mirror of
https://github.com/ENSL/NS.git
synced 2024-12-11 13:22:03 +00:00
5dcc163bd5
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@379 67975925-1194-0748-b3d5-c16f83f1a3a1
543 lines
13 KiB
C++
543 lines
13 KiB
C++
#include "cl_dll/hud.h"
|
|
#include "cl_dll/cl_util.h"
|
|
#include "common/com_model.h"
|
|
#include "cl_dll/demo.h"
|
|
#include "cl_dll/r_studioint.h"
|
|
#include "common/demo_api.h"
|
|
#include "mod/AvHSpriteAPI.h"
|
|
|
|
extern vec3_t gPlaybackViewOrigin;
|
|
extern engine_studio_api_t IEngineStudio;
|
|
|
|
struct Vertex
|
|
{
|
|
float x;
|
|
float y;
|
|
float u;
|
|
float v;
|
|
};
|
|
|
|
// This is the amount that the depth is increased each time a sprite
|
|
// is rendered. This eliminates z-fighting.
|
|
const float kDepthIncrement = 0.001f;
|
|
|
|
Vector gViewOrigin;
|
|
Vector gViewXAxis;
|
|
Vector gViewYAxis;
|
|
Vector gViewZAxis;
|
|
|
|
int gRenderMode;
|
|
AvHSpriteDrawMode gDrawMode;
|
|
|
|
float gTransform[2][3];
|
|
|
|
float gClipRectX1;
|
|
float gClipRectY1;
|
|
float gClipRectX2;
|
|
float gClipRectY2;
|
|
|
|
bool gClippingEnabled;
|
|
|
|
float gDepth;
|
|
float gDepthOffset;
|
|
|
|
float gColor[4];
|
|
|
|
bool gVGUIEnabled = true;
|
|
int gVGUIOffsetX = 0;
|
|
int gVGUIOffsetY = 0;
|
|
|
|
float gViewportXScale = 1;
|
|
float gViewportYScale = 1;
|
|
float gViewportXOffset = 0;
|
|
float gViewportYOffset = 0;
|
|
|
|
void AvHSpriteBeginFrame()
|
|
{
|
|
|
|
// Compute the camera parameters.
|
|
|
|
Vector origin;
|
|
|
|
if (gEngfuncs.pDemoAPI->IsPlayingback())
|
|
{
|
|
VectorCopy(gPlaybackViewOrigin, origin);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(v_origin, origin);
|
|
}
|
|
|
|
float nearDistance = 12;
|
|
float aspectRatio = (float)(ScreenHeight()) / ScreenWidth();
|
|
|
|
float w = nearDistance * tan(M_PI * gHUD.m_iFOV / 360);
|
|
float h = nearDistance * tan(M_PI * gHUD.m_iFOV / 360) * aspectRatio;
|
|
|
|
Vector forward;
|
|
Vector right;
|
|
Vector up;
|
|
|
|
AngleVectors(v_angles, forward, right, up);
|
|
|
|
gViewOrigin = origin + forward * nearDistance - right * w + up * h;
|
|
gViewXAxis = 2 * w * right / ScreenWidth();
|
|
gViewYAxis = -2 * h * up / ScreenHeight();
|
|
gViewZAxis = -forward;
|
|
|
|
gRenderMode = kRenderNormal;
|
|
|
|
// Initialize the transform to an identity transform.
|
|
|
|
gTransform[0][0] = 1;
|
|
gTransform[0][1] = 0;
|
|
gTransform[0][2] = 0;
|
|
|
|
gTransform[1][0] = 0;
|
|
gTransform[1][1] = 1;
|
|
gTransform[1][2] = 0;
|
|
|
|
// Initialize the clipping rectangle to the whole screen.
|
|
|
|
gClipRectX1 = 0;
|
|
gClipRectY1 = 0;
|
|
gClipRectX2 = ScreenWidth();
|
|
gClipRectY2 = ScreenHeight();
|
|
|
|
gClippingEnabled = false;
|
|
|
|
gDepth = 0;
|
|
gDepthOffset = 0;
|
|
|
|
gColor[0] = 1;
|
|
gColor[1] = 1;
|
|
gColor[2] = 1;
|
|
gColor[3] = 1;
|
|
|
|
gDrawMode = kSpriteDrawModeFilled;
|
|
|
|
}
|
|
|
|
void AvHSpriteEndFrame()
|
|
{
|
|
// Restore the state to something normal, otherwise weird things happen.
|
|
gEngfuncs.pTriAPI->Color4f(1, 1, 1, 1);
|
|
|
|
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
|
|
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
|
|
|
|
}
|
|
|
|
void AvHSpriteSetViewport(float x1, float y1, float x2, float y2)
|
|
{
|
|
|
|
gViewportXScale = (x2 - x1) / ScreenWidth();
|
|
gViewportYScale = (y2 - y1) / ScreenHeight();
|
|
|
|
gViewportXOffset = x1;
|
|
gViewportYOffset = y1;
|
|
|
|
}
|
|
|
|
void AvHSpriteClearViewport()
|
|
{
|
|
gViewportXScale = 1;
|
|
gViewportYScale = 1;
|
|
gViewportXOffset = 0;
|
|
gViewportYOffset = 0;
|
|
}
|
|
|
|
void AvHSpriteEnableClippingRect(bool enable)
|
|
{
|
|
gClippingEnabled = enable;
|
|
}
|
|
|
|
void AvHSpriteSetClippingRect(float x1, float y1, float x2, float y2)
|
|
{
|
|
gClipRectX1 = x1;
|
|
gClipRectY1 = y1;
|
|
gClipRectX2 = x2;
|
|
gClipRectY2 = y2;
|
|
}
|
|
|
|
void AvHSpriteSetRenderMode(int renderMode)
|
|
{
|
|
gRenderMode = renderMode;
|
|
}
|
|
|
|
void AvHSpriteSetDrawMode(AvHSpriteDrawMode drawMode)
|
|
{
|
|
gDrawMode = drawMode;
|
|
}
|
|
|
|
void AvHSpriteSetRotation(float degrees, float cx, float cy)
|
|
{
|
|
|
|
float radians = degrees * M_PI / 180;
|
|
|
|
float sa = sinf(radians);
|
|
float ca = cosf(radians);
|
|
|
|
gTransform[0][0] = ca;
|
|
gTransform[1][0] = sa;
|
|
|
|
gTransform[0][1] = -sa;
|
|
gTransform[1][1] = ca;
|
|
|
|
gTransform[0][2] = -ca * cx + sa * cy + cx;
|
|
gTransform[1][2] = -sa * cx - ca * cy + cy;
|
|
|
|
}
|
|
|
|
void AvHSpriteSetColor(float r, float g, float b, float a)
|
|
{
|
|
gColor[0] = r;
|
|
gColor[1] = g;
|
|
gColor[2] = b;
|
|
gColor[3] = a;
|
|
}
|
|
|
|
void AvHSpriteSetDepthOffset(float depthOffset)
|
|
{
|
|
gDepthOffset = depthOffset;
|
|
}
|
|
|
|
/**
|
|
* Clips the polygon against a hyper-plane of the form a * x + b * y + d = 0.
|
|
* The resulting polyon is stored back in the input array.
|
|
*/
|
|
void ClipPolygon(Vertex vertex[8], int& numVertices, float a, float b, float d)
|
|
{
|
|
|
|
Vertex newVertex[8];
|
|
int newNumVertices = 0;
|
|
|
|
int s = numVertices - 1;
|
|
int e = 0;
|
|
|
|
// Classify the start point.
|
|
|
|
bool sInside = a * vertex[s].x + b * vertex[s].y + d >= 0;
|
|
|
|
while (e != numVertices)
|
|
{
|
|
|
|
bool eInside = a * vertex[e].x + b * vertex[e].y + d >= 0;
|
|
|
|
if (sInside && eInside)
|
|
{
|
|
// The edge is totally inside the rectangle.
|
|
ASSERT(newNumVertices < 8);
|
|
newVertex[newNumVertices] = vertex[e];
|
|
++newNumVertices;
|
|
}
|
|
else if (sInside || eInside)
|
|
{
|
|
|
|
// Compute the intersection vertex.
|
|
|
|
float dx = vertex[e].x - vertex[s].x;
|
|
float dy = vertex[e].y - vertex[s].y;
|
|
|
|
float du = vertex[e].u - vertex[s].u;
|
|
float dv = vertex[e].v - vertex[s].v;
|
|
|
|
float n = -(a * vertex[s].x + b * vertex[s].y + d);
|
|
float d = a * dx + b * dy;
|
|
float t = n / d;
|
|
|
|
Vertex i;
|
|
|
|
i.x = vertex[s].x + t * dx;
|
|
i.y = vertex[s].y + t * dy;
|
|
|
|
i.u = vertex[s].u + t * du;
|
|
i.v = vertex[s].v + t * dv;
|
|
|
|
if (sInside)
|
|
{
|
|
|
|
// The edge starts inside and goes outside.
|
|
|
|
ASSERT(newNumVertices < 8);
|
|
newVertex[newNumVertices] = i;
|
|
++newNumVertices;
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
// The edge starts outside and goes inside.
|
|
|
|
ASSERT(newNumVertices < 8);
|
|
newVertex[newNumVertices] = i;
|
|
++newNumVertices;
|
|
|
|
ASSERT(newNumVertices < 8);
|
|
newVertex[newNumVertices] = vertex[e];
|
|
++newNumVertices;
|
|
|
|
}
|
|
}
|
|
|
|
// Advance to the next edge.
|
|
|
|
s = e;
|
|
e = e + 1;
|
|
|
|
sInside = eInside;
|
|
|
|
}
|
|
|
|
// Store the vertices back in the input array.
|
|
|
|
memcpy(vertex, newVertex, newNumVertices * sizeof(Vertex));
|
|
numVertices = newNumVertices;
|
|
|
|
}
|
|
|
|
|
|
void AvHSpriteDraw(int spriteHandle, int frame, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2)
|
|
{
|
|
|
|
gEngfuncs.pTriAPI->RenderMode(gRenderMode);
|
|
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
|
|
|
|
struct model_s* spritePtr = (struct model_s*)(gEngfuncs.GetSpritePointer(spriteHandle));
|
|
ASSERT(spritePtr);
|
|
|
|
if (!gEngfuncs.pTriAPI->SpriteTexture(spritePtr, frame))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vertex vertex[8];
|
|
|
|
vertex[0].x = x1;
|
|
vertex[0].y = y1;
|
|
vertex[0].u = u1;
|
|
vertex[0].v = v1;
|
|
|
|
vertex[1].x = x2;
|
|
vertex[1].y = y1;
|
|
vertex[1].u = u2;
|
|
vertex[1].v = v1;
|
|
|
|
vertex[2].x = x2;
|
|
vertex[2].y = y2;
|
|
vertex[2].u = u2;
|
|
vertex[2].v = v2;
|
|
|
|
vertex[3].x = x1;
|
|
vertex[3].y = y2;
|
|
vertex[3].u = u1;
|
|
vertex[3].v = v2;
|
|
|
|
int numVertices = 4;
|
|
|
|
float pw = SPR_Width(spriteHandle, frame);
|
|
float ph = SPR_Height(spriteHandle, frame);
|
|
|
|
float uOffset = 0;
|
|
float vOffset = 0;
|
|
|
|
if (IEngineStudio.IsHardware() == 2)
|
|
{
|
|
|
|
// Direct3D addresses textures differently than OpenGL so compensate
|
|
// for that here.
|
|
|
|
uOffset = 0.5 / pw;
|
|
vOffset = 0.5 / ph;
|
|
|
|
}
|
|
|
|
// Apply the transformation to the vertices.
|
|
|
|
for (int i = 0; i < numVertices; ++i)
|
|
{
|
|
|
|
if (vertex[i].u < 0.25 / pw)
|
|
{
|
|
vertex[i].u = 0.25 / pw;
|
|
}
|
|
|
|
if (vertex[i].v < 0.25 / ph)
|
|
{
|
|
vertex[i].v = 0.25 / ph;
|
|
}
|
|
|
|
if (vertex[i].u > 1 - 0.25 / pw)
|
|
{
|
|
vertex[i].u = 1 - 0.25 / pw;
|
|
}
|
|
|
|
if (vertex[i].v > 1 - 0.25 / ph)
|
|
{
|
|
vertex[i].v = 1 - 0.25 / ph;
|
|
}
|
|
|
|
vertex[i].u += uOffset;
|
|
vertex[i].v += vOffset;
|
|
|
|
float x = vertex[i].x;
|
|
float y = vertex[i].y;
|
|
|
|
vertex[i].x = x * gTransform[0][0] + y * gTransform[0][1] + gTransform[0][2];
|
|
vertex[i].y = x * gTransform[1][0] + y * gTransform[1][1] + gTransform[1][2];
|
|
|
|
}
|
|
|
|
if (gClippingEnabled)
|
|
{
|
|
|
|
// Clip the polygon to each side of the clipping rectangle. This isn't the
|
|
// fastest way to clip a polygon against a rectangle, but it's probably the
|
|
// simplest.
|
|
|
|
ClipPolygon(vertex, numVertices, 1, 0, -gClipRectX1);
|
|
ClipPolygon(vertex, numVertices, -1, 0, gClipRectX2);
|
|
ClipPolygon(vertex, numVertices, 0, 1, -gClipRectY1);
|
|
ClipPolygon(vertex, numVertices, 0, -1, gClipRectY2);
|
|
|
|
}
|
|
|
|
// Compensate for the overbrightening effect.
|
|
|
|
float gammaScale = 1.0f / gHUD.GetGammaSlope();
|
|
gEngfuncs.pTriAPI->Color4f(gammaScale * gColor[0], gammaScale * gColor[1], gammaScale * gColor[2], gColor[3]);
|
|
|
|
// Output the vertices.
|
|
|
|
if (gDrawMode == kSpriteDrawModeFilled)
|
|
{
|
|
gEngfuncs.pTriAPI->Begin(TRI_TRIANGLE_FAN);
|
|
|
|
for (int j = 0; j < numVertices; ++j)
|
|
{
|
|
|
|
Vector worldPoint;
|
|
|
|
if (gVGUIEnabled)
|
|
{
|
|
worldPoint.x = (vertex[j].x - gVGUIOffsetX) * gViewportXScale + gViewportXOffset;
|
|
worldPoint.y = (vertex[j].y - gVGUIOffsetY) * gViewportYScale + gViewportYOffset;
|
|
worldPoint.z = 1;
|
|
}
|
|
else
|
|
{
|
|
worldPoint = gViewOrigin +
|
|
gViewXAxis * vertex[j].x +
|
|
gViewYAxis * vertex[j].y +
|
|
gViewZAxis * (gDepth + gDepthOffset);
|
|
}
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f(vertex[j].u, vertex[j].v);
|
|
gEngfuncs.pTriAPI->Vertex3fv((float*)&worldPoint);
|
|
|
|
}
|
|
|
|
gEngfuncs.pTriAPI->End();
|
|
|
|
}
|
|
else if (gDrawMode == kSpriteDrawModeBorder)
|
|
{
|
|
|
|
gEngfuncs.pTriAPI->Begin(TRI_LINES);
|
|
|
|
for (int j = 0; j < numVertices; ++j)
|
|
{
|
|
|
|
int k = (j + 1) % numVertices;
|
|
|
|
Vector worldPoint1;
|
|
Vector worldPoint2;
|
|
|
|
if (gVGUIEnabled)
|
|
{
|
|
|
|
worldPoint1.x = vertex[j].x - gVGUIOffsetX;
|
|
worldPoint1.y = vertex[j].y - gVGUIOffsetY;
|
|
worldPoint1.z = 1;
|
|
|
|
worldPoint2.x = vertex[k].x - gVGUIOffsetX;
|
|
worldPoint2.y = vertex[k].y - gVGUIOffsetY;
|
|
worldPoint2.z = 1;
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
worldPoint1 = gViewOrigin +
|
|
gViewXAxis * vertex[j].x +
|
|
gViewYAxis * vertex[j].y +
|
|
gViewZAxis * (gDepth + gDepthOffset);
|
|
|
|
worldPoint2 = gViewOrigin +
|
|
gViewXAxis * vertex[k].x +
|
|
gViewYAxis * vertex[k].y +
|
|
gViewZAxis * (gDepth + gDepthOffset);
|
|
|
|
}
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f(vertex[j].u, vertex[j].v);
|
|
gEngfuncs.pTriAPI->Vertex3fv((float*)&worldPoint1);
|
|
|
|
gEngfuncs.pTriAPI->TexCoord2f(vertex[k].u, vertex[k].v);
|
|
gEngfuncs.pTriAPI->Vertex3fv((float*)&worldPoint2);
|
|
|
|
}
|
|
|
|
gEngfuncs.pTriAPI->End();
|
|
|
|
}
|
|
|
|
gDepth += kDepthIncrement;
|
|
|
|
}
|
|
|
|
void AvHSpriteDrawTiles(int spriteHandle, int numXFrames, int numYFrames, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2)
|
|
{
|
|
|
|
float dx = x2 - x1;
|
|
float dy = y2 - y1;
|
|
|
|
float oldDepth = gDepth;
|
|
|
|
for (int frameY = 0; frameY < numYFrames; ++frameY)
|
|
{
|
|
for (int frameX = 0; frameX < numXFrames; ++frameX)
|
|
{
|
|
|
|
int frame = frameX + frameY * numXFrames;
|
|
|
|
float pw = SPR_Width(spriteHandle, frame);
|
|
float ph = SPR_Height(spriteHandle, frame);
|
|
|
|
float fx1 = ((float)(frameX)) / numXFrames;
|
|
float fy1 = ((float)(frameY)) / numYFrames;
|
|
|
|
float fx2 = ((float)(frameX + 1)) / numXFrames;
|
|
float fy2 = ((float)(frameY + 1)) / numYFrames;
|
|
|
|
gDepth = oldDepth;
|
|
|
|
AvHSpriteDraw(spriteHandle, frame,
|
|
x1 + dx * fx1, y1 + dy * fy1, x1 + dx * fx2, y1 + dy * fy2,
|
|
0, 0, 1, 1);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void AvHSpriteEnableVGUI(bool enableVGUI)
|
|
{
|
|
gVGUIEnabled = enableVGUI;
|
|
}
|
|
|
|
void AvHSpriteSetVGUIOffset(int x, int y)
|
|
{
|
|
gVGUIOffsetX = x;
|
|
gVGUIOffsetY = y;
|
|
}
|