Example #1
0
/*
===============
UI_DrawPlayer
===============
*/
void UI_DrawPlayer(float x, float y, float w, float h, playerInfo_t * pi, int time)
{
	refdef_t        refdef;
	refEntity_t     legs;
	refEntity_t     torso;
	refEntity_t     head;
	refEntity_t     gun;
	refEntity_t     barrel;
	refEntity_t     backpack;
	refEntity_t     helmet;

//  refEntity_t     barrel;
	refEntity_t     flash;
	vec3_t          origin;
	int             renderfx;
	vec3_t          mins = { -16, -16, -24 };
	vec3_t          maxs = { 16, 16, 32 };
	float           len;
	float           xx;
	vec4_t          hcolor = { 1, 0, 0, 0.5 };
	const char     *torso_anim = NULL, *legs_anim = NULL;

	if(!pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames)
	{
		return;
	}

	dp_realtime = time;

	if(pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer)
	{
		pi->weapon = pi->pendingWeapon;
		pi->lastWeapon = pi->pendingWeapon;
		pi->pendingWeapon = -1;
		pi->weaponTimer = 0;
		if(pi->currentWeapon != pi->weapon)
		{
			trap_S_StartLocalSound(trap_S_RegisterSound("sound/weapons/change.wav", qfalse), CHAN_LOCAL);
		}
	}

	UI_AdjustFrom640(&x, &y, &w, &h);

	y -= jumpHeight;

	memset(&refdef, 0, sizeof(refdef));
	memset(&legs, 0, sizeof(legs));
	memset(&torso, 0, sizeof(torso));
	memset(&head, 0, sizeof(head));

	refdef.rdflags = RDF_NOWORLDMODEL;

	AxisClear(refdef.viewaxis);

	refdef.x = x;
	refdef.y = y;
	refdef.width = w;
	refdef.height = h;

	refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
	xx = refdef.width / tan(refdef.fov_x / 360 * M_PI);
	refdef.fov_y = atan2(refdef.height, xx);
	refdef.fov_y *= (360 / M_PI);

	// calculate distance so the player nearly fills the box
	len = 1.01 * (maxs[2] - mins[2]);	// NERVE - SMF - changed from 0.7
	origin[0] = len / tan(DEG2RAD(refdef.fov_x) * 0.5);
	origin[1] = 0.5 * (mins[1] + maxs[1]);
	origin[2] = -0.5 * (mins[2] + maxs[2]);

	refdef.time = dp_realtime;

	trap_R_SetColor(hcolor);
	trap_R_ClearScene();
	trap_R_SetColor(NULL);

	// get the rotation information
	UI_PlayerAngles(pi, legs.axis, torso.axis, head.axis);

	// get the animation state (after rotation, to allow feet shuffle)
//  UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
//       &torso.oldframe, &torso.frame, &torso.backlerp );

	renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;

	//
	// add the body
	//
	legs.hModel = pi->legsModel;
	legs.customSkin = pi->legsSkin;
	legs.renderfx = renderfx;

	VectorCopy(origin, legs.origin);
	VectorCopy(origin, legs.lightingOrigin);
	VectorCopy(legs.origin, legs.oldorigin);

	if(torso_anim)
	{
		legs.torsoFrame = 0;	//UI_GetAnimation( pi, torso_anim );
		legs.oldTorsoFrame = 0;	//UI_GetAnimation( pi, torso_anim );
	}
	legs.torsoBacklerp = 0;		//torso.backlerp;

	if(legs_anim)
	{
		legs.frame = UI_GetAnimation(pi, legs_anim);
		legs.oldframe = UI_GetAnimation(pi, legs_anim);
	}
	legs.backlerp = 0;

	memcpy(legs.torsoAxis, torso.axis, sizeof(torso.axis));
	torso = legs;

	trap_R_AddRefEntityToScene(&torso);

	//
	// add the head
	//
	head.hModel = pi->headModel;
	if(!head.hModel)
	{
		return;
	}
	head.customSkin = pi->headSkin;

	VectorCopy(origin, head.lightingOrigin);

	UI_PositionRotatedEntityOnTag(&head, &torso, pi->torsoModel, "tag_head");

	head.renderfx = renderfx;

	trap_R_AddRefEntityToScene(&head);

	//
	// add the gun
	//
	if(pi->currentWeapon != WP_NONE)
	{
		memset(&gun, 0, sizeof(gun));
		gun.hModel = pi->weaponModel;
		VectorCopy(origin, gun.lightingOrigin);
		UI_PositionEntityOnTag(&gun, &torso, pi->torsoModel, "tag_weapon");
		gun.renderfx = renderfx;
		trap_R_AddRefEntityToScene(&gun);
	}

	//
	// add the gun barrel
	//
	if(pi->currentWeapon != WP_NONE && pi->barrelModel)
	{
		memset(&barrel, 0, sizeof(barrel));
		barrel.hModel = pi->barrelModel;
		VectorCopy(origin, barrel.lightingOrigin);
		UI_PositionEntityOnTag(&barrel, &gun, pi->weaponModel, "tag_barrel");
		barrel.renderfx = renderfx;
		trap_R_AddRefEntityToScene(&barrel);
	}

	//
	// add muzzle flash
	//
	if(dp_realtime <= pi->muzzleFlashTime)
	{
		if(pi->flashModel)
		{
			memset(&flash, 0, sizeof(flash));
			flash.hModel = pi->flashModel;
			VectorCopy(origin, flash.lightingOrigin);
			UI_PositionEntityOnTag(&flash, &gun, pi->weaponModel, "tag_flash");
			flash.renderfx = renderfx;
			trap_R_AddRefEntityToScene(&flash);
		}

		// make a dlight for the flash
		if(pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2])
		{
			//% trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
			//%     pi->flashDlightColor[1], pi->flashDlightColor[2], 0 );
			trap_R_AddLightToScene(flash.origin, 256, 0.75 + 8.0 / (rand() & 31),
								   pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2], 0, 0);
		}
	}

	//
	// add the backpack
	//
	if(pi->backpackModel)
	{
		memset(&backpack, 0, sizeof(backpack));
		backpack.hModel = pi->backpackModel;
		VectorCopy(origin, backpack.lightingOrigin);
		UI_PositionEntityOnTag(&backpack, &torso, pi->torsoModel, "tag_back");
		backpack.renderfx = renderfx;
		trap_R_AddRefEntityToScene(&backpack);
	}

	//
	// add the helmet
	//
	if(pi->helmetModel)
	{
		memset(&helmet, 0, sizeof(helmet));
		helmet.hModel = pi->helmetModel;
		VectorCopy(origin, helmet.lightingOrigin);
		UI_PositionEntityOnTag(&helmet, &head, pi->headModel, "tag_mouth");
		helmet.renderfx = renderfx;
		trap_R_AddRefEntityToScene(&helmet);
	}

	//
	// add the chat icon
	//
	if(pi->chat)
	{
		UI_PlayerFloatSprite(pi, origin, trap_R_RegisterShaderNoMip("sprites/balloon3"));
	}

	//
	// add an accent light
	//
	origin[0] -= 100;			// + = behind, - = in front
	origin[1] += 100;			// + = left, - = right
	origin[2] += 100;			// + = above, - = below
	//% trap_R_AddLightToScene( origin, 1000, 1.0, 1.0, 1.0, 0 );
	trap_R_AddLightToScene(origin, 1000, 1.0, 1.0, 1.0, 1.0, 0, 0);

	origin[0] -= 100;
	origin[1] -= 100;
	origin[2] -= 100;
	//% trap_R_AddLightToScene( origin, 1000, 1.0, 1.0, 1.0, 0 );
	trap_R_AddLightToScene(origin, 1000, 1.0, 1.0, 1.0, 1.0, 0, 0);

	trap_R_RenderScene(&refdef);
}
Example #2
0
/*
===============
UI_DrawPlayerII

A less FOV stretched version for drawing on the main menu
===============
*/
void UI_DrawPlayerII( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
    refdef_t		refdef;
    refEntity_t		legs;
    refEntity_t		torso;
    refEntity_t		head;
    refEntity_t		gun;
    refEntity_t		barrel;
    refEntity_t		flash;
    vec3_t			origin;
    int				renderfx;
    vec3_t			mins = {-16, -16, -24};
    vec3_t			maxs = {16, 16, 32};
    float			len;
    float			xx;

    if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
        return;
    }

    // this allows the ui to cache the player model on the main menu
    if (w == 0 || h == 0) {
        return;
    }

    dp_realtime = time;

    if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
        pi->weapon = pi->pendingWeapon;
        pi->lastWeapon = pi->pendingWeapon;
        pi->pendingWeapon = -1;
        pi->weaponTimer = 0;
        if( pi->currentWeapon != pi->weapon ) {
            trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
        }
    }

    UI_AdjustFrom640( &x, &y, &w, &h );

    y -= jumpHeight;

    memset( &refdef, 0, sizeof( refdef ) );
    memset( &legs, 0, sizeof(legs) );
    memset( &torso, 0, sizeof(torso) );
    memset( &head, 0, sizeof(head) );

    refdef.rdflags = RDF_NOWORLDMODEL;

    AxisClear( refdef.viewaxis );

    refdef.x = x;
    refdef.y = y;
    refdef.width = w;
    refdef.height = h;

    refdef.fov_x = (int)((float)refdef.width / 640.0f * 30.0f);
    xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
    refdef.fov_y = atan2( refdef.height, xx );
    refdef.fov_y *= ( 360 / (float)M_PI );

    // calculate distance so the player nearly fills the box
    len = 0.7 * ( maxs[2] - mins[2] );
    origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.93 );
    origin[1] = 1.0 * ( mins[1] + maxs[1] );
    origin[2] = -2.7 * ( mins[2] + maxs[2] );

    refdef.time = dp_realtime;

    trap_R_ClearScene();

    // get the rotation information
    UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );

    // get the animation state (after rotation, to allow feet shuffle)
    UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
                        &torso.oldframe, &torso.frame, &torso.backlerp );

    renderfx = RF_LIGHTING_ORIGIN;

    //
    // add the legs
    //
    legs.hModel = pi->legsModel;
    legs.customSkin = pi->legsSkin;

    VectorCopy( origin, legs.origin );

    VectorCopy( origin, legs.lightingOrigin );
    legs.renderfx = renderfx;
    VectorCopy (legs.origin, legs.oldorigin);

    trap_R_AddRefEntityToScene( &legs );
    if (!legs.hModel) {
        return;
    }

    //
    // add the torso
    //
    torso.hModel = pi->torsoModel;
    if (!torso.hModel) {
        return;
    }

    torso.customSkin = pi->torsoSkin;

    VectorCopy( origin, torso.lightingOrigin );

    UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");

    torso.renderfx = renderfx;

    trap_R_AddRefEntityToScene( &torso );

    //
    // add the head
    //
    head.hModel = pi->headModel;
    if (!head.hModel) {
        return;
    }
    head.customSkin = pi->headSkin;

    VectorCopy( origin, head.lightingOrigin );

    UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");

    head.renderfx = renderfx;

    trap_R_AddRefEntityToScene( &head );

    //
    // add the gun
    //
    if ( pi->currentWeapon != WP_NONE ) {
        memset( &gun, 0, sizeof(gun) );
        gun.hModel = pi->weaponModel;
        VectorCopy( origin, gun.lightingOrigin );
        UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
        gun.renderfx = renderfx;
        trap_R_AddRefEntityToScene( &gun );
    }

    //
    // add the spinning barrel
    //
    if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
        vec3_t	angles;

        memset( &barrel, 0, sizeof(barrel) );
        VectorCopy( origin, barrel.lightingOrigin );
        barrel.renderfx = renderfx;

        barrel.hModel = pi->barrelModel;
        angles[YAW] = 0;
        angles[PITCH] = 0;
        angles[ROLL] = UI_MachinegunSpinAngle( pi );
        if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
            angles[PITCH] = angles[ROLL];
            angles[ROLL] = 0;
        }
        AnglesToAxis( angles, barrel.axis );

        UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");

        trap_R_AddRefEntityToScene( &barrel );
    }

    //
    // add muzzle flash
    //
    if ( dp_realtime <= pi->muzzleFlashTime ) {
        if ( pi->flashModel ) {
            memset( &flash, 0, sizeof(flash) );
            flash.hModel = pi->flashModel;
            VectorCopy( origin, flash.lightingOrigin );
            UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
            flash.renderfx = renderfx;
            trap_R_AddRefEntityToScene( &flash );
        }

        // make a dlight for the flash
        if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
            trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
                                    pi->flashDlightColor[1], pi->flashDlightColor[2] );
        }
    }

    //
    // add the chat icon
    //
    if ( pi->chat ) {
        UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
    }

    //
    // add an accent light
    //
    origin[0] -= 100;	// + = behind, - = in front
    origin[1] += 100;	// + = left, - = right
    origin[2] += 100;	// + = above, - = below
    //trap_R_AddLightToScene( origin, 500, 0.3, 0.2, 0.8 );

    origin[0] += 10;	// + = behind, - = in front
    origin[1] += 80;	// + = left, - = right
    origin[2] += 130;	// + = above, - = below
    trap_R_AddLightToScene( origin, 250, 0.54, 0.89, 0.79 );


    origin[0] -= 50;	// + = behind, - = in front
    origin[1] -= 90;	// + = left, - = right
    origin[2] -= 69;	// + = above, - = below
    trap_R_AddLightToScene( origin, 350, 0.60, 0.03, 0.22 );


    origin[0] -= 100;
    origin[1] -= 100;
    origin[2] -= 100;
    //trap_R_AddLightToScene( origin, 500, 0.8, 0.2, 0.1 );
//	UI_ForceLegsAnim( pi, BOTH_POSE );	// leilei - pose hack
//	UI_ForceTorsoAnim( pi, BOTH_POSE );

    trap_R_RenderScene( &refdef );
}