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authorMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
committerMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
commit01beb9919b95479d8be040bec74abc5cc67a5e43 (patch)
tree65f0b79e793848491832756a4c3a32b23668fab3 /src/cgame/cg_drawtools.c
parent191d731da136b7ee959a17e63111c9146219a768 (diff)
Initial import.
Diffstat (limited to 'src/cgame/cg_drawtools.c')
-rw-r--r--src/cgame/cg_drawtools.c439
1 files changed, 439 insertions, 0 deletions
diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c
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+/*
+===========================================================================
+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;
+}