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4f13237895
Change CRLF to LF in repo.
543 lines
12 KiB
C++
543 lines
12 KiB
C++
#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "../common/com_model.h"
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#include "cl_dll/demo.h"
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#include "cl_dll/r_studioint.h"
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#include "../common/demo_api.h"
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#include "AvHSpriteAPI.h"
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extern vec3_t gPlaybackViewOrigin;
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extern engine_studio_api_t IEngineStudio;
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struct Vertex
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{
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float x;
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float y;
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float u;
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float v;
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};
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// This is the amount that the depth is increased each time a sprite
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// is rendered. This eliminates z-fighting.
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const float kDepthIncrement = 0.001f;
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Vector gViewOrigin;
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Vector gViewXAxis;
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Vector gViewYAxis;
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Vector gViewZAxis;
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int gRenderMode;
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AvHSpriteDrawMode gDrawMode;
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float gTransform[2][3];
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float gClipRectX1;
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float gClipRectY1;
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float gClipRectX2;
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float gClipRectY2;
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bool gClippingEnabled;
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float gDepth;
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float gDepthOffset;
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float gColor[4];
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bool gVGUIEnabled = true;
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int gVGUIOffsetX = 0;
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int gVGUIOffsetY = 0;
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float gViewportXScale = 1;
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float gViewportYScale = 1;
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float gViewportXOffset = 0;
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float gViewportYOffset = 0;
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void AvHSpriteBeginFrame()
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{
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// Compute the camera parameters.
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Vector origin;
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if (gEngfuncs.pDemoAPI->IsPlayingback())
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{
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VectorCopy(gPlaybackViewOrigin, origin);
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}
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else
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{
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VectorCopy(v_origin, origin);
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}
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float nearDistance = 12;
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float aspectRatio = (float)(ScreenHeight()) / ScreenWidth();
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float w = nearDistance * tan(M_PI * gHUD.m_iFOV / 360);
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float h = nearDistance * tan(M_PI * gHUD.m_iFOV / 360) * aspectRatio;
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Vector forward;
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Vector right;
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Vector up;
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AngleVectors(v_angles, forward, right, up);
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gViewOrigin = origin + forward * nearDistance - right * w + up * h;
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gViewXAxis = 2 * w * right / ScreenWidth();
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gViewYAxis = -2 * h * up / ScreenHeight();
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gViewZAxis = -forward;
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gRenderMode = kRenderNormal;
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// Initialize the transform to an identity transform.
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gTransform[0][0] = 1;
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gTransform[0][1] = 0;
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gTransform[0][2] = 0;
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gTransform[1][0] = 0;
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gTransform[1][1] = 1;
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gTransform[1][2] = 0;
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// Initialize the clipping rectangle to the whole screen.
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gClipRectX1 = 0;
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gClipRectY1 = 0;
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gClipRectX2 = ScreenWidth();
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gClipRectY2 = ScreenHeight();
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gClippingEnabled = false;
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gDepth = 0;
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gDepthOffset = 0;
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gColor[0] = 1;
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gColor[1] = 1;
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gColor[2] = 1;
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gColor[3] = 1;
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gDrawMode = kSpriteDrawModeFilled;
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}
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void AvHSpriteEndFrame()
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{
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// Restore the state to something normal, otherwise weird things happen.
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gEngfuncs.pTriAPI->Color4f(1, 1, 1, 1);
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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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void AvHSpriteSetViewport(float x1, float y1, float x2, float y2)
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{
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gViewportXScale = (x2 - x1) / ScreenWidth();
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gViewportYScale = (y2 - y1) / ScreenHeight();
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gViewportXOffset = x1;
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gViewportYOffset = y1;
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}
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void AvHSpriteClearViewport()
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{
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gViewportXScale = 1;
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gViewportYScale = 1;
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gViewportXOffset = 0;
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gViewportYOffset = 0;
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}
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void AvHSpriteEnableClippingRect(bool enable)
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{
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gClippingEnabled = enable;
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}
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void AvHSpriteSetClippingRect(float x1, float y1, float x2, float y2)
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{
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gClipRectX1 = x1;
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gClipRectY1 = y1;
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gClipRectX2 = x2;
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gClipRectY2 = y2;
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}
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void AvHSpriteSetRenderMode(int renderMode)
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{
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gRenderMode = renderMode;
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}
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void AvHSpriteSetDrawMode(AvHSpriteDrawMode drawMode)
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{
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gDrawMode = drawMode;
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}
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void AvHSpriteSetRotation(float degrees, float cx, float cy)
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{
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float radians = degrees * M_PI / 180;
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float sa = sinf(radians);
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float ca = cosf(radians);
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gTransform[0][0] = ca;
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gTransform[1][0] = sa;
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gTransform[0][1] = -sa;
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gTransform[1][1] = ca;
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gTransform[0][2] = -ca * cx + sa * cy + cx;
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gTransform[1][2] = -sa * cx - ca * cy + cy;
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}
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void AvHSpriteSetColor(float r, float g, float b, float a)
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{
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gColor[0] = r;
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gColor[1] = g;
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gColor[2] = b;
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gColor[3] = a;
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}
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void AvHSpriteSetDepthOffset(float depthOffset)
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{
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gDepthOffset = depthOffset;
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}
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/**
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* Clips the polygon against a hyper-plane of the form a * x + b * y + d = 0.
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* The resulting polyon is stored back in the input array.
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*/
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void ClipPolygon(Vertex vertex[8], int& numVertices, float a, float b, float d)
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{
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Vertex newVertex[8];
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int newNumVertices = 0;
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int s = numVertices - 1;
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int e = 0;
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// Classify the start point.
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bool sInside = a * vertex[s].x + b * vertex[s].y + d >= 0;
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while (e != numVertices)
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{
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bool eInside = a * vertex[e].x + b * vertex[e].y + d >= 0;
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if (sInside && eInside)
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{
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// The edge is totally inside the rectangle.
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ASSERT(newNumVertices < 8);
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newVertex[newNumVertices] = vertex[e];
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++newNumVertices;
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}
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else if (sInside || eInside)
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{
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// Compute the intersection vertex.
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float dx = vertex[e].x - vertex[s].x;
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float dy = vertex[e].y - vertex[s].y;
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float du = vertex[e].u - vertex[s].u;
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float dv = vertex[e].v - vertex[s].v;
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float n = -(a * vertex[s].x + b * vertex[s].y + d);
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float d = a * dx + b * dy;
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float t = n / d;
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Vertex i;
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i.x = vertex[s].x + t * dx;
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i.y = vertex[s].y + t * dy;
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i.u = vertex[s].u + t * du;
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i.v = vertex[s].v + t * dv;
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if (sInside)
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{
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// The edge starts inside and goes outside.
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ASSERT(newNumVertices < 8);
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newVertex[newNumVertices] = i;
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++newNumVertices;
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}
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else
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{
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// The edge starts outside and goes inside.
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ASSERT(newNumVertices < 8);
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newVertex[newNumVertices] = i;
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++newNumVertices;
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ASSERT(newNumVertices < 8);
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newVertex[newNumVertices] = vertex[e];
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++newNumVertices;
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}
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}
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// Advance to the next edge.
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s = e;
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e = e + 1;
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sInside = eInside;
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}
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// Store the vertices back in the input array.
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memcpy(vertex, newVertex, newNumVertices * sizeof(Vertex));
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numVertices = newNumVertices;
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}
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void AvHSpriteDraw(int spriteHandle, int frame, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2)
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{
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gEngfuncs.pTriAPI->RenderMode(gRenderMode);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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struct model_s* spritePtr = (struct model_s*)(gEngfuncs.GetSpritePointer(spriteHandle));
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ASSERT(spritePtr);
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if (!gEngfuncs.pTriAPI->SpriteTexture(spritePtr, frame))
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{
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return;
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}
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Vertex vertex[8];
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vertex[0].x = x1;
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vertex[0].y = y1;
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vertex[0].u = u1;
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vertex[0].v = v1;
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vertex[1].x = x2;
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vertex[1].y = y1;
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vertex[1].u = u2;
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vertex[1].v = v1;
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vertex[2].x = x2;
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vertex[2].y = y2;
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vertex[2].u = u2;
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vertex[2].v = v2;
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vertex[3].x = x1;
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vertex[3].y = y2;
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vertex[3].u = u1;
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vertex[3].v = v2;
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int numVertices = 4;
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float pw = SPR_Width(spriteHandle, frame);
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float ph = SPR_Height(spriteHandle, frame);
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float uOffset = 0;
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float vOffset = 0;
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if (IEngineStudio.IsHardware() == 2)
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{
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// Direct3D addresses textures differently than OpenGL so compensate
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// for that here.
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uOffset = 0.5 / pw;
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vOffset = 0.5 / ph;
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}
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// Apply the transformation to the vertices.
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for (int i = 0; i < numVertices; ++i)
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{
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if (vertex[i].u < 0.25 / pw)
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{
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vertex[i].u = 0.25 / pw;
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}
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if (vertex[i].v < 0.25 / ph)
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{
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vertex[i].v = 0.25 / ph;
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}
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if (vertex[i].u > 1 - 0.25 / pw)
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{
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vertex[i].u = 1 - 0.25 / pw;
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}
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if (vertex[i].v > 1 - 0.25 / ph)
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{
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vertex[i].v = 1 - 0.25 / ph;
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}
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vertex[i].u += uOffset;
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vertex[i].v += vOffset;
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float x = vertex[i].x;
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float y = vertex[i].y;
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vertex[i].x = x * gTransform[0][0] + y * gTransform[0][1] + gTransform[0][2];
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vertex[i].y = x * gTransform[1][0] + y * gTransform[1][1] + gTransform[1][2];
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}
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if (gClippingEnabled)
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{
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// Clip the polygon to each side of the clipping rectangle. This isn't the
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// fastest way to clip a polygon against a rectangle, but it's probably the
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// simplest.
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ClipPolygon(vertex, numVertices, 1, 0, -gClipRectX1);
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ClipPolygon(vertex, numVertices, -1, 0, gClipRectX2);
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ClipPolygon(vertex, numVertices, 0, 1, -gClipRectY1);
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ClipPolygon(vertex, numVertices, 0, -1, gClipRectY2);
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}
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// Compensate for the overbrightening effect.
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float gammaScale = 1.0f / gHUD.GetGammaSlope();
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gEngfuncs.pTriAPI->Color4f(gammaScale * gColor[0], gammaScale * gColor[1], gammaScale * gColor[2], gColor[3]);
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// Output the vertices.
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if (gDrawMode == kSpriteDrawModeFilled)
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{
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gEngfuncs.pTriAPI->Begin(TRI_TRIANGLE_FAN);
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for (int j = 0; j < numVertices; ++j)
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{
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Vector worldPoint;
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if (gVGUIEnabled)
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{
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worldPoint.x = (vertex[j].x - gVGUIOffsetX) * gViewportXScale + gViewportXOffset;
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worldPoint.y = (vertex[j].y - gVGUIOffsetY) * gViewportYScale + gViewportYOffset;
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worldPoint.z = 1;
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}
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else
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{
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worldPoint = gViewOrigin +
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gViewXAxis * vertex[j].x +
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gViewYAxis * vertex[j].y +
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gViewZAxis * (gDepth + gDepthOffset);
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}
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gEngfuncs.pTriAPI->TexCoord2f(vertex[j].u, vertex[j].v);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&worldPoint);
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}
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gEngfuncs.pTriAPI->End();
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}
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else if (gDrawMode == kSpriteDrawModeBorder)
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{
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gEngfuncs.pTriAPI->Begin(TRI_LINES);
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for (int j = 0; j < numVertices; ++j)
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{
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int k = (j + 1) % numVertices;
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Vector worldPoint1;
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Vector worldPoint2;
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if (gVGUIEnabled)
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{
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worldPoint1.x = vertex[j].x - gVGUIOffsetX;
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worldPoint1.y = vertex[j].y - gVGUIOffsetY;
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worldPoint1.z = 1;
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worldPoint2.x = vertex[k].x - gVGUIOffsetX;
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worldPoint2.y = vertex[k].y - gVGUIOffsetY;
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worldPoint2.z = 1;
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}
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else
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{
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worldPoint1 = gViewOrigin +
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gViewXAxis * vertex[j].x +
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gViewYAxis * vertex[j].y +
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gViewZAxis * (gDepth + gDepthOffset);
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worldPoint2 = gViewOrigin +
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gViewXAxis * vertex[k].x +
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gViewYAxis * vertex[k].y +
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gViewZAxis * (gDepth + gDepthOffset);
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}
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gEngfuncs.pTriAPI->TexCoord2f(vertex[j].u, vertex[j].v);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&worldPoint1);
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gEngfuncs.pTriAPI->TexCoord2f(vertex[k].u, vertex[k].v);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&worldPoint2);
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}
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gEngfuncs.pTriAPI->End();
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}
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gDepth += kDepthIncrement;
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}
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void AvHSpriteDrawTiles(int spriteHandle, int numXFrames, int numYFrames, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2)
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{
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float dx = x2 - x1;
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float dy = y2 - y1;
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float oldDepth = gDepth;
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for (int frameY = 0; frameY < numYFrames; ++frameY)
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{
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for (int frameX = 0; frameX < numXFrames; ++frameX)
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{
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int frame = frameX + frameY * numXFrames;
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float pw = SPR_Width(spriteHandle, frame);
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float ph = SPR_Height(spriteHandle, frame);
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float fx1 = ((float)(frameX)) / numXFrames;
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float fy1 = ((float)(frameY)) / numYFrames;
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float fx2 = ((float)(frameX + 1)) / numXFrames;
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float fy2 = ((float)(frameY + 1)) / numYFrames;
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gDepth = oldDepth;
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AvHSpriteDraw(spriteHandle, frame,
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x1 + dx * fx1, y1 + dy * fy1, x1 + dx * fx2, y1 + dy * fy2,
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0, 0, 1, 1);
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}
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}
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}
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void AvHSpriteEnableVGUI(bool enableVGUI)
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{
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gVGUIEnabled = enableVGUI;
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}
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void AvHSpriteSetVGUIOffset(int x, int y)
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{
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gVGUIOffsetX = x;
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gVGUIOffsetY = y;
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}
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