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42 lines
1.6 KiB
C
42 lines
1.6 KiB
C
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#include "quakedef.h"
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#include "image.h"
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cvar_t r_lasersight_thickness = {CVAR_SAVE, "r_lasersight_thickness", "0.1", "thickness of the laser sight effect"};
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cvar_t r_lasersight_color_red = {CVAR_SAVE, "r_lasersight_color_red", "0.8", "color of the laser sight effect"};
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cvar_t r_lasersight_color_green = {CVAR_SAVE, "r_lasersight_color_green", "0.1", "color of the laser sight effect"};
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cvar_t r_lasersight_color_blue = {CVAR_SAVE, "r_lasersight_color_blue", "0", "color of the laser sight effect"};
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void R_LaserSights_Init(void)
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{
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Cvar_RegisterVariable(&r_lasersight_thickness);
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Cvar_RegisterVariable(&r_lasersight_color_red);
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Cvar_RegisterVariable(&r_lasersight_color_green);
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Cvar_RegisterVariable(&r_lasersight_color_blue);
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}
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void R_DrawBLineMesh(vec3_t mins, vec3_t maxs, float thickness, float cr, float cg, float cb, float ca);
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extern cvar_t r_lasersight;
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void R_DrawLaserSights(void)
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{
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vec3_t org, start, end, dir;
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vec_t dist;
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CL_LaserSight_CalculatePositions(start, end);
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// calculate the nearest point on the line (beam) for depth sorting
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VectorSubtract(end, start, dir);
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dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
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dist = bound(0, dist, 1);
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VectorLerp(start, dist, end, org);
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if (r_lasersight.integer == 1) {
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//Beam
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GL_DepthTest(!r_showdisabledepthtest.integer);
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GL_CullFace(r_refdef.view.cullface_front);
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R_DrawBLineMesh(org, end, 0.3f, r_lasersight_color_red.value,
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r_lasersight_color_green.value, r_lasersight_color_blue.value, 1);
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}
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}
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