// Triangle rendering, if any #include "hud.h" #include "cl_util.h" #include "cl_dll/in_defs.h" #include "cl_dll/demo.h" // Triangle rendering apis are in gEngfuncs.pTriAPI #include "common/const.h" #include "common/entity_state.h" #include "common/cl_entity.h" #include "common/triangleapi.h" #include "engine/APIProxy.h" #include "Exports.h" #include #include #include "mod/AvHParticleSystemManager.h" #include "pm_shared/pm_defs.h" #include "pm_shared/pm_shared.h" #include "pm_shared/pm_movevars.h" #include "mod/AvHEvents.h" #include "mod/AvHScriptManager.h" #include "mod/AvHClientVariables.h" #include "common/com_model.h" #include "mod/CollisionUtil.h" extern playermove_t *pmove; extern vec3_t v_origin; extern vec3_t gLastCommanderViewpoint; // A fountain /* ================= 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 += 0; // org.y += 0; // // pVector theView(player->angles.x, player->angles.y, player->angles.z); // theView.normalize(); // pVector theUp(0.0f, 0.0f, 1.0f); // pVector theBase(org.x, org.y, org.z); // // // Do what the particles do. // ComputeParticles(theBase); // // // Create a triangle, sigh // //gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); // gEngfuncs.pTriAPI->CullFace( TRI_NONE ); // // gEngfuncs.pTriAPI->Brightness( 1 ); // // if (gHUD.m_hsprCursor == 0) // { // char sz[256]; // //sprintf( sz, "sprites/cursor.spr" ); // //sprintf( sz, "sprites/myrain.spr" ); // sprintf( sz, "sprites/haze2.spr" ); // gHUD.m_hsprCursor = SPR_Load( sz ); // } // // if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 )) // { // return; // } // // gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); // gEngfuncs.pTriAPI->Color4f(1.0f, 1.0f, 1.0f, .5f); // gEngfuncs.pTriAPI->CullFace( TRI_NONE ); // DrawGroupTriSplat(theView, theUp, 70, true, true, true); // // //// Create a triangle, sigh // //gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); // // // //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 AngleMatrix (const vec3_t angles, float (*matrix)[4] ) { float angle; float sr, sp, sy, cr, cp, cy; angle = angles[2] * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[1] * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[0] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); // matrix = (Z * Y) * X matrix[0][0] = cp*cy; matrix[1][0] = cp*sy; matrix[2][0] = -sp; matrix[0][1] = sr*sp*cy+cr*-sy; matrix[1][1] = sr*sp*sy+cr*cy; matrix[2][1] = sr*cp; matrix[0][2] = (cr*sp*cy+-sr*-sy); matrix[1][2] = (cr*sp*sy+-sr*cy); matrix[2][2] = cr*cp; matrix[0][3] = 0.0; matrix[1][3] = 0.0; matrix[2][3] = 0.0; } void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t& out) { out[0] = DotProduct(in1, in2[0]); out[1] = DotProduct(in1, in2[1]); out[2] = DotProduct(in1, in2[2]); } /* ================= HUD_DrawNormalTriangles Non-transparent triangles-- add them here ================= */ void CL_DLLEXPORT HUD_DrawNormalTriangles( void ) { // RecClDrawNormalTriangles(); // pVector theView; // cl_entity_t* thePlayer; // // thePlayer = gEngfuncs.GetLocalPlayer(); // if(thePlayer) // { // pVector theView(thePlayer->angles.x, thePlayer->angles.y, thePlayer->angles.z); // theView.normalize(); // // //AvHParticleSystemManager::Instance()->Draw(theView); // static int theAngle = 0; // //static HSPRITE theSprite = 0; // DrawCircleOnGroundAtPoint(thePlayer->origin, 6, theAngle++, 100, .5f, .5f, 1.0f, .5f); // } gHUD.PreRenderFrame(); //gHUD.m_Spectator.DrawOverview(); #if defined( TEST_IT ) // Draw_Triangles(); #endif } void DrawHitBox(const OBBox& inBox) { AVHHSPRITE sprite = SPR_Load("sprites/white.spr"); vec3_t theBoxPoint[8]; for (int i = 0; i < 8; ++i) { vec3_t xAmount; vec3_t yAmount; vec3_t zAmount; if (i & 1) { VectorScale(inBox.mAxis[0], inBox.mExtents[0], xAmount); } else { VectorScale(inBox.mAxis[0], -inBox.mExtents[0], xAmount); } if (i & 2) { VectorScale(inBox.mAxis[1], inBox.mExtents[1], yAmount); } else { VectorScale(inBox.mAxis[1], -inBox.mExtents[1], yAmount); } if (i & 4) { VectorScale(inBox.mAxis[2], inBox.mExtents[2], zAmount); } else { VectorScale(inBox.mAxis[2], -inBox.mExtents[2], zAmount); } VectorAdd(inBox.mOrigin, xAmount, theBoxPoint[i]); VectorAdd(theBoxPoint[i], yAmount, theBoxPoint[i]); VectorAdd(theBoxPoint[i], zAmount, theBoxPoint[i]); } struct model_s* spritePtr = (struct model_s*)(gEngfuncs.GetSpritePointer(sprite)); gEngfuncs.pTriAPI->SpriteTexture(spritePtr, 0); gEngfuncs.pTriAPI->Begin(TRI_LINES); gEngfuncs.pTriAPI->Color4f(1, 1, 1, 1); // Bottom. gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[0]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[1]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[1]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[3]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[3]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[2]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[2]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[0]); // Top. gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[4]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[6]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[6]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[7]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[7]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[5]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[5]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[4]); // Sides. gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[0]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[4]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[2]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[6]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[3]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[7]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[1]); gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[5]); gEngfuncs.pTriAPI->End(); } void DrawHitBoxes() { extern int cam_thirdperson; for (int j = 1; j < 512; ++j) { cl_entity_t* entity = gEngfuncs.GetEntityByIndex(j); if (entity == gEngfuncs.GetLocalPlayer() && !cam_thirdperson) { continue; } if (entity->curstate.effects & EF_NODRAW) { continue; } if (entity != NULL && entity->model != NULL && entity->model->type == mod_studio) { int theEntityIndex = j; OBBox theBox[256]; int theNumBoxes; NS_GetHitBoxesForEntity(theEntityIndex, 256, theBox, theNumBoxes, gEngfuncs.GetClientTime()); for (int i = 0; i < theNumBoxes; ++i) { DrawHitBox(theBox[i]); } } } } /* ================= HUD_DrawTransparentTriangles Render any triangles with transparent rendermode needs here ================= */ void CL_DLLEXPORT HUD_DrawTransparentTriangles( void ) { // RecClDrawTransparentTriangles(); cl_entity_t* thePlayer; if (gHUD.GetParticlesVisible() && gHUD.GetSafeForSpriteDrawing()) { // get local player thePlayer = gEngfuncs.GetLocalPlayer(); if(thePlayer) { //pVector theView(thePlayer->angles.x, thePlayer->angles.y, thePlayer->angles.z); //pVector theView(viewangles[0], viewangles[1], viewangles[2]); //theView.normalize(); vec3_t angles, up, right, forward; // gEngfuncs.pfnAngleVectors(thePlayer->angles, forward, right, up); // This view doesn't take pitch into account. Pitch is stored in x. While yaw goes from -180 to 180, // pitch goes from -10 (looking up) to 10 (looking down). Alter forward[YAW} (forward[0]) so // the particles can billboard themselves correctly. // float thePitch = thePlayer->angles[PITCH]; // float theNormAngle = thePitch/-10.0f; // int theAngle = theNormAngle*90; // //float theYaw = thePlayer->angles[YAW]; // // vec3_t theRotationAngles; // theRotationAngles[0] = theAngle; // theRotationAngles[1] = 0; // theRotationAngles[2] = 0; // // float theMatrix[3][4]; // AngleMatrix(theRotationAngles, theMatrix); // // vec3_t theOut; // VectorRotate(forward, theMatrix, theOut); // pVector theRealView(theOut[0], theOut[1], theOut[2]); pVector theRealView; gEngfuncs.pfnAngleVectors(v_angles, forward, right, up); theRealView.x = forward[0]; theRealView.y = forward[1]; theRealView.z = forward[2]; // Disable fog float theFogColor[3]; theFogColor[0] = theFogColor[1] = theFogColor[2] = 0.0f; gEngfuncs.pTriAPI->Fog(theFogColor, 0, 0, 0); // Draw particles via tri API, without z-buffering, unless we're debugging //if(cl_particleinfo->value == 0) //{ AvHParticleSystemManager::Instance()->Draw(theRealView); //} //DrawOrdersForPlayers(gHUD.GetDrawPlayerOrders()); //DrawRangeIndicator(); //DrawBlips(theRealView); //DrawMarineLights(theRealView); AvHScriptManager::Instance()->DrawTransparent(); //DrawDebugEffects(); //static int theAngle = 0; //DrawCircleOnGroundAtPoint(thePlayer->origin, 6, theAngle++, 100, 1.0f, 1.0f, 1.0f, .2f); } // Draw the hitboxes for all of the objects. // Assumes that the only time players don't have view models is when they are commanding, gestating, cocooned // or when they aren't playing. See the end of StudioModelRenderer::StudioDrawModel(). //if((gHUD.GetRole() == ROLE_COMMANDER) || (gHUD.GetRole() == ROLE_GESTATING) || (gHUD.GetRole() == ROLE_COCOONED) || (gHUD.GetPlayMode() != PLAYMODE_PLAYING)) cl_entity_t* theViewEntity = gEngfuncs.GetViewModel(); if(!theViewEntity || !theViewEntity->model) { // This should always be rendered with the commander viewpoint // vec3_t theCurrentOrigin = v_origin; // // if(gHUD.GetInTopDownMode()) // { // v_origin = gLastCommanderViewpoint; // } gHUD.RenderNoZBuffering(); // if(gHUD.GetInTopDownMode()) // { // v_origin = theCurrentOrigin; // } } gHUD.PostRenderFrame(); } }