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 R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
48 void R_GetCrosshairColor(float *out)
53 if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
55 i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
56 if (i >= 208 && i < 224) // blue
58 else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
63 color = (qbyte *) &palette_complete[i];
64 if (crosshair_flashspeed.value >= 0.01f)
65 base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
68 scale = crosshair_brightness.value * (1.0f / 255.0f);
69 out[0] = color[0] * scale + base;
70 out[1] = color[1] * scale + base;
71 out[2] = color[2] * scale + base;
72 out[3] = crosshair_alpha.value;
74 // clamp the colors and alpha
75 out[0] = bound(0, out[0], 1);
76 out[1] = bound(0, out[1], 1);
77 out[2] = bound(0, out[2], 1);
78 out[3] = bound(0, out[3], 1.0f);
81 void R_DrawWorldCrosshair(void)
85 vec3_t v1, v2, spriteorigin;
88 if (crosshair_static.integer)
90 num = crosshair.integer;
91 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
93 if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
95 pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
98 R_GetCrosshairColor(color);
100 // trace the shot path up to a certain distance
101 VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
102 v1[2] += 16; // HACK: this depends on the QC
104 // get the forward vector for the gun (not the view)
105 AngleVectors(cl.viewangles, v2, NULL, NULL);
106 //VectorCopy(r_origin, v1);
107 VectorMA(v1, 8192, v2, v2);
108 spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true, NULL) * (8192.0f / 40.0f) * crosshair_size.value;
111 R_DrawCrosshairSprite(pic->tex, spriteorigin, spritescale, color[0], color[1], color[2], color[3]);
114 void R_Draw2DCrosshair(void)
119 if (!crosshair_static.integer)
121 num = crosshair.integer;
122 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
124 if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
126 pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
129 R_GetCrosshairColor(color);
130 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);