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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);
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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);
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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 {
OFVector3D o;
float size, max;
int type;
sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;
void
newsphere(OFVector3D &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);
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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 {
OFVector3D o;
float size, max;
int type;
sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;
void
newsphere(OFVector3D &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);
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p->size += time / 100.0f;
pp = &p->next;
};
};
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
};
string closeent;
OFString *entnames[] = {
@"none?",
@"light",
@"playerstart",
@"shells",
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p->size += time / 100.0f;
pp = &p->next;
};
};
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
string closeent;
OFString *entnames[] = {
@"none?",
@"light",
@"playerstart",
@"shells",
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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
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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
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&worldx, &worldz, &worldy);
worldpos.x = (float)worldx;
worldpos.y = (float)worldy;
worldpos.z = (float)worldz;
OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
OFVector3D u = OFMakeVector3D(mm[1], mm[5], 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)
{
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&worldx, &worldz, &worldy);
worldpos.x = (float)worldx;
worldpos.y = (float)worldy;
worldpos.z = (float)worldz;
OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
OFVector3D u = OFMakeVector3D(mm[1], mm[5], 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)
{
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