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447 lines
11 KiB
C++
447 lines
11 KiB
C++
// Triangle rendering, if any
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#include "hud.h"
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#include "cl_util.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/demo.h"
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// Triangle rendering apis are in gEngfuncs.pTriAPI
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#include "common/const.h"
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#include "common/entity_state.h"
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#include "common/cl_entity.h"
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#include "common/triangleapi.h"
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#include "engine/APIProxy.h"
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#include "Exports.h"
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#include <p_vector.h>
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#include <papi.h>
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#include "mod/AvHParticleSystemManager.h"
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#include "pm_shared/pm_defs.h"
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#include "pm_shared/pm_shared.h"
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#include "pm_shared/pm_movevars.h"
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#include "mod/AvHEvents.h"
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#include "mod/AvHScriptManager.h"
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#include "mod/AvHClientVariables.h"
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#include "common/com_model.h"
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#include "mod/CollisionUtil.h"
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extern playermove_t *pmove;
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extern vec3_t v_origin;
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extern vec3_t gLastCommanderViewpoint;
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// A fountain
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/*
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=================
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Draw_Triangles
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Example routine. Draws a sprite offset from the player origin.
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=================
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*/
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//void Draw_Triangles( void )
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//{
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// cl_entity_t *player;
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// vec3_t org;
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//
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// // Load it up with some bogus data
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// player = gEngfuncs.GetLocalPlayer();
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// if ( !player )
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// return;
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//
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// org = player->origin;
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//
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// org.x += 0;
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// org.y += 0;
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//
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// pVector theView(player->angles.x, player->angles.y, player->angles.z);
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// theView.normalize();
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// pVector theUp(0.0f, 0.0f, 1.0f);
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// pVector theBase(org.x, org.y, org.z);
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//
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// // Do what the particles do.
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// ComputeParticles(theBase);
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//
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// // Create a triangle, sigh
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// //gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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// gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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//
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// gEngfuncs.pTriAPI->Brightness( 1 );
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//
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// if (gHUD.m_hsprCursor == 0)
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// {
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// char sz[256];
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// //sprintf( sz, "sprites/cursor.spr" );
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// //sprintf( sz, "sprites/myrain.spr" );
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// sprintf( sz, "sprites/haze2.spr" );
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// gHUD.m_hsprCursor = SPR_Load( sz );
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// }
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//
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// if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
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// {
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// return;
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// }
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//
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// gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
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// gEngfuncs.pTriAPI->Color4f(1.0f, 1.0f, 1.0f, .5f);
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// gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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// DrawGroupTriSplat(theView, theUp, 70, true, true, true);
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//
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// //// Create a triangle, sigh
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// //gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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// //
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// //gEngfuncs.pTriAPI->Begin( TRI_QUADS );
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// //// Overload p->color with index into tracer palette, p->packedColor with brightness
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// //gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
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// //// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
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// //gEngfuncs.pTriAPI->Brightness( 1 );
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// //gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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// //gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
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// //
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// //gEngfuncs.pTriAPI->Brightness( 1 );
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// //gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
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// //gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
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// //
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// //gEngfuncs.pTriAPI->Brightness( 1 );
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// //gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
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// //gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
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// //
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// //gEngfuncs.pTriAPI->Brightness( 1 );
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// //gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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// //gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
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//
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//
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// gEngfuncs.pTriAPI->End();
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// gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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//}
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//#endif
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void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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angle = angles[2] * (M_PI*2 / 360);
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[1] * (M_PI*2 / 360);
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[0] * (M_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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// matrix = (Z * Y) * X
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matrix[0][0] = cp*cy;
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matrix[1][0] = cp*sy;
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matrix[2][0] = -sp;
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matrix[0][1] = sr*sp*cy+cr*-sy;
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matrix[1][1] = sr*sp*sy+cr*cy;
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matrix[2][1] = sr*cp;
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matrix[0][2] = (cr*sp*cy+-sr*-sy);
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matrix[1][2] = (cr*sp*sy+-sr*cy);
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matrix[2][2] = cr*cp;
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matrix[0][3] = 0.0;
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matrix[1][3] = 0.0;
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matrix[2][3] = 0.0;
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}
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void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t& out)
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{
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out[0] = DotProduct(in1, in2[0]);
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out[1] = DotProduct(in1, in2[1]);
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out[2] = DotProduct(in1, in2[2]);
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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 CL_DLLEXPORT HUD_DrawNormalTriangles( void )
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{
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// RecClDrawNormalTriangles();
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// pVector theView;
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// cl_entity_t* thePlayer;
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//
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// thePlayer = gEngfuncs.GetLocalPlayer();
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// if(thePlayer)
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// {
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// pVector theView(thePlayer->angles.x, thePlayer->angles.y, thePlayer->angles.z);
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// theView.normalize();
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//
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// //AvHParticleSystemManager::Instance()->Draw(theView);
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// static int theAngle = 0;
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// //static HSPRITE theSprite = 0;
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// DrawCircleOnGroundAtPoint(thePlayer->origin, 6, theAngle++, 100, .5f, .5f, 1.0f, .5f);
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// }
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gHUD.PreRenderFrame();
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//gHUD.m_Spectator.DrawOverview();
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#if defined( TEST_IT )
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// Draw_Triangles();
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#endif
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}
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void DrawHitBox(const OBBox& inBox)
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{
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AVHHSPRITE sprite = SPR_Load("sprites/white.spr");
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vec3_t theBoxPoint[8];
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for (int i = 0; i < 8; ++i)
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{
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vec3_t xAmount;
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vec3_t yAmount;
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vec3_t zAmount;
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if (i & 1)
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{
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VectorScale(inBox.mAxis[0], inBox.mExtents[0], xAmount);
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}
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else
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{
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VectorScale(inBox.mAxis[0], -inBox.mExtents[0], xAmount);
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}
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if (i & 2)
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{
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VectorScale(inBox.mAxis[1], inBox.mExtents[1], yAmount);
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}
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else
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{
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VectorScale(inBox.mAxis[1], -inBox.mExtents[1], yAmount);
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}
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if (i & 4)
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{
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VectorScale(inBox.mAxis[2], inBox.mExtents[2], zAmount);
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}
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else
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{
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VectorScale(inBox.mAxis[2], -inBox.mExtents[2], zAmount);
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}
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VectorAdd(inBox.mOrigin, xAmount, theBoxPoint[i]);
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VectorAdd(theBoxPoint[i], yAmount, theBoxPoint[i]);
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VectorAdd(theBoxPoint[i], zAmount, theBoxPoint[i]);
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}
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struct model_s* spritePtr = (struct model_s*)(gEngfuncs.GetSpritePointer(sprite));
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gEngfuncs.pTriAPI->SpriteTexture(spritePtr, 0);
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gEngfuncs.pTriAPI->Begin(TRI_LINES);
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gEngfuncs.pTriAPI->Color4f(1, 1, 1, 1);
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// Bottom.
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[0]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[1]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[1]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[3]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[3]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[2]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[2]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[0]);
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// Top.
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[4]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[6]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[6]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[7]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[7]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[5]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[5]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[4]);
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// Sides.
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[0]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[4]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[2]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[6]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[3]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[7]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[1]);
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gEngfuncs.pTriAPI->Vertex3fv(theBoxPoint[5]);
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gEngfuncs.pTriAPI->End();
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}
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void DrawHitBoxes()
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{
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extern int cam_thirdperson;
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for (int j = 1; j < 512; ++j)
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{
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cl_entity_t* entity = gEngfuncs.GetEntityByIndex(j);
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if (entity == gEngfuncs.GetLocalPlayer() && !cam_thirdperson)
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{
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continue;
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}
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if (entity->curstate.effects & EF_NODRAW)
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{
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continue;
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}
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if (entity != NULL && entity->model != NULL && entity->model->type == mod_studio)
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{
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int theEntityIndex = j;
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OBBox theBox[256];
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int theNumBoxes;
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NS_GetHitBoxesForEntity(theEntityIndex, 256, theBox, theNumBoxes, gEngfuncs.GetClientTime());
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for (int i = 0; i < theNumBoxes; ++i)
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{
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DrawHitBox(theBox[i]);
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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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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 CL_DLLEXPORT HUD_DrawTransparentTriangles( void )
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{
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// RecClDrawTransparentTriangles();
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cl_entity_t* thePlayer;
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if (gHUD.GetParticlesVisible() && gHUD.GetSafeForSpriteDrawing())
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{
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// get local player
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thePlayer = gEngfuncs.GetLocalPlayer();
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if(thePlayer)
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{
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//pVector theView(thePlayer->angles.x, thePlayer->angles.y, thePlayer->angles.z);
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//pVector theView(viewangles[0], viewangles[1], viewangles[2]);
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//theView.normalize();
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vec3_t angles, up, right, forward;
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// gEngfuncs.pfnAngleVectors(thePlayer->angles, forward, right, up);
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// This view doesn't take pitch into account. Pitch is stored in x. While yaw goes from -180 to 180,
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// pitch goes from -10 (looking up) to 10 (looking down). Alter forward[YAW} (forward[0]) so
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// the particles can billboard themselves correctly.
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// float thePitch = thePlayer->angles[PITCH];
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// float theNormAngle = thePitch/-10.0f;
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// int theAngle = theNormAngle*90;
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// //float theYaw = thePlayer->angles[YAW];
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//
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// vec3_t theRotationAngles;
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// theRotationAngles[0] = theAngle;
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// theRotationAngles[1] = 0;
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// theRotationAngles[2] = 0;
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//
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// float theMatrix[3][4];
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// AngleMatrix(theRotationAngles, theMatrix);
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//
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// vec3_t theOut;
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// VectorRotate(forward, theMatrix, theOut);
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// pVector theRealView(theOut[0], theOut[1], theOut[2]);
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pVector theRealView;
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gEngfuncs.pfnAngleVectors(v_angles, forward, right, up);
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theRealView.x = forward[0];
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theRealView.y = forward[1];
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theRealView.z = forward[2];
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// Disable fog
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float theFogColor[3];
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theFogColor[0] = theFogColor[1] = theFogColor[2] = 0.0f;
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gEngfuncs.pTriAPI->Fog(theFogColor, 0, 0, 0);
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// Draw particles via tri API, without z-buffering, unless we're debugging
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//if(cl_particleinfo->value == 0)
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//{
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AvHParticleSystemManager::Instance()->Draw(theRealView);
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//}
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//DrawOrdersForPlayers(gHUD.GetDrawPlayerOrders());
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//DrawRangeIndicator();
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//DrawBlips(theRealView);
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//DrawMarineLights(theRealView);
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AvHScriptManager::Instance()->DrawTransparent();
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//DrawDebugEffects();
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//static int theAngle = 0;
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//DrawCircleOnGroundAtPoint(thePlayer->origin, 6, theAngle++, 100, 1.0f, 1.0f, 1.0f, .2f);
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}
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// Draw the hitboxes for all of the objects.
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// Assumes that the only time players don't have view models is when they are commanding, gestating, cocooned
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// or when they aren't playing. See the end of StudioModelRenderer::StudioDrawModel().
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//if((gHUD.GetRole() == ROLE_COMMANDER) || (gHUD.GetRole() == ROLE_GESTATING) || (gHUD.GetRole() == ROLE_COCOONED) || (gHUD.GetPlayMode() != PLAYMODE_PLAYING))
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cl_entity_t* theViewEntity = gEngfuncs.GetViewModel();
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if(!theViewEntity || !theViewEntity->model)
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{
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// This should always be rendered with the commander viewpoint
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// vec3_t theCurrentOrigin = v_origin;
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//
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// if(gHUD.GetInTopDownMode())
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// {
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// v_origin = gLastCommanderViewpoint;
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// }
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gHUD.RenderNoZBuffering();
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// if(gHUD.GetInTopDownMode())
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// {
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// v_origin = theCurrentOrigin;
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// }
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}
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gHUD.PostRenderFrame();
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}
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}
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