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// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
/*
* Portions Copyright (C) 2000-2001 Tim Angus
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the OSML - Open Source Modification License v1.0 as
* described in the file COPYING which is distributed with this source
* code.
*
* This program 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.
*/
#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 )
{
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenXScale;
trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
trap_R_DrawStretchPic( x + w - size, y, size, h, 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_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_GetColorForHealth
=================
*/
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor )
{
int count;
int max;
// calculate the total points of damage that can
// be sustained at the current health / armor level
if( health <= 0 )
{
VectorClear( hcolor ); // black
hcolor[ 3 ] = 1;
return;
}
count = armor;
max = health;
if( max < count )
count = max;
health += count;
// set the color based on health
hcolor[ 0 ] = 1.0;
hcolor[ 3 ] = 1.0;
if( health >= 100 )
hcolor[ 2 ] = 1.0;
else if( health < 66 )
hcolor[ 2 ] = 0;
else
hcolor[ 2 ] = ( health - 66 ) / 33.0;
if( health > 60 )
hcolor[ 1 ] = 1.0;
else if( health < 30 )
hcolor[ 1 ] = 0;
else
hcolor[ 1 ] = ( health - 30 ) / 30.0;
}
/*
=================
CG_ColorForHealth
=================
*/
void CG_ColorForHealth( vec4_t hcolor )
{
CG_GetColorForHealth( cg.snap->ps.stats[ STAT_HEALTH ], 0, hcolor );
}
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