl)); } if(m_ctf) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); loopi(2) // flag items { flaginfo &f = flaginfos[i]; entity *e = f.flag; if(!e) continue; float yaw = showmap ? 0 : player1->yaw; if(f.state==CTFF_STOLEN) { if(f.actor && i != team_int(player1->team) && insideradar(centerpos, res/2, f.actor->o)) drawradarent(f.actor->o.x*coordtrans+iconsize/2, f.actor->o.y*coordtrans+iconsize/2, yaw, 3, f.team, iconsize, true); // draw near flag thief } else if(insideradar(centerpos, res/2, vec(e->x, e->y, centerpos.z))) drawradarent(e->x*coordtrans, e->y*coordtrans, yaw, 3, f.team, iconsize, false); // draw on entitiy pos } } glEnable(GL_BLEND); glPopMatrix(); if(!showmap) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1, 1, 1); static Texture *overlaytex = NULL; if(!overlaytex) overlaytex = textureload("packages/misc/radaroverlays.png", 3); quad(overlaytex->id, VIRTW-overlaysize-10, 10, overlaysize, m_teammode ? 0.5f*team_int(player1->team) : 0, m_teammode ? 0 : 0.5f, 0.5f, 0.5f); } } void drawteamicons(int w, int h) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1, 1, 1); static Texture *icons = NULL; if(!icons) icons = textureload("packages/misc/teamicons.png"); quad(icons->id, VIRTW-VIRTH/12-10, 10, VIRTH/12, team_int(player1->team) ? 0.5f : 0, 0, 0.5f, 0.5f); } void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glEnable(GL_BLEND); if(underwater) { glDepthMask(GL_FALSE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102); glBegin(GL_QUADS); glVertex2i(0, 0); glVertex2i(VIRTW, 0); glVertex2i(VIRTW, VIRTH); glVertex2i(0, VIRTH); glEnd(); glDepthMask(GL_TRUE); } glEnable(GL_TEXTURE_2D); playerent *targetplayer = playerincrosshair(); bool menu = menuvisible(); bool command = getcurcommand() ? true : false; if(player1->state==CS_ALIVE && !player1->weaponsel->reloading && !menu) { bool drawteamwarning = targetplayer ? (isteam(targetplayer->team, player1->team) && targetplayer->state!=CS_DEAD) : false; if(player1->weaponsel->type==GUN_SNIPER && scoped) drawscope(); else if((player1->weaponsel->type!=GUN_SNIPER || drawteamwarning)) drawcrosshair(drawteamwarning); } drawdmgindicator(); if(player1->state==CS_ALIVE) drawequipicons(); glMatrixMode(GL_MODELVIEW); if(!menu && !hideradar) drawradar(w, h); else drawteamicons(w, h); glMatrixMode(GL_PROJECTION); char *infostr = editinfo(); if(command) rendercommand(20, 1570); else if(infostr) draw_text(infostr, 20, 1570); else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570); glLoadIdentity(); glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1); renderconsole(); if(menu) rendermenu(); else if(command) renderdoc(40, VIRTH); if(!hidestats) { const int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2; draw_textf("fps %d", left, top, curfps); draw_textf("lod %d", left, top+80, lod_factor()); draw_textf("wqd %d", left, top+160, nquads); draw_textf("wvt %d", left, top+240, curvert); draw_textf("evt %d", left, top+320, xtraverts); } if(!hidevote) { extern votedisplayinfo *curvote; if(curvote && curvote->millis >= lastmillis) { const int left = 20*2, top = VIRTH; draw_textf("%s called a vote:", left, top+240, curvote->owner ? colorname(curvote->owner) : ""); draw_textf("%s", left, top+320, curvote->desc); draw_textf("----", left, top+400); draw_textf("%d yes vs. %d no", left, top+480, curvote->stats[VOTE_YES], curvote->stats[VOTE_NO]); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f); switch(curvote->result) { case VOTE_NEUTRAL: drawvoteicon(left, top, 0, 0, true); draw_textf("\f3press F1/F2 to vote yes or no", left, top+560); break; default: drawvoteicon(left, top, (curvote->result-1)&1, 1, false); draw_textf("\f3vote %s", left, top+560, curvote->result == VOTE_YES ? "PASSED" : "FAILED"); break; } } } hudmsgs.render(); if(player1->state==CS_DEAD && player1->spectating==SM_NONE) { glLoadIdentity(); glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1); const int left = (VIRTW*3/2)*6/8, top = (VIRTH*3/2)*3/4; draw_textf("F7 spectate", left, top); draw_textf("F8 follow player", left, top+80); } if(player1->state==CS_SPECTATE || (player1->state==CS_DEAD && player1->spectating!=SM_NONE)) { glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); draw_text("SPECTATING", VIRTW/40, VIRTH/10*7); } if(player1->state==CS_ALIVE) { glLoadIdentity(); glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1); draw_textf("%d", 90, 827, player1->health); if(player1->armour) draw_textf("%d", 390, 827, player1->armour); player1->weaponsel->renderstats(); if(m_ctf && !hidectfhud) { glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glBlendFunc(GL_SRC_ALPHA, GL_ONE); loopi(2) // flag state { if(flaginfos[i].state == CTFF_INBASE) glDisable(GL_BLEND); else glEnable(GL_BLEND); drawctficon(i*120+VIRTW/4.0f*3.0f, 1650, 120, i, 0, 1/4.0f); } // big flag-stolen icon flaginfo &f = flaginfos[team_opposite(team_int(player1->team))]; if(f.state==CTFF_STOLEN && f.actor == player1 && f.ack) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f); glEnable(GL_BLEND); drawctficon(VIRTW-225-10, VIRTH*5/8, 225, team_opposite(team_int(player1->team)), 1, 1/2.0f); glDisable(GL_BLEND); } } } glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); } void loadingscreen(const char *fmt, ...) { static Texture *logo = NULL; if(!logo) logo = textureload("packages/misc/startscreen.png"); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 1); glColor3f(1, 1, 1); loopi(fmt ? 1 : 2) { glClear(GL_COLOR_BUFFER_BIT); quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1); if(fmt) { glEnable(GL_BLEND); s_sprintfdlv(str, fmt, fmt); int w = text_width(str); draw_text(str, w>=VIRTW ? 0 : (VIRTW-w)/2, VIRTH*3/4); glDisable(GL_BLEND); } SDL_GL_SwapBuffers(); } glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); } static void bar(float bar, int o, float r, float g, float b) { int side = 2*FONTH; float x1 = side, x2 = bar*(VIRTW-2*side)+side; float y1 = o*FONTH; glColor3f(r, g, b); glBegin(GL_TRIANGLE_STRIP); loopk(10) { float c = cosf(M_PI/2 + k/9.0f*M_PI), s = 1 + sinf(M_PI/2 + k/9.0f*M_PI); glVertex2f(x2 - c*FONTH, y1 + s*FONTH); glVertex2f(x1 + c*FONTH, y1 + s*FONTH); } glEnd(); glColor3f(0.3f, 0.3f, 0.3f); glBegin(GL_LINE_LOOP); loopk(10) { float c = cosf(M_PI/2 + k/9.0f*M_PI), s = 1 + sinf(M_PI/2 + k/9.0f*M_PI); glVertex2f(x1 + c*FONTH, y1 + s*FONTH); } loopk(10) { float c = cosf(M_PI/2 + k/9.0f*M_PI), s = 1 - sinf(M_PI/2 + k/9.0f*M_PI); glVertex2f(x2 - c*FONTH, y1 + s*FONTH); } glEnd(); } void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2, const char *text2) // also used during loading { c2skeepalive(); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glLineWidth(3); if(text1) { bar(1, 1, 0.1f, 0.1f, 0.1f); if(bar1>0) bar(bar1, 1, 0.2f, 0.2f, 0.2f); } if(bar2>0) { bar(1, 3, 0.1f, 0.1f, 0.1f); bar(bar2, 3, 0.2f, 0.2f, 0.2f); } glLineWidth(1); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); if(text1) draw_text(text1, 2*FONTH, 1*FONTH + FONTH/2); if(bar2>0) draw_text(text2, 2*FONTH, 3*FONTH + FONTH/2); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); SDL_GL_SwapBuffers(); }