From 5a85e81685300e2299dabfeb25d513b99df471be Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 6 Sep 2013 22:40:51 +0200 Subject: Initial commit --- src/cgame/cg_drawtools.c | 439 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 439 insertions(+) create mode 100644 src/cgame/cg_drawtools.c (limited to 'src/cgame/cg_drawtools.c') diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c new file mode 100644 index 0000000..f35ed23 --- /dev/null +++ b/src/cgame/cg_drawtools.c @@ -0,0 +1,439 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc + + +#include "cg_local.h" + +/* +=============== +CG_DrawPlane + +Draw a quad in 3 space - basically CG_DrawPic in 3 space +=============== +*/ +void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader ) +{ + polyVert_t verts[ 4 ]; + vec3_t temp; + + VectorCopy( origin, verts[ 0 ].xyz ); + verts[ 0 ].st[ 0 ] = 0; + verts[ 0 ].st[ 1 ] = 0; + verts[ 0 ].modulate[ 0 ] = 255; + verts[ 0 ].modulate[ 1 ] = 255; + verts[ 0 ].modulate[ 2 ] = 255; + verts[ 0 ].modulate[ 3 ] = 255; + + VectorAdd( origin, right, temp ); + VectorCopy( temp, verts[ 1 ].xyz ); + verts[ 1 ].st[ 0 ] = 1; + verts[ 1 ].st[ 1 ] = 0; + verts[ 1 ].modulate[ 0 ] = 255; + verts[ 1 ].modulate[ 1 ] = 255; + verts[ 1 ].modulate[ 2 ] = 255; + verts[ 1 ].modulate[ 3 ] = 255; + + VectorAdd( origin, right, temp ); + VectorAdd( temp, down, temp ); + VectorCopy( temp, verts[ 2 ].xyz ); + verts[ 2 ].st[ 0 ] = 1; + verts[ 2 ].st[ 1 ] = 1; + verts[ 2 ].modulate[ 0 ] = 255; + verts[ 2 ].modulate[ 1 ] = 255; + verts[ 2 ].modulate[ 2 ] = 255; + verts[ 2 ].modulate[ 3 ] = 255; + + VectorAdd( origin, down, temp ); + VectorCopy( temp, verts[ 3 ].xyz ); + verts[ 3 ].st[ 0 ] = 0; + verts[ 3 ].st[ 1 ] = 1; + verts[ 3 ].modulate[ 0 ] = 255; + verts[ 3 ].modulate[ 1 ] = 255; + verts[ 3 ].modulate[ 2 ] = 255; + verts[ 3 ].modulate[ 3 ] = 255; + + trap_R_AddPolyToScene( shader, 4, verts ); +} + +/* +================ +CG_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) +{ +#if 0 + // adjust for wide screens + if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { + *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) ); + } +#endif + // scale for screen sizes + *x *= cgs.screenXScale; + *y *= cgs.screenYScale; + *w *= cgs.screenXScale; + *h *= cgs.screenYScale; +} + +/* +================ +CG_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_FillRect( float x, float y, float width, float height, const float *color ) +{ + trap_R_SetColor( color ); + + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawSides + +Coords are virtual 640x480 +================ +*/ +void CG_DrawSides( float x, float y, float w, float h, float size ) +{ + float sizeY; + + CG_AdjustFrom640( &x, &y, &w, &h ); + sizeY = size * cgs.screenYScale; + size *= cgs.screenXScale; + + trap_R_DrawStretchPic( x, y + sizeY, size, h - ( sizeY * 2.0f ), 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x + w - size, y + sizeY, size, h - ( sizeY * 2.0f ), 0, 0, 0, 0, cgs.media.whiteShader ); +} + +void CG_DrawTopBottom( float x, float y, float w, float h, float size ) +{ + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenYScale; + trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +} + + +/* +================ +CG_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) +{ + trap_R_SetColor( color ); + + CG_DrawTopBottom( x, y, width, height, size ); + CG_DrawSides( x, y, width, height, size ); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawPic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) +{ + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + +/* +================ +CG_SetClipRegion +================= +*/ +void CG_SetClipRegion( float x, float y, float w, float h ) +{ + vec4_t clip; + + CG_AdjustFrom640( &x, &y, &w, &h ); + + clip[ 0 ] = x; + clip[ 1 ] = y; + clip[ 2 ] = x + w; + clip[ 3 ] = y + h; + + trap_R_SetClipRegion( clip ); +} + +/* +================ +CG_ClearClipRegion +================= +*/ +void CG_ClearClipRegion( void ) +{ + trap_R_SetClipRegion( NULL ); +} + +/* +================ +CG_DrawFadePic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, + vec4_t tcolor, float amount, qhandle_t hShader ) +{ + vec4_t finalcolor; + float inverse; + + inverse = 100 - amount; + + CG_AdjustFrom640( &x, &y, &width, &height ); + + finalcolor[ 0 ] = ( ( inverse * fcolor[ 0 ] ) + ( amount * tcolor[ 0 ] ) ) / 100; + finalcolor[ 1 ] = ( ( inverse * fcolor[ 1 ] ) + ( amount * tcolor[ 1 ] ) ) / 100; + finalcolor[ 2 ] = ( ( inverse * fcolor[ 2 ] ) + ( amount * tcolor[ 2 ] ) ) / 100; + finalcolor[ 3 ] = ( ( inverse * fcolor[ 3 ] ) + ( amount * tcolor[ 3 ] ) ) / 100; + + trap_R_SetColor( finalcolor ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); + trap_R_SetColor( NULL ); +} + +/* +================= +CG_DrawStrlen + +Returns character count, skiping color escape codes +================= +*/ +int CG_DrawStrlen( const char *str ) +{ + const char *s = str; + int count = 0; + + while( *s ) + { + if( Q_IsColorString( s ) ) + s += 2; + else + { + count++; + s++; + } + } + + return count; +} + +/* +============= +CG_TileClearBox + +This repeats a 64*64 tile graphic to fill the screen around a sized down +refresh window. +============= +*/ +static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) +{ + float s1, t1, s2, t2; + + s1 = x / 64.0; + t1 = y / 64.0; + s2 = ( x + w ) / 64.0; + t2 = ( y + h ) / 64.0; + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader ); +} + + + +/* +============== +CG_TileClear + +Clear around a sized down screen +============== +*/ +void CG_TileClear( void ) +{ + int top, bottom, left, right; + int w, h; + + w = cgs.glconfig.vidWidth; + h = cgs.glconfig.vidHeight; + + if( cg.refdef.x == 0 && cg.refdef.y == 0 && + cg.refdef.width == w && cg.refdef.height == h ) + return; // full screen rendering + + top = cg.refdef.y; + bottom = top + cg.refdef.height - 1; + left = cg.refdef.x; + right = left + cg.refdef.width - 1; + + // clear above view screen + CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); + + // clear below view screen + CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); + + // clear left of view screen + CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); + + // clear right of view screen + CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); +} + +/* +================ +CG_FadeColor +================ +*/ +float *CG_FadeColor( int startMsec, int totalMsec ) +{ + static vec4_t color; + int t; + + if( startMsec == 0 ) + return NULL; + + t = cg.time - startMsec; + + if( t >= totalMsec ) + return NULL; + + // fade out + if( totalMsec - t < FADE_TIME ) + color[ 3 ] = ( totalMsec - t ) * 1.0 / FADE_TIME; + else + color[ 3 ] = 1.0; + + color[ 0 ] = color[ 1 ] = color[ 2 ] = 1; + + return color; +} + +/* +================ +CG_WorldToScreen +================ +*/ +qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ) +{ + vec3_t trans; + float xc, yc; + float px, py; + float z; + + px = tan( cg.refdef.fov_x * M_PI / 360.0f ); + py = tan( cg.refdef.fov_y * M_PI / 360.0f ); + + VectorSubtract( point, cg.refdef.vieworg, trans ); + + xc = ( 640.0f * cg_viewsize.integer ) / 200.0f; + yc = ( 480.0f * cg_viewsize.integer ) / 200.0f; + + z = DotProduct( trans, cg.refdef.viewaxis[ 0 ] ); + if( z <= 0.001f ) + return qfalse; + + if( x ) + *x = 320.0f - DotProduct( trans, cg.refdef.viewaxis[ 1 ] ) * xc / ( z * px ); + + if( y ) + *y = 240.0f - DotProduct( trans, cg.refdef.viewaxis[ 2 ] ) * yc / ( z * py ); + + return qtrue; +} + +/* +================ +CG_KeyBinding +================ +*/ +char *CG_KeyBinding( const char *bind ) +{ + static char key[ 32 ]; + char bindbuff[ MAX_CVAR_VALUE_STRING ]; + int i; + + key[ 0 ] = '\0'; + + // NOTE: change K_LAST_KEY to MAX_KEYS for full key support (eventually) + for( i = 0; i < K_LAST_KEY; i++ ) + { + trap_Key_GetBindingBuf( i, bindbuff, sizeof( bindbuff ) ); + if( !Q_stricmp( bindbuff, bind ) ) + { + trap_Key_KeynumToStringBuf( i, key, sizeof( key ) ); + break; + } + } + + if( !key[ 0 ] ) + { + Q_strncpyz( key, "\\", sizeof( key ) ); + Q_strcat( key, sizeof( key ), bind ); + } + + return key; +} + +/* +================= +CG_GetColorCharForHealth +================= +*/ +char CG_GetColorCharForHealth( int clientnum ) +{ + char health_char = '2'; + int healthPercent; + int maxHealth; + int curWeaponClass = cgs.clientinfo[ clientnum ].curWeaponClass; + + if( cgs.clientinfo[ clientnum ].team == TEAM_ALIENS ) + maxHealth = BG_Class( curWeaponClass )->health; + else + maxHealth = BG_Class( PCL_HUMAN )->health; + + healthPercent = (int) ( 100.0f * (float) cgs.clientinfo[ clientnum ].health / + (float) maxHealth ); + + if( healthPercent < 33 ) + health_char = '1'; + else if( healthPercent < 67 ) + health_char = '3'; + return health_char; +} -- cgit