// renderextras.cpp: misc gl render code and the HUD #include "cube.h" void line(int x1, int y1, float z1, int x2, int y2, float z2) { glBegin(GL_POLYGON); glVertex3f((float)x1, z1, (float)y1); glVertex3f((float)x1, z1, y1+0.01f); glVertex3f((float)x2, z2, y2+0.01f); glVertex3f((float)x2, z2, (float)y2); glEnd(); xtraverts += 4; }; void linestyle(float width, int r, int g, int b) { glLineWidth(width); glColor3ub(r,g,b); }; void box(block &b, float z1, float z2, float z3, float z4) { glBegin(GL_POLYGON); glVertex3f((float)b.x, z1, (float)b.y); glVertex3f((float)b.x+b.xs, z2, (float)b.y); glVertex3f((float)b.x+b.xs, z3, (float)b.y+b.ys); glVertex3f((float)b.x, z4, (float)b.y+b.ys); glEnd(); xtraverts += 4; }; void dot(int x, int y, float z) { const float DOF = 0.1f; glBegin(GL_POLYGON); glVertex3f(x-DOF, (float)z, y-DOF); glVertex3f(x+DOF, (float)z, y-DOF); glVertex3f(x+DOF, (float)z, y+DOF); glVertex3f(x-DOF, (float)z, y+DOF); glEnd(); xtraverts += 4; }; void blendbox(int x1, int y1, int x2, int y2, bool border) { glDepthMask(GL_FALSE); glDisable(GL_TEXTURE_2D); glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glBegin(GL_QUADS); if(border) glColor3d(0.5, 0.3, 0.4); else glColor3d(1.0, 1.0, 1.0); glVertex2i(x1, y1); glVertex2i(x2, y1); glVertex2i(x2, y2); glVertex2i(x1, y2); glEnd(); glDisable(GL_BLEND); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBegin(GL_POLYGON); glColor3d(0.2, 0.7, 0.4); glVertex2i(x1, y1); glVertex2i(x2, y1); glVertex2i(x2, y2); glVertex2i(x1, y2); glEnd(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); xtraverts += 8; glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glDepthMask(GL_TRUE); }; const int MAXSPHERES = 50; struct sphere { vec o; float size, max; int type; sphere *next; }; sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL; bool sinit = false; void newsphere(vec &o, float max, int type) { if(!sinit) { loopi(MAXSPHERES) { spheres[i].next = sempty; sempty = &spheres[i]; }; sinit = true; }; if(sempty) { sphere *p = sempty; sempty = p->next; p->o = o; p->max = max; p->size = 1; p->type = type; p->next = slist; slist = p; }; }; void renderspheres(int time) { glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBindTexture(GL_TEXTURE_2D, 4); for(sphere *p, **pp = &slist; p = *pp;) { glPushMatrix(); float size = p->size/p->max; glColor4f(1.0f, 1.0f, 1.0f, 1.0f-size); glTranslatef(p->o.x, p->o.z, p->o.y); glRotatef(lastmillis/5.0f, 1, 1, 1); glScalef(p->size, p->size, p->size); glCallList(1); glScalef(0.8f, 0.8f, 0.8f); glCallList(1); glPopMatrix(); xtraverts += 12*6*2; if(p->size>p->max) { *pp = p->next; p->next = sempty; sempty = p; } else { p->size += time/100.0f; pp = &p->next; }; }; glDisable(GL_BLEND); glDepthMask(GL_TRUE); }; string closeent; char *entnames[] = { "none?", "light", "playerstart", "shells", "bullets", "rockets", "riflerounds", "health", "healthboost", "greenarmour", "yellowarmour", "quaddamage", "teleport", "teledest", "mapmodel", "monster", "trigger", "jumppad", "?", "?", "?", "?", "?", }; void renderents() // show sparkly thingies for map entities in edit mode { closeent[0] = 0; if(!editmode) return; loopv(ents) { entity &e = ents[i]; if(e.type==NOTUSED) continue; vec v = { e.x, e.y, e.z }; particle_splash(2, 2, 40, v); }; int e = closestent(); if(e>=0) { entity &c = ents[e]; sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), selection = (%d, %d)", entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4, getvar("selxs"), getvar("selys")); }; }; void loadsky(char *basename) { static string lastsky = ""; if(strcmp(lastsky, basename)==0) return; char *side[] = { "ft", "bk", "lf", "rt", "dn", "up" }; int texnum = 14; loopi(6) { sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]); int xs, ys; if(!installtex(texnum+i, path(name), xs, ys, true)) conoutf("could not load sky textures"); }; strcpy_s(lastsky, basename); }; COMMAND(loadsky, ARG_1STR); float cursordepth = 0.9f; GLint viewport[4]; GLdouble mm[16], pm[16]; vec worldpos; void readmatrices() { glGetIntegerv(GL_VIEWPORT, viewport); glGetDoublev(GL_MODELVIEW_MATRIX, mm); glGetDoublev(GL_PROJECTION_MATRIX, pm); }; // stupid function to cater for stupid ATI linux drivers that return incorrect depth values float depthcorrect(float d) { return (d<=1/256.0f) ? d*256 : d; }; // find out the 3d target of the crosshair in the world easily and very acurately. // sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false // coordinates, making shooting and such impossible. // also hits map entities which is unwanted. // could be replaced by a more acurate version of monster.cpp los() if needed void readdepth(int w, int h) { glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth); double worldx = 0, worldy = 0, worldz = 0; gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy); worldpos.x = (float)worldx; worldpos.y = (float)worldy; worldpos.z = (float)worldz; vec r = { (float)mm[0], (float)mm[4], (float)mm[8] }; vec u = { (float)mm[1], (float)mm[5], (float)mm[9] }; setorient(r, u); }; void drawicon(float tx, float ty, int x, int y) { glBindTexture(GL_TEXTURE_2D, 5); glBegin(GL_QUADS); tx /= 192; ty /= 192; float o = 1/3.0f; int s = 120; glTexCoord2f(tx, ty); glVertex2i(x, y); glTexCoord2f(tx+o, ty); glVertex2i(x+s, y); glTexCoord2f(tx+o, ty+o); glVertex2i(x+s, y+s); glTexCoord2f(tx, ty+o); glVertex2i(x, y+s); glEnd(); xtraverts += 4; }; void invertperspective() { // This only generates a valid inverse matrix for matrices generated by gluPerspective() GLdouble inv[16]; memset(inv, 0, sizeof(inv)); inv[0*4+0] = 1.0/pm[0*4+0]; inv[1*4+1] = 1.0/pm[1*4+1]; inv[2*4+3] = 1.0/pm[3*4+2]; inv[3*4+2] = -1.0; inv[3*4+3] = pm[2*4+2]/pm[3*4+2]; glLoadMatrixd(inv); }; VARP(crosshairsize, 0, 15, 50); int dblend = 0; void damageblend(int n) { dblend += n; }; VAR(hidestats, 0, 0, 1); VARP(crosshairfx, 0, 1, 1); void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { readmatrices(); if(editmode) { if(cursordepth==1.0f) worldpos = player1->o; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); cursorupdate(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }; glDisable(GL_DEPTH_TEST); invertperspective(); glPushMatrix(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glEnable(GL_BLEND); glDepthMask(GL_FALSE); if(dblend || underwater) { glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glBegin(GL_QUADS); if(dblend) glColor3d(0.0f, 0.9f, 0.9f); else glColor3d(0.9f, 0.5f, 0.0f); glVertex2i(0, 0); glVertex2i(VIRTW, 0); glVertex2i(VIRTW, VIRTH); glVertex2i(0, VIRTH); glEnd(); dblend -= curtime/3; if(dblend<0) dblend = 0; }; glEnable(GL_TEXTURE_2D); char *command = getcurcommand(); char *player = playerincrosshair(); if(command) draw_textf("> %s_", 20, 1570, 2, command); else if(closeent[0]) draw_text(closeent, 20, 1570, 2); else if(player) draw_text(player, 20, 1570, 2); renderscores(); if(!rendermenu()) { glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, 1); glBegin(GL_QUADS); glColor3ub(255,255,255); if(crosshairfx) { if(player1->gunwait) glColor3ub(128,128,128); else if(player1->health<=25) glColor3ub(255,0,0); else if(player1->health<=50) glColor3ub(255,128,0); }; float chsize = (float)crosshairsize; glTexCoord2d(0.0, 0.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize); glTexCoord2d(1.0, 0.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize); glTexCoord2d(1.0, 1.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize); glTexCoord2d(0.0, 1.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize); glEnd(); }; glPopMatrix(); glPushMatrix(); glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1); renderconsole(); if(!hidestats) { glPopMatrix(); glPushMatrix(); glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1); draw_textf("fps %d", 3200, 2390, 2, curfps); draw_textf("wqd %d", 3200, 2460, 2, nquads); draw_textf("wvt %d", 3200, 2530, 2, curvert); draw_textf("evt %d", 3200, 2600, 2, xtraverts); }; glPopMatrix(); if(player1->state==CS_ALIVE) { glPushMatrix(); glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1); draw_textf("%d", 90, 827, 2, player1->health); if(player1->armour) draw_textf("%d", 390, 827, 2, player1->armour); draw_textf("%d", 690, 827, 2, player1->ammo[player1->gunselect]); glPopMatrix(); glPushMatrix(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glDisable(GL_BLEND); drawicon(128, 128, 20, 1650); if(player1->armour) drawicon((float)(player1->armourtype*64), 0, 620, 1650); int g = player1->gunselect; int r = 64; if(g>2) { g -= 3; r = 128; }; drawicon((float)(g*64), (float)r, 1220, 1650); glPopMatrix(); }; glDepthMask(GL_TRUE); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); };