mirror of
https://github.com/ENSL/NS.git
synced 2024-11-15 01:11:43 +00:00
447 lines
11 KiB
C++
447 lines
11 KiB
C++
// 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 <p_vector.h>
|
|
#include <papi.h>
|
|
#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();
|
|
}
|
|
}
|