// renderextras.cpp: misc gl render code and the HUD
#include "cube.h"
void line(int x1, int y1, float z1, int x2, int y2, float z2)
{
glBegin(GL_POLYGON);
glVertex3f((float)x1, z1, (float)y1);
glVertex3f((float)x1, z1, y1+0.01f);
glVertex3f((float)x2, z2, y2+0.01f);
glVertex3f((float)x2, z2, (float)y2);
glEnd();
xtraverts += 4;
};
void linestyle(float width, int r, int g, int b)
{
glLineWidth(width);
glColor3ub(r,g,b);
};
void box(block &b, float z1, float z2, float z3, float z4)
{
glBegin(GL_POLYGON);
glVertex3f((float)b.x, z1, (float)b.y);
glVertex3f((float)b.x+b.xs, z2, (float)b.y);
glVertex3f((float)b.x+b.xs, z3, (float)b.y+b.ys);
glVertex3f((float)b.x, z4, (float)b.y+b.ys);
glEnd();
xtraverts += 4;
};
void dot(int x, int y, float z)
{
const float DOF = 0.1f;
glBegin(GL_POLYGON);
glVertex3f(x-DOF, (float)z, y-DOF);
glVertex3f(x+DOF, (float)z, y-DOF);
glVertex3f(x+DOF, (float)z, y+DOF);
glVertex3f(x-DOF, (float)z, y+DOF);
glEnd();
xtraverts += 4;
};
void blendbox(int x1, int y1, int x2, int y2, bool border)
{
glDepthMask(GL_FALSE);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
if(border) glColor3d(0.5, 0.3, 0.4);
else glColor3d(1.0, 1.0, 1.0);
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_POLYGON);
glColor3d(0.2, 0.7, 0.4);
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
xtraverts += 8;
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
};
const int MAXSPHERES = 50;
struct sphere { vec o; float size, max; int type; sphere *next; };
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;
void newsphere(vec &o, float max, int type)
{
if(!sinit)
{
loopi(MAXSPHERES)
{
spheres[i].next = sempty;
sempty = &spheres[i];
};
sinit = true;
};
if(sempty)
{
sphere *p = sempty;
sempty = p->next;
p->o = o;
p->max = max;
p->size = 1;
p->type = type;
p->next = slist;
slist = p;
};
};
void renderspheres(int time)
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, 4);
for(sphere *p, **pp = &slist; p = *pp;)
{
glPushMatrix();
float size = p->size/p->max;
glColor4f(1.0f, 1.0f, 1.0f, 1.0f-size);
glTranslatef(p->o.x, p->o.z, p->o.y);
glRotatef(lastmillis/5.0f, 1, 1, 1);
glScalef(p->size, p->size, p->size);
glCallList(1);
glScalef(0.8f, 0.8f, 0.8f);
glCallList(1);
glPopMatrix();
xtraverts += 12*6*2;
if(p->size>p->max)
{
*pp = p->next;
p->next = sempty;
sempty = p;
}
else
{
p->size += time/100.0f;
pp = &p->next;
};
};
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
};
string closeent;
char *entnames[] =
{
"none?", "light", "playerstart",
"shells", "bullets", "rockets", "riflerounds",
"health", "healthboost", "greenarmour", "yellowarmour", "quaddamage",
"teleport", "teledest",
"mapmodel", "monster", "trigger", "jumppad",
"?", "?", "?", "?", "?",
};
void renderents() // show sparkly thingies for map entities in edit mode
{
closeent[0] = 0;
if(!editmode) return;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
vec v = { e.x, e.y, e.z };
particle_splash(2, 2, 40, v);
};
int e = closestent();
if(e>=0)
{
entity &c = ents[e];
sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), selection = (%d, %d)", entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4, getvar("selxs"), getvar("selys"));
};
};
void loadsky(char *basename)
{
static string lastsky = "";
if(strcmp(lastsky, basename)==0) return;
char *side[] = { "ft", "bk", "lf", "rt", "dn", "up" };
int texnum = 14;
loopi(6)
{
sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]);
int xs, ys;
if(!installtex(texnum+i, path(name), xs, ys, true)) conoutf("could not load sky textures");
};
strcpy_s(lastsky, basename);
};
COMMAND(loadsky, ARG_1STR);
float cursordepth = 0.9f;
GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos;
void readmatrices()
{
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, mm);
glGetDoublev(GL_PROJECTION_MATRIX, pm);
};
// stupid function to cater for stupid ATI linux drivers that return incorrect depth values
float depthcorrect(float d)
{
return (d<=1/256.0f) ? d*256 : d;
};
// find out the 3d target of the crosshair in the world easily and very acurately.
// sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
// coordinates, making shooting and such impossible.
// also hits map entities which is unwanted.
// could be replaced by a more acurate version of monster.cpp los() if needed
void readdepth(int w, int h)
{
glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
double worldx = 0, worldy = 0, worldz = 0;
gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy);
worldpos.x = (float)worldx;
worldpos.y = (float)worldy;
worldpos.z = (float)worldz;
vec r = { (float)mm[0], (float)mm[4], (float)mm[8] };
vec u = { (float)mm[1], (float)mm[5], (float)mm[9] };
setorient(r, u);
};
void drawicon(float tx, float ty, int x, int y)
{
glBindTexture(GL_TEXTURE_2D, 5);
glBegin(GL_QUADS);
tx /= 192;
ty /= 192;
float o = 1/3.0f;
int s = 120;
glTexCoord2f(tx, ty); glVertex2i(x, y);
glTexCoord2f(tx+o, ty); glVertex2i(x+s, y);
glTexCoord2f(tx+o, ty+o); glVertex2i(x+s, y+s);
glTexCoord2f(tx, ty+o); glVertex2i(x, y+s);
glEnd();
xtraverts += 4;
};
void invertperspective()
{
// This only generates a valid inverse matrix for matrices generated by gluPerspective()
GLdouble inv[16];
memset(inv, 0, sizeof(inv));
inv[0*4+0] = 1.0/pm[0*4+0];
inv[1*4+1] = 1.0/pm[1*4+1];
inv[2*4+3] = 1.0/pm[3*4+2];
inv[3*4+2] = -1.0;
inv[3*4+3] = pm[2*4+2]/pm[3*4+2];
glLoadMatrixd(inv);
};
VARP(crosshairsize, 0, 15, 50);
int dblend = 0;
void damageblend(int n) { dblend += n; };
VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);
void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
readmatrices();
if(editmode)
{
if(cursordepth==1.0f) worldpos = player1->o;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
cursorupdate();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
};
glDisable(GL_DEPTH_TEST);
invertperspective();
glPushMatrix();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
if(dblend || underwater)
{
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
if(dblend) glColor3d(0.0f, 0.9f, 0.9f);
else glColor3d(0.9f, 0.5f, 0.0f);
glVertex2i(0, 0);
glVertex2i(VIRTW, 0);
glVertex2i(VIRTW, VIRTH);
glVertex2i(0, VIRTH);
glEnd();
dblend -= curtime/3;
if(dblend<0) dblend = 0;
};
glEnable(GL_TEXTURE_2D);
char *command = getcurcommand();
char *player = playerincrosshair();
if(command) draw_textf("> %s_", 20, 1570, 2, command);
else if(closeent[0]) draw_text(closeent, 20, 1570, 2);
else if(player) draw_text(player, 20, 1570, 2);
renderscores();
if(!rendermenu())
{
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 1);
glBegin(GL_QUADS);
glColor3ub(255,255,255);
if(crosshairfx)
{
if(player1->gunwait) glColor3ub(128,128,128);
else if(player1->health<=25) glColor3ub(255,0,0);
else if(player1->health<=50) glColor3ub(255,128,0);
};
float chsize = (float)crosshairsize;
glTexCoord2d(0.0, 0.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
glTexCoord2d(1.0, 0.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
glTexCoord2d(1.0, 1.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
glTexCoord2d(0.0, 1.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
glEnd();
};
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1);
renderconsole();
if(!hidestats)
{
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
draw_textf("fps %d", 3200, 2390, 2, curfps);
draw_textf("wqd %d", 3200, 2460, 2, nquads);
draw_textf("wvt %d", 3200, 2530, 2, curvert);
draw_textf("evt %d", 3200, 2600, 2, xtraverts);
};
glPopMatrix();
if(player1->state==CS_ALIVE)
{
glPushMatrix();
glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
draw_textf("%d", 90, 827, 2, player1->health);
if(player1->armour) draw_textf("%d", 390, 827, 2, player1->armour);
draw_textf("%d", 690, 827, 2, player1->ammo[player1->gunselect]);
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glDisable(GL_BLEND);
drawicon(128, 128, 20, 1650);
if(player1->armour) drawicon((float)(player1->armourtype*64), 0, 620, 1650);
int g = player1->gunselect;
int r = 64;
if(g>2) { g -= 3; r = 128; };
drawicon((float)(g*64), (float)r, 1220, 1650);
glPopMatrix();
};
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
};