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"};
11 // must match NUMCROSSHAIRS in gl_draw.c
12 #define NUMCROSSHAIRS 5
14 static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
102 rtexturepool_t *crosshairtexturepool;
103 rtexture_t *crosshairtexture[NUMCROSSHAIRS];
105 void r_crosshairs_start(void)
110 qbyte data[16*16][4];
111 crosshairtexturepool = R_AllocTexturePool();
112 for (num = 0;num < 5;num++)
114 in = crosshairtexdata[num];
115 for (i = 0;i < 16*16;i++)
129 data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
132 crosshairtexture[num] = R_LoadTexture(crosshairtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
136 void r_crosshairs_shutdown(void)
138 R_FreeTexturePool(&crosshairtexturepool);
141 void r_crosshairs_newmap(void)
145 void R_Crosshairs_Init(void)
147 Cvar_RegisterVariable(&crosshair_brightness);
148 Cvar_RegisterVariable(&crosshair_alpha);
149 Cvar_RegisterVariable(&crosshair_flashspeed);
150 Cvar_RegisterVariable(&crosshair_flashrange);
151 Cvar_RegisterVariable(&crosshair_size);
152 R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
156 void DrawCrosshair(int num)
163 if (num < 0 || num >= NUMCROSSHAIRS)
165 if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
167 i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
168 if (i >= 208 && i < 224) // blue
170 else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
175 color = (qbyte *) &d_8to24table[i];
176 if (crosshair_flashspeed.value >= 0.01f)
177 base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
180 scale = crosshair_brightness.value * (1.0f / 255.0f);
181 picname = va("gfx/crosshair%i.tga", num + 1);
182 pic = Draw_CachePic(picname);
184 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);
188 void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
195 VectorSubtract(origin, r_origin, diff);
196 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
199 memset(&m, 0, sizeof(m));
200 m.transparent = false;
201 m.blendfunc1 = GL_SRC_ALPHA;
202 m.blendfunc2 = GL_ONE;
203 m.depthdisable = true;
206 m.tex[0] = R_GetTexture(texture);
207 if (R_Mesh_Draw_GetBuffer(&m))
215 m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
216 m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
217 m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
218 m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca * m.colorscale;
219 m.texcoords[0][0] = 0;
220 m.texcoords[0][1] = 0;
221 m.texcoords[0][2] = 0;
222 m.texcoords[0][3] = 1;
223 m.texcoords[0][4] = 1;
224 m.texcoords[0][5] = 1;
225 m.texcoords[0][6] = 1;
226 m.texcoords[0][7] = 0;
227 m.vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
228 m.vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
229 m.vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
230 m.vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
231 m.vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
232 m.vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
233 m.vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
234 m.vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
235 m.vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
236 m.vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
237 m.vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
238 m.vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
242 void R_DrawCrosshair(void)
247 vec3_t v1, v2, spriteorigin;
249 float cr, cg, cb, ca;
250 num = crosshair.integer - 1;
253 if (num >= NUMCROSSHAIRS)
255 if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
257 i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
258 if (i >= 208 && i < 224) // blue
260 else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
265 color = (qbyte *) &d_8to24table[i];
266 if (crosshair_flashspeed.value >= 0.01f)
267 base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
270 scale = crosshair_brightness.value * (1.0f / 255.0f);
271 //picname = va("gfx/crosshair%i.tga", num + 1);
272 //pic = Draw_CachePic(picname);
274 // 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);
276 // trace the shot path up to a certain distance
277 VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
278 v1[2] += 16; // HACK: this depends on the QC
279 // get the forward vector for the gun (not the view)
280 AngleVectors(cl.viewangles, v2, NULL, NULL);
281 //VectorCopy(r_origin, v1);
282 VectorMA(v1, 8192, v2, v2);
283 spritescale = 4.0f + (CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * 8192.0f) * (1.0f / 48.0f);
284 spritescale = bound(0.0f, spritescale, 32.0f);
285 //VectorMA(spriteorigin, -4, vpn, spriteorigin);
287 cr = color[0] * scale + base;
288 cg = color[1] * scale + base;
289 cb = color[2] * scale + base;
290 ca = crosshair_alpha.value;
292 // clamp the colors so they don't go negative
296 // might as well clamp the alpha
297 ca = bound(0, ca, 1.0f);
299 // finally draw the sprite
300 R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, cr, cg, cb, ca);