// renderhud.cpp: HUD rendering #include "cube.h" void drawicon(Texture *tex, float x, float y, float s, int col, int row, float ts) { if(tex && tex->xs == tex->ys) quad(tex->id, x, y, s, ts*col, ts*row, ts); } void drawequipicon(float x, float y, int col, int row, float blend) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/items.png"); if(tex) { if(blend) glEnable(GL_BLEND); drawicon(tex, x, y, 120, col, row, 1/3.0f); if(blend) glDisable(GL_BLEND); } } void drawradaricon(float x, float y, float s, int col, int row) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/radaricons.png"); if(tex) { glEnable(GL_BLEND); drawicon(tex, x, y, s, col, row, 1/4.0f); glDisable(GL_BLEND); } } void drawctficon(float x, float y, float s, int col, int row, float ts) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/ctficons.png"); if(tex) drawicon(tex, x, y, s, col, row, ts); } VARP(crosshairsize, 0, 15, 50); int dblend = 0; void damageblend(int n) { dblend += n; } VARP(hidestats, 0, 1, 1); VARP(crosshairfx, 0, 1, 1); VARP(hideradar, 0, 0, 1); VARP(radarres, 1, 64, 1024); VARP(radarentsize, 1, 4, 64); VARP(hidectfhud, 0, 0, 1); VARP(hidedemohud, 0, 0, 1); VAR(showmap, 0, 0, 1); void drawscope() { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.9f); static Texture *scopetex = NULL; if(!scopetex) scopetex = textureload("packages/misc/scope.png"); glBindTexture(GL_TEXTURE_2D, scopetex->id); glBegin(GL_QUADS); glColor3ub(255,255,255); glTexCoord2i(0, 0); glVertex2i(0, 0); glTexCoord2i(1, 0); glVertex2i(VIRTW, 0); glTexCoord2i(1, 1); glVertex2i(VIRTW, VIRTH); glTexCoord2i(0, 1); glVertex2i(0, VIRTH); glEnd(); glDisable(GL_ALPHA_TEST); } void drawcrosshair(bool showteamwarning) { glBlendFunc(GL_ONE, GL_ONE); static Texture *teammatetex = NULL; if(!teammatetex) teammatetex = textureload("packages/misc/teammate.png"); glBindTexture(GL_TEXTURE_2D, showteamwarning ? teammatetex->id : crosshair->id); glBegin(GL_QUADS); glColor3ub(255,255,255); if(crosshairfx) { if(showteamwarning) glColor3ub(255, 0, 0); else if(player1->gunwait) glColor3ub(128,128,128); else if(!m_osok) { if(player1->health<=25) glColor3ub(255,0,0); else if(player1->health<=50) glColor3ub(255,128,0); } } float chsize = (float)crosshairsize * (player1->gunselect==GUN_ASSAULT && player1->shots > 3 ? 1.4f : 1.0f) * (showteamwarning ? 2.0f : 1.0f); glTexCoord2i(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize); glTexCoord2i(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize); glTexCoord2i(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize); glTexCoord2i(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize); glEnd(); } void drawequipicons() { glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/100.0f)+1.0f)/2.0f); // health & armor if(player1->armour) drawequipicon(620, 1650, 2, 0, false); drawequipicon(20, 1650, 1, 0, (player1->state!=CS_DEAD && player1->health<=20 && !m_osok)); // weapons int c = player1->gunselect, r = 1; if(c>2) { c -= 3; r = 2; } if(c==GUN_GRENADE) c = r = 0; drawequipicon(1220, 1650, c, r, (!player1->mag[player1->gunselect] && player1->gunselect != GUN_KNIFE && player1->gunselect != GUN_GRENADE)); glEnable(GL_BLEND); } void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, char *label = NULL, ...) { glPushMatrix(); if(pulse) glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/30.0f)+1.0f)/2.0f); else glColor4f(1, 1, 1, 1); glTranslatef(x, y, 0); glRotatef(yaw, 0, 0, 1); drawradaricon(-iconsize/2.0f, -iconsize/2.0f, iconsize, col, row); glPopMatrix(); if(label && showmap) { glPushMatrix(); glEnable(GL_BLEND); glTranslatef(iconsize/2, iconsize/2, 0); glScalef(1/2.0f, 1/2.0f, 1/2.0f); s_sprintfdv(lbl, label); draw_text(lbl, (int)(x*2), (int)(y*2)); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glPopMatrix(); } } bool insideradar(const vec ¢erpos, float radius, const vec &o) { if(showmap) return !o.reject(centerpos, radius); return o.distxy(centerpos)<=radius; } bool isattacking(playerent *p) { return lastmillis-p->lastaction < 500; } void drawradar(int w, int h) { vec center = showmap ? vec(ssize/2, ssize/2, 0) : player1->o; int res = showmap ? ssize : radarres; float worldsize = (float)ssize; float radarviewsize = showmap ? VIRTH : VIRTH/6; float radarsize = worldsize/res*radarviewsize; float iconsize = radarentsize/(float)res*radarviewsize; float coordtrans = radarsize/worldsize; float overlaysize = radarviewsize*4.0f/3.25f; glPushMatrix(); if(showmap) glTranslatef(VIRTW/2-radarviewsize/2, 0, 0); else { glTranslatef(VIRTW-radarviewsize-(overlaysize-radarviewsize)/2-10+radarviewsize/2, 10+(overlaysize-radarviewsize)/2+radarviewsize/2, 0); glRotatef(-camera1->yaw, 0, 0, 1); glTranslatef(-radarviewsize/2, -radarviewsize/2, 0); } extern GLuint minimaptex; vec centerpos(min(max(center.x, res/2), worldsize-res/2), min(max(center.y, res/2), worldsize-res/2), 0); if(showmap) { glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); quad(minimaptex, 0, 0, radarviewsize, (centerpos.x-res/2)/worldsize, (centerpos.y-res/2)/worldsize, res/worldsize); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } else { glDisable(GL_BLEND); circle(minimaptex, radarviewsize/2, radarviewsize/2, radarviewsize/2, centerpos.x/worldsize, centerpos.y/worldsize, res/2/worldsize); } glTranslatef(-(centerpos.x-res/2)/worldsize*radarsize, -(centerpos.y-res/2)/worldsize*radarsize, 0); drawradarent(player1->o.x*coordtrans, player1->o.y*coordtrans, player1->yaw, player1->state==CS_ALIVE ? (isattacking(player1) ? 2 : 0) : 1, 2, iconsize, isattacking(player1), colorname(player1)); // local player loopv(players) // other players { playerent *pl = players[i]; if(!pl || !isteam(player1->team, pl->team) || !insideradar(centerpos, res/2, pl->o)) continue; drawradarent(pl->o.x*coordtrans, pl->o.y*coordtrans, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_int(pl->team), iconsize, isattacking(pl), colorname(pl)); } if(m_ctf) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); loopi(2) // flag items { flaginfo &f = flaginfos[i]; entity *e = f.flag; if(!e) continue; float yaw = showmap ? 0 : player1->yaw; if(f.state==CTFF_STOLEN) { if(f.actor && i != team_int(player1->team) && insideradar(centerpos, res/2, f.actor->o)) drawradarent(f.actor->o.x*coordtrans+iconsize/2, f.actor->o.y*coordtrans+iconsize/2, yaw, 3, f.team, iconsize, true); // draw near flag thief } else if(insideradar(centerpos, res/2, vec(e->x, e->y, centerpos.z))) drawradarent(e->x*coordtrans, e->y*coordtrans, yaw, 3, f.team, iconsize, false); // draw on entitiy pos } } glEnable(GL_BLEND); glPopMatrix(); if(!showmap) { glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1, 1, 1); static Texture *overlaytex = NULL; if(!overlaytex) overlaytex = textureload("packages/misc/radaroverlays.png", 3); quad(overlaytex->id, VIRTW-overlaysize-10, 10, overlaysize, m_teammode ? 0.5f*team_int(player1->team) : 0, m_teammode ? 0 : 0.5f, 0.5f, 0.5f); glEnable(GL_CULL_FACE); } } void drawteamicons(int w, int h) { glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1, 1, 1); static Texture *icons = NULL; if(!icons) icons = textureload("packages/misc/teamicons.png"); quad(icons->id, VIRTW-VIRTH/12-10, 10, VIRTH/12, team_int(player1->team) ? 0.5f : 0, 0, 0.5f, 0.5f); glEnable(GL_CULL_FACE); } void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glEnable(GL_BLEND); if(dblend || underwater) { glDepthMask(GL_FALSE); if(dblend) { glBlendFunc(GL_ZERO, GL_SRC_COLOR); glColor3f(1.0f, 0.1f, 0.1f); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102); } glBegin(GL_QUADS); glVertex2i(0, 0); glVertex2i(VIRTW, 0); glVertex2i(VIRTW, VIRTH); glVertex2i(0, VIRTH); glEnd(); glDepthMask(GL_TRUE); dblend -= min(1, curtime/3); if(dblend<0) dblend = 0; } glEnable(GL_TEXTURE_2D); bool demo3rd = demoplayback && !localdemoplayer1st(); playerent *targetplayer = playerincrosshair(); bool didteamkill = player1->lastteamkill && player1->lastteamkill + 5000 > lastmillis; bool menuvisible = rendermenu(); bool command = getcurcommand() ? true : false; if(!demo3rd) { if(player1->state==CS_ALIVE && !player1->reloading && !didteamkill && !menuvisible) { bool drawteamwarning = targetplayer ? (isteam(targetplayer->team, player1->team) && targetplayer->state!=CS_DEAD) : false; if(player1->gunselect==GUN_SNIPER && scoped) drawscope(); else if((player1->gunselect!=GUN_SNIPER || drawteamwarning)) drawcrosshair(drawteamwarning); } drawequipicons(); glMatrixMode(GL_MODELVIEW); if(!hideradar) drawradar(w, h); else drawteamicons(w, h); glMatrixMode(GL_PROJECTION); char *infostr = editinfo(); if(command) rendercommand(20, 1570); else if(infostr) draw_text(infostr, 20, 1570); else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570); } glLoadIdentity(); glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1); renderconsole(); if(command) renderdoc(40, VIRTH); if(!hidestats) { const int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2; draw_textf("fps %d", left, top, curfps); draw_textf("lod %d", left, top+80, lod_factor()); draw_textf("wqd %d", left, top+160, nquads); draw_textf("wvt %d", left, top+240, curvert); draw_textf("evt %d", left, top+320, xtraverts); } if(!hidedemohud && demoplayback) { const int left = VIRTW*2/80, top = VIRTH*2*3/4; int dmillis = demomillis(); s_sprintfd(time)("%d:%02d", dmillis/1000/60, dmillis/1000%60); s_sprintfd(following)("\f0Following %s", colorname(demoplayer)); draw_text(time, left, top-FONTH); draw_text(following, left, top); draw_text("jump to pause", left, top+2*FONTH); draw_text("attack to change view", left, top+3*FONTH); draw_text("reload for slow-motion", left, top+4*FONTH); } if(player1->state==CS_ALIVE && !demo3rd) { glLoadIdentity(); glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1); draw_textf("%d", 90, 827, player1->health); if(player1->armour) draw_textf("%d", 390, 827, player1->armour); if(player1->gunselect!=GUN_KNIFE) { char gunstats[64]; if(player1->gunselect!=GUN_GRENADE) sprintf(gunstats,"%i/%i",player1->mag[player1->gunselect],player1->ammo[player1->gunselect]); else sprintf(gunstats,"%i",player1->mag[player1->gunselect]); draw_text(gunstats, 690, 827); } if(didteamkill) { glLoadIdentity(); glOrtho(0, VIRTW/3, VIRTH/3, 0, -1, 1); draw_text("\f3you killed a teammate", VIRTW/3/40, VIRTH/3/2); } if(m_ctf && !hidectfhud) { glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glBlendFunc(GL_SRC_ALPHA, GL_ONE); loopi(2) // flag state { if(flaginfos[i].state == CTFF_INBASE) glDisable(GL_BLEND); else glEnable(GL_BLEND); drawctficon(i*120+VIRTW/4.0f*3.0f, 1650, 120, i, 0, 1/4.0f); } // big flag-stolen icon flaginfo &f = flaginfos[team_opposite(team_int(player1->team))]; if(f.state==CTFF_STOLEN && f.actor == player1 && f.ack) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f); glEnable(GL_BLEND); drawctficon(VIRTW-225-10, VIRTH*5/8, 225, team_opposite(team_int(player1->team)), 1, 1/2.0f); glDisable(GL_BLEND); } } } glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); } void loadingscreen(const char *fmt, ...) { static Texture *logo = NULL; if(!logo) logo = textureload("packages/misc/startscreen.png"); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 1); glColor3f(1, 1, 1); loopi(fmt ? 1 : 2) { glClear(GL_COLOR_BUFFER_BIT); quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1); if(fmt) { glEnable(GL_BLEND); s_sprintfdlv(str, fmt, fmt); int w = text_width(str); draw_text(str, w>=VIRTW ? 0 : (VIRTW-w)/2, VIRTH*3/4); glDisable(GL_BLEND); } SDL_GL_SwapBuffers(); } glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); } static void bar(float bar, int o, float r, float g, float b) { int side = 50; glColor3f(r, g, b); glVertex2f(side, o*FONTH); glVertex2f(bar*(VIRTW-2*side)+side, o*FONTH); glVertex2f(bar*(VIRTW-2*side)+side, (o+2)*FONTH); glVertex2f(side, (o+2)*FONTH); } void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2, const char *text2) // also used during loading { c2skeepalive(); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glBegin(GL_QUADS); if(text1) { bar(1, 1, 0.1f, 0.1f, 0.1f); bar(bar1, 1, 0.2f, 0.2f, 0.2f); } if(bar2>0) { bar(1, 3, 0.1f, 0.1f, 0.1f); bar(bar2, 3, 0.2f, 0.2f, 0.2f); } glEnd(); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); if(text1) draw_text(text1, 70, 1*FONTH + FONTH/2); if(bar2>0) draw_text(text2, 70, 3*FONTH + FONTH/2); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); SDL_GL_SwapBuffers(); }