mirror of
https://github.com/shawns-valve/halflife.git
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130 lines
2.8 KiB
C++
130 lines
2.8 KiB
C++
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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// Triangle rendering, if any
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#include "hud.h"
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#include "cl_util.h"
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// Triangle rendering apis are in gEngfuncs.pTriAPI
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "triangleapi.h"
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extern "C"
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{
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void EXPORT HUD_DrawNormalTriangles( void );
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void EXPORT HUD_DrawTransparentTriangles( void );
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};
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extern float g_iFogColor[3];
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extern float g_iStartDist;
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extern float g_iEndDist;
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extern int g_iWaterLevel;
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//#define TEST_IT
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#if defined( TEST_IT )
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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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// 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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org = player->origin;
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org.x += 50;
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org.y += 50;
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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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gHUD.m_hsprCursor = SPR_Load( sz );
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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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// 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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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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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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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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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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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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}
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#endif
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//Render fog ( duh ).
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void RenderFog ( void )
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{
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//Not in water and we want fog.
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bool bFog = g_iWaterLevel < 2 && g_iStartDist >= 0 && g_iEndDist >= 0;
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gEngfuncs.pTriAPI->Fog ( g_iFogColor, g_iStartDist, g_iEndDist, bFog );
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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 EXPORT HUD_DrawNormalTriangles( void )
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{
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gHUD.m_Spectator.DrawOverview();
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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 EXPORT HUD_DrawTransparentTriangles( void )
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{
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RenderFog();
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}
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