3 #include "cl_collision.h"
5 cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1"};
6 cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1"};
7 cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
8 cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
9 cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
10 cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "0"};
12 // must match NUMCROSSHAIRS in gl_draw.c
13 #define NUMCROSSHAIRS 5
15 static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
103 rtexturepool_t *crosshairtexturepool;
104 rtexture_t *crosshairtexture[NUMCROSSHAIRS];
106 void r_crosshairs_start(void)
111 qbyte data[16*16][4];
112 crosshairtexturepool = R_AllocTexturePool();
113 for (num = 0;num < 5;num++)
115 in = crosshairtexdata[num];
116 for (i = 0;i < 16*16;i++)
130 data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
133 crosshairtexture[num] = R_LoadTexture(crosshairtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
137 void r_crosshairs_shutdown(void)
139 R_FreeTexturePool(&crosshairtexturepool);
142 void r_crosshairs_newmap(void)
146 void R_Crosshairs_Init(void)
148 Cvar_RegisterVariable(&crosshair_brightness);
149 Cvar_RegisterVariable(&crosshair_alpha);
150 Cvar_RegisterVariable(&crosshair_flashspeed);
151 Cvar_RegisterVariable(&crosshair_flashrange);
152 Cvar_RegisterVariable(&crosshair_size);
153 Cvar_RegisterVariable(&crosshair_static);
154 R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
157 void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
164 VectorSubtract(origin, r_origin, diff);
165 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
168 memset(&m, 0, sizeof(m));
169 m.blendfunc1 = GL_SRC_ALPHA;
170 m.blendfunc2 = GL_ONE;
171 m.depthdisable = true;
172 m.tex[0] = R_GetTexture(texture);
173 R_Mesh_Matrix(&r_identitymatrix);
176 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * r_colorscale;
177 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * r_colorscale;
178 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * r_colorscale;
179 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
180 varray_texcoord[0][0] = 0;
181 varray_texcoord[0][1] = 0;
182 varray_texcoord[0][2] = 0;
183 varray_texcoord[0][3] = 1;
184 varray_texcoord[0][4] = 1;
185 varray_texcoord[0][5] = 1;
186 varray_texcoord[0][6] = 1;
187 varray_texcoord[0][7] = 0;
188 varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
189 varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
190 varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
191 varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
192 varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
193 varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
194 varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
195 varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
196 varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
197 varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
198 varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
199 varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
200 R_Mesh_Draw(4, 2, polygonelements);
203 void R_DrawCrosshair(void)
208 vec3_t v1, v2, spriteorigin;
210 float cr, cg, cb, ca;
211 num = crosshair.integer - 1;
212 if (num < 0 || cl.intermission)
214 if (num >= NUMCROSSHAIRS)
216 if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
218 i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
219 if (i >= 208 && i < 224) // blue
221 else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
226 color = (qbyte *) &d_8to24table[i];
227 if (crosshair_flashspeed.value >= 0.01f)
228 base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
231 scale = crosshair_brightness.value * (1.0f / 255.0f);
233 if (crosshair_static.integer)
238 picname = va("gfx/crosshair%i.tga", num + 1);
239 pic = Draw_CachePic(picname);
241 DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
245 // trace the shot path up to a certain distance
246 VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
247 v1[2] += 16; // HACK: this depends on the QC
248 // get the forward vector for the gun (not the view)
249 AngleVectors(cl.viewangles, v2, NULL, NULL);
250 //VectorCopy(r_origin, v1);
251 VectorMA(v1, 8192, v2, v2);
252 spritescale = 4.0f + (CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * 8192.0f) * (1.0f / 48.0f);
253 spritescale = bound(0.0f, spritescale, 32.0f);
254 //VectorMA(spriteorigin, -4, vpn, spriteorigin);
256 cr = color[0] * scale + base;
257 cg = color[1] * scale + base;
258 cb = color[2] * scale + base;
259 ca = crosshair_alpha.value;
261 // clamp the colors so they don't go negative
265 // might as well clamp the alpha
266 ca = bound(0, ca, 1.0f);
268 // finally draw the sprite
269 R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, cr, cg, cb, ca);