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 void R_Crosshairs_Init(void)
17 Cvar_RegisterVariable(&crosshair_brightness);
18 Cvar_RegisterVariable(&crosshair_alpha);
19 Cvar_RegisterVariable(&crosshair_flashspeed);
20 Cvar_RegisterVariable(&crosshair_flashrange);
21 Cvar_RegisterVariable(&crosshair_size);
22 Cvar_RegisterVariable(&crosshair_static);
25 void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
32 VectorSubtract(origin, r_origin, diff);
33 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
36 memset(&m, 0, sizeof(m));
37 m.blendfunc1 = GL_SRC_ALPHA;
38 m.blendfunc2 = GL_ONE;
39 m.depthdisable = true;
40 m.tex[0] = R_GetTexture(texture);
41 R_Mesh_Matrix(&r_identitymatrix);
44 GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
45 varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
46 varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
47 varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
48 varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
49 varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
50 varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
51 varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
52 varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
53 varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
54 varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
55 varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
56 varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
57 varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
58 varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
59 varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
60 varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
61 R_Mesh_Draw(4, 2, polygonelements);
64 void R_GetCrosshairColor(float *out)
69 if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
71 i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
72 if (i >= 208 && i < 224) // blue
74 else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
79 color = (qbyte *) &palette_complete[i];
80 if (crosshair_flashspeed.value >= 0.01f)
81 base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
84 scale = crosshair_brightness.value * (1.0f / 255.0f);
85 out[0] = color[0] * scale + base;
86 out[1] = color[1] * scale + base;
87 out[2] = color[2] * scale + base;
88 out[3] = crosshair_alpha.value;
90 // clamp the colors and alpha
91 out[0] = bound(0, out[0], 1);
92 out[1] = bound(0, out[1], 1);
93 out[2] = bound(0, out[2], 1);
94 out[3] = bound(0, out[3], 1.0f);
97 void R_DrawWorldCrosshair(void)
101 vec3_t v1, v2, spriteorigin;
104 if (crosshair_static.integer)
106 num = crosshair.integer;
107 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
109 if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
111 pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
114 R_GetCrosshairColor(color);
116 // trace the shot path up to a certain distance
117 VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
118 v1[2] += 16; // HACK: this depends on the QC
120 // get the forward vector for the gun (not the view)
121 AngleVectors(cl.viewangles, v2, NULL, NULL);
122 //VectorCopy(r_origin, v1);
123 VectorMA(v1, 8192, v2, v2);
124 spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true, NULL) * (8192.0f / 40.0f) * crosshair_size.value;
127 R_DrawCrosshairSprite(pic->tex, spriteorigin, spritescale, color[0], color[1], color[2], color[3]);
130 void R_Draw2DCrosshair(void)
135 if (!crosshair_static.integer)
137 num = crosshair.integer;
138 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
140 if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
142 pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
145 R_GetCrosshairColor(color);
146 DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);