Ejemplo n.º 1
0
/*
================
R_ShowBoundingBoxes -- johnfitz

draw bounding boxes -- the server-side boxes, not the renderer cullboxes
================
*/
void R_ShowBoundingBoxes (void)
{
	extern		edict_t *sv_player;
	vec3_t		mins,maxs;
	edict_t		*ed;
	int			i;

	if (!r_showbboxes.value || cl.maxclients > 1 || !r_drawentities.value || !sv.active)
		return;

	glDisable (GL_DEPTH_TEST);
	glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	GL_PolygonOffset (OFFSET_SHOWTRIS);
	glDisable (GL_TEXTURE_2D);
	glDisable (GL_CULL_FACE);
	glColor3f (1,1,1);

	for (i=0, ed=NEXT_EDICT(sv.edicts) ; i<sv.num_edicts ; i++, ed=NEXT_EDICT(ed))
	{
		if (ed == sv_player)
			continue; //don't draw player's own bbox

//		if (r_showbboxes.value != 2)
//			if (!SV_VisibleToClient (sv_player, ed, sv.worldmodel))
//				continue; //don't draw if not in pvs

		if (ed->v.mins[0] == ed->v.maxs[0] && ed->v.mins[1] == ed->v.maxs[1] && ed->v.mins[2] == ed->v.maxs[2])
		{
			//point entity
			R_EmitWirePoint (ed->v.origin);
		}
		else
		{
			//box entity
			VectorAdd (ed->v.mins, ed->v.origin, mins);
			VectorAdd (ed->v.maxs, ed->v.origin, maxs);
			R_EmitWireBox (mins, maxs);
		}
	}

	glColor3f (1,1,1);
	glEnable (GL_TEXTURE_2D);
	glEnable (GL_CULL_FACE);
	glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	GL_PolygonOffset (OFFSET_NONE);
	glEnable (GL_DEPTH_TEST);

	Sbar_Changed (); //so we don't get dots collecting on the statusbar
}
Ejemplo n.º 2
0
static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
	int surfacelistindex = 0;
	const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
	GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
	GL_DepthMask(false);
	GL_DepthRange(0, 1);
	GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
	GL_DepthTest(true);
	GL_CullFace(r_refdef.view.cullface_back);
	R_EntityMatrix(&identitymatrix);

//	R_Mesh_ResetTextureState();
	R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false, false);
	for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
	{
		const explosion_t *e = explosion + surfacelist[surfacelistindex];
		// FIXME: this can't properly handle r_refdef.view.colorscale > 1
		GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
		R_Mesh_PrepareVertices_Generic_Arrays(numverts, e->vert[0], NULL, explosiontexcoord2f[0]);
		R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, NULL, 0, explosiontris[0], NULL, 0);
	}
}
Ejemplo n.º 3
0
/*
================
R_ShowTris -- johnfitz
================
*/
void R_ShowTris (void)
{
	extern cvar_t r_particles;
	int i;

	if (r_showtris.value < 1 || r_showtris.value > 2 || cl.maxclients > 1)
		return;

	if (r_showtris.value == 1)
		glDisable (GL_DEPTH_TEST);
	glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	GL_PolygonOffset (OFFSET_SHOWTRIS);
	glDisable (GL_TEXTURE_2D);
	glColor3f (1,1,1);
//	glEnable (GL_BLEND);
//	glBlendFunc (GL_ONE, GL_ONE);

	if (r_drawworld.value)
	{
		R_DrawTextureChains_ShowTris ();
	}

	if (r_drawentities.value)
	{
		for (i=0 ; i<cl_numvisedicts ; i++)
		{
			currententity = cl_visedicts[i];

			if (currententity == &cl_entities[cl.viewentity]) // chasecam
				currententity->angles[0] *= 0.3;

			switch (currententity->model->type)
			{
			case mod_brush:
				R_DrawBrushModel_ShowTris (currententity);
				break;
			case mod_alias:
				R_DrawAliasModel_ShowTris (currententity);
				break;
			case mod_sprite:
				R_DrawSpriteModel (currententity);
				break;
			default:
				break;
			}
		}

		// viewmodel
		currententity = &cl.viewent;
		if (r_drawviewmodel.value
			&& !chase_active.value
			&& cl.stats[STAT_HEALTH] > 0
			&& !(cl.items & IT_INVISIBILITY)
			&& currententity->model
			&& currententity->model->type == mod_alias)
		{
			glDepthRange (0, 0.3);
			R_DrawAliasModel_ShowTris (currententity);
			glDepthRange (0, 1);
		}
	}

	if (r_particles.value)
	{
		R_DrawParticles_ShowTris ();
	}

//	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//	glDisable (GL_BLEND);
	glColor3f (1,1,1);
	glEnable (GL_TEXTURE_2D);
	glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	GL_PolygonOffset (OFFSET_NONE);
	if (r_showtris.value == 1)
		glEnable (GL_DEPTH_TEST);

	Sbar_Changed (); //so we don't get dots collecting on the statusbar
}
Ejemplo n.º 4
0
/*
=================
R_DrawSpriteModel -- johnfitz -- rewritten: now supports all orientations
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
	vec3_t			point, v_forward, v_right, v_up;
	msprite_t		*psprite;
	mspriteframe_t	*frame;
	float			*s_up, *s_right;
	float			angle, sr, cr;

	//TODO: frustum cull it?

	frame = R_GetSpriteFrame (e);
	psprite = (msprite_t *) currententity->model->cache.data;

	switch(psprite->type)
	{
	case SPR_VP_PARALLEL_UPRIGHT: //faces view plane, up is towards the heavens
		v_up[0] = 0;
		v_up[1] = 0;
		v_up[2] = 1;
		s_up = v_up;
		s_right = vright;
		break;
	case SPR_FACING_UPRIGHT: //faces camera origin, up is towards the heavens
		VectorSubtract(currententity->origin, r_origin, v_forward);
		v_forward[2] = 0;
		VectorNormalizeFast(v_forward);
		v_right[0] = v_forward[1];
		v_right[1] = -v_forward[0];
		v_right[2] = 0;
		v_up[0] = 0;
		v_up[1] = 0;
		v_up[2] = 1;
		s_up = v_up;
		s_right = v_right;
		break;
	case SPR_VP_PARALLEL: //faces view plane, up is towards the top of the screen
		s_up = vup;
		s_right = vright;
		break;
	case SPR_ORIENTED: //pitch yaw roll are independent of camera
		AngleVectors (currententity->angles, v_forward, v_right, v_up);
		s_up = v_up;
		s_right = v_right;
		break;
	case SPR_VP_PARALLEL_ORIENTED: //faces view plane, but obeys roll value
		angle = currententity->angles[ROLL] * M_PI_DIV_180;
		sr = sin(angle);
		cr = cos(angle);
		v_right[0] = vright[0] * cr + vup[0] * sr;
		v_right[1] = vright[1] * cr + vup[1] * sr;
		v_right[2] = vright[2] * cr + vup[2] * sr;
		v_up[0] = vright[0] * -sr + vup[0] * cr;
		v_up[1] = vright[1] * -sr + vup[1] * cr;
		v_up[2] = vright[2] * -sr + vup[2] * cr;
		s_up = v_up;
		s_right = v_right;
		break;
	default:
		return;
	}

	//johnfitz: offset decals
	if (psprite->type == SPR_ORIENTED)
		GL_PolygonOffset (OFFSET_DECAL);

	glColor3f (1,1,1);

	GL_DisableMultitexture();

	GL_Bind(frame->gltexture);

	glEnable (GL_ALPHA_TEST);
	glBegin (GL_TRIANGLE_FAN); //was GL_QUADS, but changed to support r_showtris

	glTexCoord2f (0, frame->tmax);
	VectorMA (e->origin, frame->down, s_up, point);
	VectorMA (point, frame->left, s_right, point);
	glVertex3fv (point);

	glTexCoord2f (0, 0);
	VectorMA (e->origin, frame->up, s_up, point);
	VectorMA (point, frame->left, s_right, point);
	glVertex3fv (point);

	glTexCoord2f (frame->smax, 0);
	VectorMA (e->origin, frame->up, s_up, point);
	VectorMA (point, frame->right, s_right, point);
	glVertex3fv (point);

	glTexCoord2f (frame->smax, frame->tmax);
	VectorMA (e->origin, frame->down, s_up, point);
	VectorMA (point, frame->right, s_right, point);
	glVertex3fv (point);

	glEnd ();
	glDisable (GL_ALPHA_TEST);

	//johnfitz: offset decals
	if (psprite->type == SPR_ORIENTED)
		GL_PolygonOffset (OFFSET_NONE);
}
Ejemplo n.º 5
0
void VR_ShowCrosshair ()
{
	vec3_t forward, up, right;
	vec3_t start, end, impact;
	float size;
	if( (sv_player && (int)(sv_player->v.weapon) == IT_AXE) )
		return;

	// setup gl
	glDisable (GL_DEPTH_TEST);
	glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	GL_PolygonOffset (OFFSET_SHOWTRIS);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glDisable (GL_TEXTURE_2D);
	glDisable (GL_CULL_FACE);

	// calc the line and draw
	VectorCopy (cl.viewent.origin, start);
	start[2] -= cl.viewheight - 10;
	AngleVectors (cl.aimangles, forward, right, up);

	size = CLAMP (1.0, vr_crosshair_size.value, 5.0);

	switch((int) vr_crosshair.value)
	{	
		default:
		case VR_CROSSHAIR_POINT:
			if (vr_crosshair_depth.value <= 0) {
				 // trace to first wall
				VectorMA (start, 4096, forward, end);
				TraceLine (start, end, impact);
			} else {
				// fix crosshair to specific depth
				VectorMA (start, vr_crosshair_depth.value * meters_to_units, forward, impact);
			}

			glEnable(GL_POINT_SMOOTH);
			glColor4f (1, 0, 0, 0.5);
			glPointSize( size * glwidth / 1280.0f );

			glBegin(GL_POINTS);
			glVertex3f (impact[0], impact[1], impact[2]);
			glEnd();
			glDisable(GL_POINT_SMOOTH);
			break;

		case VR_CROSSHAIR_LINE:
			// trace to first entity
			VectorMA (start, 4096, forward, end);
			TraceLineToEntity (start, end, impact, sv_player);

			glColor4f (1, 0, 0, 0.4);
			glLineWidth( size * glwidth / (1280.0f) );
			glBegin (GL_LINES);
			glVertex3f (start[0], start[1], start[2]);
			glVertex3f (impact[0], impact[1], impact[2]);
			glEnd ();
			break;
	}

	// cleanup gl
	glColor3f (1,1,1);
	glEnable (GL_TEXTURE_2D);
	glEnable (GL_CULL_FACE);
	glDisable(GL_BLEND);
	glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	GL_PolygonOffset (OFFSET_NONE);
	glEnable (GL_DEPTH_TEST);
}