// renderextras.cpp: misc gl render code and the HUD #include "cube.h" void line(int x1, int y1, float z1, int x2, int y2, float z2) { glBegin(GL_POLYGON); glVertex3f((float)x1, z1, (float)y1); glVertex3f((float)x1, z1, y1+0.01f); glVertex3f((float)x2, z2, y2+0.01f); glVertex3f((float)x2, z2, (float)y2); glEnd(); xtraverts += 4; }; void linestyle(float width, int r, int g, int b) { glLineWidth(width); glColor3ub(r,g,b); }; void box(block &b, float z1, float z2, float z3, float z4) { glBegin(GL_POLYGON); glVertex3f((float)b.x, z1, (float)b.y); glVertex3f((float)b.x+b.xs, z2, (float)b.y); glVertex3f((float)b.x+b.xs, z3, (float)b.y+b.ys); glVertex3f((float)b.x, z4, (float)b.y+b.ys); glEnd(); xtraverts += 4; }; void dot(int x, int y, float z) { const float DOF = 0.1f; glBegin(GL_POLYGON); glVertex3f(x-DOF, (float)z, y-DOF); glVertex3f(x+DOF, (float)z, y-DOF); glVertex3f(x+DOF, (float)z, y+DOF); glVertex3f(x-DOF, (float)z, y+DOF); glEnd(); xtraverts += 4; }; void blendbox(int x1, int y1, int x2, int y2, bool border, int tex) { glDepthMask(GL_FALSE); glDisable(GL_TEXTURE_2D); if(tex>=0) { glBindTexture(GL_TEXTURE_2D, tex); glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); glColor3f(1, 1, 1); int texw = 512; int texh = texw; int cols = (int)((x2-x1)/texw+1); int rows = (int)((y2-y1)/texh+1); xtraverts += cols*rows*4; loopj(rows) { float ytexcut = 0.0f; float yboxcut = 0.0f; if((j+1)*texh>y2-y1) // cut last row to match the box height { yboxcut = (float)(((j+1)*texh)-(y2-y1)); ytexcut = (float)(((j+1)*texh)-(y2-y1))/texh; } loopi(cols) { float xtexcut = 0.0f; float xboxcut = 0.0f; if((i+1)*texw>x2-x1) { xboxcut = (float)(((i+1)*texw)-(x2-x1)); xtexcut = (float)(((i+1)*texw)-(x2-x1))/texw; } glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f((float)x1+texw*i, (float)y1+texh*j); glTexCoord2f(1-xtexcut, 0); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*j); glTexCoord2f(1-xtexcut, 1-ytexcut); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*(j+1)-yboxcut); glTexCoord2f(0, 1-ytexcut); glVertex2f((float)x1+texw*i, y1+texh*(j+1)-yboxcut); glEnd(); } } } else { if(border) glColor3f(0.7f, 0.7f, 0.7f); //glColor3d(0.5, 0.3, 0.4); else glColor3f(1, 1, 1); glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(x1, y1); glTexCoord2f(1, 0); glVertex2i(x2, y1); glTexCoord2f(1, 1); glVertex2i(x2, y2); glTexCoord2f(0, 1); glVertex2i(x1, y2); glEnd(); xtraverts += 4; }; glDisable(GL_BLEND); if(tex>=0) glDisable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBegin(GL_POLYGON); glColor3f(0.6f, 0.6f, 0.6f); //glColor3d(0.2, 0.7, 0.4); glVertex2i(x1, y1); glVertex2i(x2, y1); glVertex2i(x2, y2); glVertex2i(x1, y2); glEnd(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glDepthMask(GL_TRUE); }; const int MAXSPHERES = 50; struct sphere { vec o; float size, max; int type; sphere *next; }; sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL; bool sinit = false; void newsphere(vec &o, float max, int type) { if(!sinit) { loopi(MAXSPHERES) { spheres[i].next = sempty; sempty = &spheres[i]; }; sinit = true; }; if(sempty) { sphere *p = sempty; sempty = p->next; p->o = o; p->max = max; p->size = 1; p->type = type; p->next = slist; slist = p; }; }; void renderspheres(int time) { if(!slist) return; static Texture *exptex = NULL; if(!exptex) exptex = textureload("packages/misc/explosion.jpg"); glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBindTexture(GL_TEXTURE_2D, exptex->id); for(sphere *p, **pp = &slist; (p = *pp);) { glPushMatrix(); float size = p->size/p->max; glColor4f(1.0f, 1.0f, 1.0f, 1.0f-size); glTranslatef(p->o.x, p->o.z, p->o.y); glRotatef(lastmillis/5.0f, 1, 1, 1); glScalef(p->size, p->size, p->size); glCallList(1); glScalef(0.8f, 0.8f, 0.8f); glCallList(1); glPopMatrix(); xtraverts += 12*6*2; if(p->size>p->max) { *pp = p->next; p->next = sempty; sempty = p; } else { p->size += time/100.0f; pp = &p->next; }; }; glDisable(GL_BLEND); glDepthMask(GL_TRUE); }; string closeent; char *entnames[] = { "none?", "light", "playerstart", "clips", "ammobox","grenades", "health", "armour", "akimbo", "mapmodel", "trigger", "ladder", "ctf-flag", "?", "?", "?", }; void renderents() // show sparkly thingies for map entities in edit mode { closeent[0] = 0; if(!editmode) return; loopv(ents) { entity &e = ents[i]; if(e.type==NOTUSED) continue; vec v(e.x, e.y, e.z); particle_splash(2, 2, 40, v); }; int e = closestent(); if(e>=0) { entity &c = ents[e]; s_sprintf(closeent)("closest entity = %s (%d, %d, %d, %d), selection = (%d, %d)", entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4, getvar("selxs"), getvar("selys")); }; }; float cursordepth = 0.9f; GLint viewport[4]; GLdouble mm[16], pm[16]; vec worldpos, camup, camright; void readmatrices() { glGetIntegerv(GL_VIEWPORT, viewport); glGetDoublev(GL_MODELVIEW_MATRIX, mm); glGetDoublev(GL_PROJECTION_MATRIX, pm); camright = vec(float(mm[0]), float(mm[4]), float(mm[8])); camup = vec(float(mm[1]), float(mm[5]), float(mm[9])); }; // stupid function to cater for stupid ATI linux drivers that return incorrect depth values float depthcorrect(float d) { return (d<=1/256.0f) ? d*256 : d; }; // find out the 3d target of the crosshair in the world easily and very acurately. // sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false // coordinates, making shooting and such impossible. // also hits map entities which is unwanted. // could be replaced by a more acurate version of monster.cpp los() if needed void readdepth(int w, int h) { glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth); double worldx = 0, worldy = 0, worldz = 0; gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy); worldpos.x = (float)worldx; worldpos.y = (float)worldy; worldpos.z = (float)worldz; }; void drawicon(float tx, float ty, int x, int y, Texture *tex = NULL, float scaling = 1/3.0f) // EDIT: AH { if(!tex) { static Texture *itemstex = NULL; if(!itemstex) itemstex = textureload("packages/misc/items.png"); tex = itemstex; }; glBindTexture(GL_TEXTURE_2D, tex->id); glBegin(GL_QUADS); tx /= 192; ty /= 192; float o = scaling; int s = 120; glTexCoord2f(tx, ty); glVertex2i(x, y); glTexCoord2f(tx+o, ty); glVertex2i(x+s, y); glTexCoord2f(tx+o, ty+o); glVertex2i(x+s, y+s); glTexCoord2f(tx, ty+o); glVertex2i(x, y+s); glEnd(); xtraverts += 4; }; void invertperspective() { // This only generates a valid inverse matrix for matrices generated by gluPerspective() GLdouble inv[16]; memset(inv, 0, sizeof(inv)); inv[0*4+0] = 1.0/pm[0*4+0]; inv[1*4+1] = 1.0/pm[1*4+1]; inv[2*4+3] = 1.0/pm[3*4+2]; inv[3*4+2] = -1.0; inv[3*4+3] = pm[2*4+2]/pm[3*4+2]; glLoadMatrixd(inv); }; VARP(crosshairsize, 0, 15, 50); int dblend = 0; void damageblend(int n) { dblend += n; }; VARP(hidestats, 0, 1, 1); VARP(crosshairfx, 0, 1, 1); /*VAR(scopefov, 5, 50, 50); bool scoped = false; int oldfov = 100; void togglescope(bool deactivate) { if(player1->gunselect==GUN_SNIPER) { if(!scoped) oldfov = getvar("fov"); scoped = !scoped; setvar("fov", scoped ? scopefov : oldfov); } }*/ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { readmatrices(); if(editmode) { if(cursordepth==1.0f) worldpos = camera1->o; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); cursorupdate(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }; glDisable(GL_DEPTH_TEST); invertperspective(); glPushMatrix(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glEnable(GL_BLEND); if(dblend || underwater) { glDepthMask(GL_FALSE); glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glBegin(GL_QUADS); if(dblend) glColor3f(0.0f, 0.9f, 0.9f); else glColor3f(0.9f, 0.5f, 0.0f); glVertex2i(0, 0); glVertex2i(VIRTW, 0); glVertex2i(VIRTW, VIRTH); glVertex2i(0, VIRTH); glEnd(); glDepthMask(GL_TRUE); dblend -= min(1, curtime/3); if(dblend<0) dblend = 0; }; glEnable(GL_TEXTURE_2D); playerent *player = playerincrosshair(); if(getcurcommand()) rendercommand(20, 1570); else if(closeent[0]) draw_text(closeent, 20, 1570); else if(player) draw_text(player->name, 20, 1570); renderscores(); if(!rendermenu()) { bool teammate_in_xhair = player ? (isteam(player->team, player1->team) && player->state!=CS_DEAD) : false; if(scoped && player1->gunselect == GUN_SNIPER) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.9f); 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(); glDisable(GL_ALPHA_TEST); } else if((player1->gunselect != GUN_SNIPER || teammate_in_xhair) && !player1->reloading && !player1->state==CS_DEAD) { glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); static Texture *teammatetex = NULL; if(!teammatetex) teammatetex = textureload("packages/misc/teammate.png"); glBindTexture(GL_TEXTURE_2D, teammate_in_xhair ? teammatetex->id : crosshair->id); glBegin(GL_QUADS); glColor3ub(255,255,255); if(crosshairfx) { if(teammate_in_xhair) 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->gunselect==GUN_ASSAULT && player1->shots > 3 ? 1.4f : 1.0f) * (teammate_in_xhair ? 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(); }; }; glPopMatrix(); glPushMatrix(); glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1); renderconsole(); if(!hidestats) { glPopMatrix(); glPushMatrix(); glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1); draw_textf("fps %d", 3200, 2320, curfps); draw_textf("lod %d", 3200, 2390, lod_factor()); draw_textf("wqd %d", 3200, 2460, nquads); draw_textf("wvt %d", 3200, 2530, curvert); draw_textf("evt %d", 3200, 2600, xtraverts); }; glPopMatrix(); if(player1->state==CS_ALIVE) { glPushMatrix(); 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); //draw_textf("%d", 690, 827, player1->mag[player1->gunselect]); if (player1->gunselect!=GUN_KNIFE) { //draw_textf("%d", 690, 827, player1->mag[player1->gunselect]); char gunstats [64]; if (player1->gunselect!=GUN_GRENADE) sprintf(gunstats,"%i/%i",player1->mag[player1->gunselect],player1->ammo[player1->gunselect]); else sprintf(gunstats,"%i",player1->mag[player1->gunselect]); draw_text(gunstats, 690, 827); //clean up pointer? //delete gunstats; }; glPopMatrix(); // EDIT: AH - ctf #define ctf_scl 0.75 if(m_ctf) { glPushMatrix(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(1.0f, 1.0f, 1.0f, 0.2f); if(flaginfos[TEAM_CLA].state == CTFF_INBASE) glDisable(GL_BLEND); else glEnable(GL_BLEND); static Texture *flagtex = NULL; if(!flagtex) flagtex = textureload("packages/misc/flag_icons.png"); drawicon(64*ctf_scl, 0, 1940, 1650, flagtex, 1.0f/4.0f); if(flaginfos[TEAM_RVSF].state == CTFF_INBASE) glDisable(GL_BLEND); else glEnable(GL_BLEND); drawicon(0, 0, 1820, 1650, flagtex, 1.0f/4.0f); glDisable(GL_BLEND); drawicon((float)(rb_team_int(player1->team)*64*ctf_scl), (float)(64*ctf_scl), VIRTW-128-10, 10, flagtex, 1.0/4.0); // shows which team you are glPopMatrix(); // big flag icon flaginfo &f = flaginfos[rb_opposite(rb_team_int(player1->team))]; if(f.state==CTFF_STOLEN && f.actor == player1 && f.pick_ack ) { glPushMatrix(); glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f); glEnable(GL_BLEND); drawicon((float)(rb_opposite(rb_team_int(player1->team))*128*ctf_scl),(float)(128*ctf_scl), 1065, VIRTH/2/3*2, flagtex, 1.0/2.0); glPopMatrix(); }; }; glPushMatrix(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); 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); if(player1->health <= 20 && !m_osok) { glEnable(GL_BLEND); drawicon(64, 0, 20, 1650); //drawicon(128, 128, 20, 1650); glDisable(GL_BLEND); } else drawicon(64, 0, 20, 1650); //drawicon(128, 128, 20, 1650); if(player1->armour) drawicon((float)(128), 0, 620, 1650); //if(player1->armour) drawicon((float)(player1->armourtype*64), 0, 620, 1650); int g = player1->gunselect; int r = 64; if(g>2) { g -= 3; r = 128; }; if(!player1->mag[player1->gunselect] && player1->gunselect != GUN_KNIFE && player1->gunselect != GUN_GRENADE) { glEnable(GL_BLEND); drawicon((float)(g*64), (float)r, 1220, 1650); glDisable(GL_BLEND); } else { if (player1->gunselect==GUN_GRENADE) drawicon(0, 0, 1220, 1650); else drawicon((float)(g*64), (float)r, 1220, 1650); }; glPopMatrix(); }; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); }; #define MAXSHOTLINES 100 struct shotline { vec from, to; bool inuse; int millis; }; shotline shotlines[MAXSHOTLINES]; void shotlinereset() { loopi(MAXSHOTLINES) shotlines[i].inuse = false; }; void addshotline(dynent *d, vec &from, vec &to) { if(d == player1) return; if(rnd(3) != 0) return; loopi(MAXSHOTLINES) { shotline *s = &shotlines[i]; if(s->inuse) continue; int start = 10; if(camera1->o.dist(to) <= 10.0f) start = 8; else start = 5; vec unitv; float dist = to.dist(from, unitv); unitv.div(dist); s->inuse = true; s->from = unitv; s->from.mul(dist/10*start).add(from); s->to = unitv; s->to.mul(dist/10*-(10-start-2)).add(to); s->millis = lastmillis; return; }; }; void rendershotlines() { int lines = 0; loopi(MAXSHOTLINES) { shotline *s = &shotlines[i]; if(!s->inuse) continue; const int shotline_duration = 75; if(lastmillis-s->millis > shotline_duration) { s->inuse = false; continue; } if(!lines) { glPushMatrix(); glDisable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); glDisable(GL_FOG); glColor4f(1.0f, 1.0f, 0.7f, 0.5f); glBegin(GL_LINES); }; ++lines; glVertex3f(s->from.x, s->from.z, s->from.y); glVertex3f(s->to.x, s->to.z, s->to.y); }; if(lines) { glEnd(); glEnable(GL_FOG); glDisable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_TEXTURE_2D); glPopMatrix(); }; }; void renderbounceents() { loopv(bounceents) { bounceent *p = bounceents[i]; if(!p) continue; string model; float z = p->o.z; switch(p->bouncestate) { case NADE_THROWED: s_strcpy(model, "weapons/grenade/static"); break; case GIB: default: { uint n = (((4*(uint)(size_t)p)+(uint)p->timetolife)%3)+1; s_sprintf(model)("misc/gib0%u", n); int t = lastmillis-p->millis; if(t>p->timetolife-2000) { t -= p->timetolife-2000; z -= t*t/4000000000.0f*t; } break; }; }; path(model); rendermodel(model, ANIM_MAPMODEL|ANIM_LOOP, 0, 1.1f, p->o.x, z, p->o.y, p->yaw, p->pitch, 10.0f); }; }; VARP(gibnum, 0, 6, 1000); VARP(gibttl, 0, 5000, 15000); VARP(gibspeed, 1, 5, 20); void addgib(playerent *d) { if(!d) return; playsound(S_GIB, &d->o); loopi(gibnum) { bounceent *p = newbounceent(); p->owner = d; p->millis = lastmillis; p->timetolife = gibttl+rnd(10)*100; p->bouncestate = GIB; p->gravity = 20; p->o = d->o; p->o.z -= d->aboveeye; float gibvelangle = (float) rnd(360); float speed = (float) gibspeed; p->vel.x = sinf(gibvelangle)*speed*rnd(1000)/1000.0f; p->vel.y = cosf(gibvelangle)*speed*rnd(1000)/1000.0f; p->vel.z = speed*rnd(1000)/1000.0f; p->vel.div(10.0f); p->yaw = (float)rnd(360); p->pitch = (float)rnd(360); p->rotspeed = 3.0f; }; }; void loadingscreen() { static Texture *logo = NULL; if(!logo) logo = textureload("packages/misc/full_logo.png", false); glPushMatrix(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glColor3f(1, 1, 1); glBindTexture(GL_TEXTURE_2D, logo->id); loopi(2) { glBegin(GL_QUADS); 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(); SDL_GL_SwapBuffers(); }; glDisable(GL_TEXTURE_2D); glPopMatrix(); };