Ejemplo n.º 1
0
void R_DrawSpecialEntities (const entity_t* ents)
{
	const entity_t* e;

	if (!ents)
		return;

	e = ents;

	R_EnableBlend(true);
	R_EnableDrawAsGlow(true);

	while (e) {
		if (e->flags & RF_BOX) {
			R_DrawBox(e);
		} else if (e->flags & RF_PATH) {
			R_DrawFloor(e);
		} else if (e->flags & RF_ARROW) {
			R_DrawArrow(e);
		}
		e = e->next;
	}

	R_EnableDrawAsGlow(false);
	R_EnableBlend(false);
}
Ejemplo n.º 2
0
/**
 * @brief Draws the field marker entity is specified in CL_AddTargeting
 * @sa CL_AddTargeting
 * @sa RF_BOX
 */
static void R_DrawBox (const entity_t * e)
{
	const vec4_t color = {e->color[0], e->color[1], e->color[2], e->alpha};

	glDisable(GL_TEXTURE_2D);

	R_Color(color);
	R_EnableDrawAsGlow(qtrue);

	if (VectorNotEmpty(e->mins) && VectorNotEmpty(e->maxs)) {
		R_DrawBoundingBox(e->mins, e->maxs);
	} else {
		vec3_t points[] = { { e->oldorigin[0], e->oldorigin[1], e->oldorigin[2] }, { e->oldorigin[0], e->origin[1],
				e->oldorigin[2] }, { e->origin[0], e->origin[1], e->oldorigin[2] }, { e->origin[0], e->oldorigin[1],
				e->oldorigin[2] } };

		glLineWidth(2.0f);
		R_BindArray(GL_VERTEX_ARRAY, GL_FLOAT, points);

		/** @todo fill one array */
		glDrawArrays(GL_LINE_LOOP, 0, 4);
		refdef.batchCount++;
		points[0][2] = e->origin[2];
		points[1][2] = e->origin[2];
		points[2][2] = e->origin[2];
		points[3][2] = e->origin[2];
		glDrawArrays(GL_LINE_LOOP, 0, 4);
		refdef.batchCount++;
		points[0][2] = e->oldorigin[2];
		points[1][1] = e->oldorigin[1];
		points[2][2] = e->oldorigin[2];
		points[3][1] = e->origin[1];
		glDrawArrays(GL_LINES, 0, 4);
		refdef.batchCount++;
		points[0][0] = e->origin[0];
		points[1][0] = e->origin[0];
		points[2][0] = e->oldorigin[0];
		points[3][0] = e->oldorigin[0];
		glDrawArrays(GL_LINES, 0, 4);
		refdef.batchCount++;
		R_BindDefaultArray(GL_VERTEX_ARRAY);
	}
	glEnable(GL_TEXTURE_2D);

	R_Color(NULL);
	R_EnableDrawAsGlow(qfalse);
}
Ejemplo n.º 3
0
/**
 * @brief Draws shadow and highlight effects for the entities (actors)
 * @note The origins are already transformed
 */
void R_DrawEntityEffects (void)
{
	const int mask = r_stencilshadows->integer ? RF_BLOOD : (RF_SHADOW | RF_BLOOD);
	GLint oldDepthFunc;
	glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);

	R_EnableBlend(true);

	if (actorIndicator == nullptr) {
		selectedActorIndicator = R_FindImage("pics/sfx/actor_selected", it_effect);
		actorIndicator = R_FindImage("pics/sfx/actor", it_effect);
	}

	for (int i = 0; i < refdef.numEntities; i++) {
		const entity_t* e = &r_entities[i];

		if (e->flags <= RF_BOX)
			continue;

		glPushMatrix();
		glMultMatrixf(e->transform.matrix);

		if (e->flags & mask) {
			const vec3_t points[] = { { -18.0, 14.0, -28.5 }, { 10.0, 14.0, -28.5 }, { 10.0, -14.0, -28.5 }, { -18.0,
					-14.0, -28.5 } };
			/** @todo use default_texcoords */
			const vec2_t texcoords[] = { { 0.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 0.0 }, { 0.0, 0.0 } };

			if (e->flags & RF_SHADOW) {
				R_BindTexture(shadow->texnum);
			} else {
				assert(e->texture);
				R_BindTexture(e->texture->texnum);
			}

			R_BindArray(GL_TEXTURE_COORD_ARRAY, GL_FLOAT, texcoords);
			R_BindArray(GL_VERTEX_ARRAY, GL_FLOAT, points);
			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
			R_BindDefaultArray(GL_TEXTURE_COORD_ARRAY);
			R_BindDefaultArray(GL_VERTEX_ARRAY);

			refdef.batchCount++;
		}

		if (e->flags & RF_ACTOR) {
			const float size = 15.0;
			int texnum;
			/* draw the circles for team-members and allied troops */
			vec4_t color = {1, 1, 1, 1};
			const vec3_t points[] = { { -size, size, -SELECTION_DELTA }, { size, size, -SELECTION_DELTA }, { size, -size,
					-SELECTION_DELTA }, { -size, -size, -SELECTION_DELTA } };
			/** @todo use default_texcoords */
			const vec2_t texcoords[] = { { 0.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 0.0 }, { 0.0, 0.0 } };

			if (e->flags & RF_SELECTED)
				Vector4Set(color, 0, 1, 0, 0.5);
			else if (e->flags & RF_MEMBER)
				Vector4Set(color, 0, 0.8, 0, 0.5);
			else if (e->flags & RF_ALLIED)
				Vector4Set(color, 0, 1, 0.5, 0.5);
			else if (e->flags & RF_NEUTRAL)
				Vector4Set(color, 1, 1, 0, 0.5);
			else if (e->flags & RF_OPPONENT)
				Vector4Set(color, 1, 0, 0, 0.5);
			else
				Vector4Set(color, 0.3, 0.3, 0.3, 0.5);

			if (e->flags & RF_SELECTED)
				texnum = selectedActorIndicator->texnum;
			else
				texnum = actorIndicator->texnum;

			R_BindTexture(texnum);
			R_Color(color);
			R_EnableDrawAsGlow(true);

			/* circle points */
			R_BindArray(GL_TEXTURE_COORD_ARRAY, GL_FLOAT, texcoords);
			R_BindArray(GL_VERTEX_ARRAY, GL_FLOAT, points);

			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

			refdef.batchCount++;

			/* add transparency when something is in front of the circle */
			color[3] *= 0.25;
			R_Color(color);
			glDepthFunc(GL_GREATER);
			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
			glDepthFunc(oldDepthFunc);

			refdef.batchCount++;

			R_BindDefaultArray(GL_TEXTURE_COORD_ARRAY);
			R_BindDefaultArray(GL_VERTEX_ARRAY);

			R_Color(nullptr);
			R_EnableDrawAsGlow(false);
		}
		glPopMatrix();
	}
}