Esempio n. 1
0
void HudGaugeRadarOrb::doneDrawingHtl()
{
    gr_end_view_matrix();
    gr_end_proj_matrix();
    resetClip();
    gr_zbuffer_set(GR_ZBUFF_FULL);
}
void HudGaugeRadarDradis::doneDrawingHtl()
{
	gr_end_view_matrix();
	gr_end_proj_matrix();
	
	//hud_save_restore_camera_data(0);

	gr_zbuffer_set(GR_ZBUFF_FULL);
}
void techroom_ships_render(float frametime)
{
	// render all the common stuff
	tech_common_render();
	
	if(Cur_entry_index == -1)
		return;

	// now render the trackball ship, which is unique to the ships tab
	float rev_rate = REVOLUTION_RATE;
	angles rot_angles, view_angles;
	int z, i, j;
	ship_info *sip = &Ship_info[Cur_entry_index];
	model_render_params render_info;

	if (sip->uses_team_colors) {
		render_info.set_team_color(sip->default_team_name, "none", 0, 0);
	}

	// get correct revolution rate
	z = sip->flags;
	if (z & SIF_BIG_SHIP) {
		rev_rate *= 1.7f;
	}
	if (z & SIF_HUGE_SHIP) {
		rev_rate *= 3.0f;
	}

	// rotate the ship as much as required for this frame
	Techroom_ship_rot += PI2 * frametime / rev_rate;
	while (Techroom_ship_rot > PI2){
		Techroom_ship_rot -= PI2;	
	}

	//	reorient ship
	if (Trackball_active) {
		int dx, dy;
		matrix mat1, mat2;

		if (Trackball_active) {
			mouse_get_delta(&dx, &dy);
			if (dx || dy) {
				vm_trackball(-dx, -dy, &mat1);
				vm_matrix_x_matrix(&mat2, &mat1, &Techroom_ship_orient);
				Techroom_ship_orient = mat2;
			}
		}

	} else {
		// setup stuff needed to render the ship
		view_angles.p = -0.6f;
		view_angles.b = 0.0f;
		view_angles.h = 0.0f;
		vm_angles_2_matrix(&Techroom_ship_orient, &view_angles);

		rot_angles.p = 0.0f;
		rot_angles.b = 0.0f;
		rot_angles.h = Techroom_ship_rot;
		vm_rotate_matrix_by_angles(&Techroom_ship_orient, &rot_angles);
	}

	gr_set_clip(Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD], GR_RESIZE_MENU);	

	// render the ship
	g3_start_frame(1);
	g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);

	

	// lighting for techroom
	light_reset();
	vec3d light_dir = vmd_zero_vector;
	light_dir.xyz.y = 1.0f;	
	light_dir.xyz.x = 0.0000001f;	
	light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
	light_rotate_all();
	// lighting for techroom

	Glowpoint_use_depth_buffer = false;

	model_clear_instance(Techroom_ship_modelnum);
	render_info.set_detail_level_lock(0);

	polymodel *pm = model_get(Techroom_ship_modelnum);
	
	for (i = 0; i < sip->n_subsystems; i++) {
		model_subsystem *msp = &sip->subsystems[i];
		if (msp->type == SUBSYSTEM_TURRET) {

			float p = 0.0f;
			float h = 0.0f;

			for (j = 0; j < msp->n_triggers; j++) {

				// special case for turrets
				p = msp->triggers[j].angle.xyz.x;
				h = msp->triggers[j].angle.xyz.y;
			}
			if ( msp->subobj_num >= 0 )	{
				model_set_instance_techroom(Techroom_ship_modelnum, msp->subobj_num, 0.0f, h );
			}
			if ( (msp->subobj_num != msp->turret_gun_sobj) && (msp->turret_gun_sobj >= 0) )		{
				model_set_instance_techroom(Techroom_ship_modelnum, msp->turret_gun_sobj, p, 0.0f );
			}
		}
	}

    if(Cmdline_shadow_quality)
    {
        gr_reset_clip();

		shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -sip->closeup_pos.xyz.z + pm->rad, -sip->closeup_pos.xyz.z + pm->rad + 200.0f, -sip->closeup_pos.xyz.z + pm->rad + 2000.0f, -sip->closeup_pos.xyz.z + pm->rad + 10000.0f);
        render_info.set_flags(MR_NO_TEXTURING | MR_NO_LIGHTING | MR_AUTOCENTER);
		
		model_render_immediate(&render_info, Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector);
        shadows_end_render();

		gr_set_clip(Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD], GR_RESIZE_MENU);
    }
	
	if (!Cmdline_nohtl) {
		gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
		gr_set_view_matrix(&Eye_position, &Eye_matrix);
	}

	uint render_flags = MR_AUTOCENTER;

	if(sip->flags2 & SIF2_NO_LIGHTING)
		render_flags |= MR_NO_LIGHTING;

	render_info.set_flags(render_flags);

	model_render_immediate(&render_info, Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector);

	Glowpoint_use_depth_buffer = true;

	batch_render_all();

	if (!Cmdline_nohtl)
	{
		gr_end_view_matrix();
		gr_end_proj_matrix();
	}

	g3_end_frame();

	gr_reset_clip();
}
Esempio n. 4
0
void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos)
{
	if ( Static_light.empty() ) {
		return;
	}

	light *lp = *(Static_light.begin());

	if( Cmdline_nohtl || !Cmdline_shadow_quality || !lp ) {
		return;
	}

	//shadows_debug_show_frustum(&Player_obj->orient, &Player_obj->pos, fov, gr_screen.clip_aspect, Min_draw_distance, 3000.0f);

	gr_end_proj_matrix();
	gr_end_view_matrix();

	// these cascade distances are a result of some arbitrary tuning to give a good balance of quality and banding. 
	// maybe we could use a more programmatic algorithim? 
	matrix light_matrix = shadows_start_render(eye_orient, eye_pos, fov, gr_screen.clip_aspect, 200.0f, 600.0f, 2500.0f, 8000.0f);

	draw_list scene;
	object *objp = Objects;

	for ( int i = 0; i <= Highest_object_index; i++, objp++ ) {
		bool cull = true;

		for ( int j = 0; j < MAX_SHADOW_CASCADES; ++j ) {
			if ( shadows_obj_in_frustum(objp, &light_matrix, &Shadow_frustums[j].min, &Shadow_frustums[j].max) ) {
				cull = false;
				break;
			}
		}

		if ( cull ) {
			continue;
		}

		switch(objp->type)
		{
		case OBJ_SHIP:
			{
				obj_queue_render(objp, &scene);
			}
			break;
		case OBJ_ASTEROID:
			{
				model_render_params render_info;

				render_info.set_object_number(OBJ_INDEX(objp));
				render_info.set_flags(MR_IS_ASTEROID | MR_NO_TEXTURING | MR_NO_LIGHTING);
				
				model_clear_instance( Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[Asteroids[objp->instance].asteroid_subtype]);
				model_render_queue(&render_info, &scene, Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[Asteroids[objp->instance].asteroid_subtype], &objp->orient, &objp->pos);
			}
			break;

		case OBJ_DEBRIS:
			{
				debris *db;
				db = &Debris[objp->instance];

				if ( !(db->flags & DEBRIS_USED)){
					continue;
				}
								
				objp = &Objects[db->objnum];

				model_render_params render_info;

				render_info.set_flags(MR_NO_TEXTURING | MR_NO_LIGHTING);

				submodel_render_queue(&render_info, &scene, db->model_num, db->submodel_num, &objp->orient, &objp->pos);
			}
			break; 
		}
	}

	scene.init_render();
	scene.render_all(GR_ZBUFF_FULL);

	shadows_end_render();

	gr_zbias(0);
	gr_zbuffer_set(ZBUFFER_TYPE_READ);
	gr_set_cull(0);

	gr_clear_states();
	gr_set_buffer(-1);

	GL_state.Texture.DisableAll();

	gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
	gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
Esempio n. 5
0
void HudGaugeShield::showShields(object *objp, int mode)
{
//	static int fod_model = -1;
	float			max_shield;
	int			hud_color_index, range;
	int			sx, sy, i;
	ship			*sp;
	ship_info	*sip;
	hud_frames	*sgp=NULL;

	if ( objp->type != OBJ_SHIP )
		return;

	// Goober5000 - don't show if primitive sensors
	if ( Ships[Player_obj->instance].flags[Ship::Ship_Flags::Primitive_sensors] )
		return;

	sp = &Ships[objp->instance];
	sip = &Ship_info[sp->ship_info_index];

//	bool digitus_improbus = (fod_model != -2 && strstr(sp->ship_name, "Sathanas") != NULL);
	if ( sip->shield_icon_index == 255 && !(sip->flags[Ship::Info_Flags::Generate_hud_icon]) /*&& !digitus_improbus*/) {
		return;
	}

	setGaugeColor();

	// load in shield frames if not already loaded
	if (sip->shield_icon_index != 255) {
		sgp = &Shield_gauges.at(sip->shield_icon_index);

		if ( (sgp->first_frame == -1) && (sip->shield_icon_index < Hud_shield_filenames.size()) ) {
			sgp->first_frame = bm_load_animation(Hud_shield_filenames.at(sip->shield_icon_index).c_str(), &sgp->num_frames);
			if (sgp->first_frame == -1) {
				if (!shield_ani_warning_displayed_already) {
					shield_ani_warning_displayed_already = true;
					Warning(LOCATION, "Could not load in the HUD shield ani: %s\n", Hud_shield_filenames.at(sip->shield_icon_index).c_str());
				}
				return;
			}
		}
	}

	sx = position[0];
	sy = position[1];

	sx += fl2i(HUD_offset_x);
	sy += fl2i(HUD_offset_y);

	// draw the ship first
	maybeFlashShield(SHIELD_HIT_PLAYER, Shield_hit_data[SHIELD_HIT_PLAYER].hull_hit_index);

	if(sip->shield_icon_index != 255)
	{
		renderBitmap(sgp->first_frame, sx, sy);
	}
	else
	{
		bool g3_yourself = !g3_in_frame();
		angles rot_angles = {-1.570796327f,0.0f,0.0f};
		matrix	object_orient;

		vm_angles_2_matrix(&object_orient, &rot_angles);

		gr_screen.clip_width = 112;
		gr_screen.clip_height = 93;

		//Fire it up
		if(g3_yourself)
			g3_start_frame(1);
		hud_save_restore_camera_data(1);
		setClip(sx, sy, 112, 93);

		//if(!digitus_improbus)
			g3_set_view_matrix( &sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 2.5f);
		/*else
		{
			vec3d finger_vec = {0.0f, 0.0f, 176.0f};
			g3_set_view_matrix( &finger_vec, &vmd_identity_matrix, 1.0f);
		}*/

		gr_set_proj_matrix(0.5f*Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
		gr_set_view_matrix(&Eye_position, &Eye_matrix);

		//We're ready to show stuff
		//if(!digitus_improbus)
		{
			model_render_params render_info;

			render_info.set_flags(MR_NO_LIGHTING | MR_AUTOCENTER | MR_NO_FOGGING);
			render_info.set_replacement_textures(sp->ship_replacement_textures);
			render_info.set_detail_level_lock(1);
			render_info.set_object_number(OBJ_INDEX(objp));

			model_render_immediate( &render_info, sip->model_num, &object_orient, &vmd_zero_vector );
		}
		/*else
		{
			if(fod_model == -1)
			{
				fod_model = model_load(NOX("FoD.pof"), 0, NULL);
				if(fod_model == -1)
				{
					fod_model = -2;
					return;
				}
			}
			model_render(fod_model, &object_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING, -1, -1);
		}*/

		//We're done
		gr_end_view_matrix();
		gr_end_proj_matrix();
		if(g3_yourself)
			g3_end_frame();
		hud_save_restore_camera_data(0);

		resetClip();
	}

	if(!sip->max_shield_strength)
		return;

	// draw the quadrants
	//
	// Draw shield quadrants at one of NUM_SHIELD_LEVELS
	max_shield = get_max_shield_quad(objp);

	coord2d shield_icon_coords[6];

	for ( i = 0; i < objp->n_quadrants; i++ ) {

		if ( objp->flags[Object::Object_Flags::No_shields] ) {
			break;
		}

		if ( !(sip->flags[Ship::Info_Flags::Model_point_shields]) ) {
			if ( objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f )
				continue;
		} else {
			if ( objp->shield_quadrant[i] < 0.1f )
				continue;
		}

		range = MAX(HUD_COLOR_ALPHA_MAX, HUD_color_alpha + objp->n_quadrants);

		if ( !(sip->flags[Ship::Info_Flags::Model_point_shields]) )
			hud_color_index = fl2i( (objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range);
		else
			hud_color_index = fl2i( (objp->shield_quadrant[i] / max_shield) * range);

		Assert(hud_color_index >= 0 && hud_color_index <= range);

		if ( hud_color_index < 0 ) {
			hud_color_index = 0;
		}
		if ( hud_color_index >= HUD_NUM_COLOR_LEVELS ) {
			hud_color_index = HUD_NUM_COLOR_LEVELS - 1;
		}

		int flash=0;
		flash = maybeFlashShield(mode, i);
		
				
		if ( !flash ) {
			// gr_set_color_fast(&HUD_color_defaults[hud_color_index]);
			setGaugeColor(hud_color_index);
			

			if(sip->shield_icon_index != 255)
			{
				int framenum = sgp->first_frame+i+1;
				if (framenum < sgp->first_frame+sgp->num_frames)
					renderBitmap(framenum, sx, sy);
			}
			else
			{
				//Ugh, draw four shield quadrants
				static const int TRI_EDGE = 6;
				static const int BAR_LENGTH = 112;
				static const int BAR_HEIGHT = 54;
				static const int BAR_WIDTH = 6;
				static const int SHIELD_OFFSET = BAR_WIDTH + TRI_EDGE + 3;

				switch(i)
				{
					//Top
					case 0:
						shield_icon_coords[0].x = sx;                     shield_icon_coords[0].y = sy+BAR_WIDTH+TRI_EDGE;
						shield_icon_coords[1].x = sx;                     shield_icon_coords[1].y = sy;
						shield_icon_coords[2].x = sx+TRI_EDGE;            shield_icon_coords[2].y = sy+BAR_WIDTH;
						shield_icon_coords[3].x = sx+BAR_LENGTH;          shield_icon_coords[3].y = sy;
						shield_icon_coords[4].x = sx+BAR_LENGTH-TRI_EDGE; shield_icon_coords[4].y = sy+BAR_WIDTH;
						shield_icon_coords[5].x = sx+BAR_LENGTH;          shield_icon_coords[5].y = sy+BAR_WIDTH+TRI_EDGE;
						renderShieldIcon(shield_icon_coords);
						break;
					//Left
					case 3:
						sy += SHIELD_OFFSET;
						shield_icon_coords[0].x = sx+BAR_WIDTH+TRI_EDGE; shield_icon_coords[0].y = sy+BAR_HEIGHT;
						shield_icon_coords[1].x = sx;                    shield_icon_coords[1].y = sy+BAR_HEIGHT;
						shield_icon_coords[2].x = sx+BAR_WIDTH;          shield_icon_coords[2].y = sy+BAR_HEIGHT-TRI_EDGE;
						shield_icon_coords[3].x = sx;                    shield_icon_coords[3].y = sy;
						shield_icon_coords[4].x = sx+BAR_WIDTH;          shield_icon_coords[4].y = sy+TRI_EDGE;
						shield_icon_coords[5].x = sx+BAR_WIDTH+TRI_EDGE; shield_icon_coords[5].y = sy;
						renderShieldIcon(shield_icon_coords);
						sy -= SHIELD_OFFSET + BAR_WIDTH + TRI_EDGE;
						break;
					//Right
					case 1:
						sx += BAR_LENGTH;
						sy += SHIELD_OFFSET;
						shield_icon_coords[0].x = sx-BAR_WIDTH-TRI_EDGE; shield_icon_coords[0].y = sy;
						shield_icon_coords[1].x = sx;                    shield_icon_coords[1].y = sy;
						shield_icon_coords[2].x = sx-BAR_WIDTH;          shield_icon_coords[2].y = sy+TRI_EDGE;
						shield_icon_coords[3].x = sx;                    shield_icon_coords[3].y = sy+BAR_HEIGHT;
						shield_icon_coords[4].x = sx-BAR_WIDTH;          shield_icon_coords[4].y = sy+BAR_HEIGHT-TRI_EDGE;
						shield_icon_coords[5].x = sx-BAR_WIDTH-TRI_EDGE; shield_icon_coords[5].y = sy+BAR_HEIGHT;
						renderShieldIcon(shield_icon_coords);
						sx -= BAR_LENGTH;
						sy -= SHIELD_OFFSET;
						break;
					//Bottom
					case 2:
						sy += BAR_HEIGHT + SHIELD_OFFSET*2 - BAR_WIDTH - TRI_EDGE;
						shield_icon_coords[0].x = sx+BAR_LENGTH;          shield_icon_coords[0].y = sy;
						shield_icon_coords[1].x = sx+BAR_LENGTH;          shield_icon_coords[1].y = sy+BAR_WIDTH+TRI_EDGE;
						shield_icon_coords[2].x = sx+BAR_LENGTH-TRI_EDGE; shield_icon_coords[2].y = sy+TRI_EDGE;
						shield_icon_coords[3].x = sx;                     shield_icon_coords[3].y = sy+BAR_WIDTH+TRI_EDGE;
						shield_icon_coords[4].x = sx+TRI_EDGE;            shield_icon_coords[4].y = sy+TRI_EDGE;
						shield_icon_coords[5].x = sx;                     shield_icon_coords[5].y = sy;
						renderShieldIcon(shield_icon_coords);
						sy -= BAR_HEIGHT + SHIELD_OFFSET*2 - BAR_WIDTH - TRI_EDGE;
						break;
					//Whoops?
					default:
						nprintf(("HUD", "Invalid shield quadrant %d specified!\n", i));
						break;
				}
			}
		}
	}

	// hud_set_default_color();
}
Esempio n. 6
0
void hud_shield_show(object* objp)
{

	KeepAspectRatio keep(true);

	//	static int fod_model = -1;
	float max_shield;
	int hud_color_index, range;
	int sx, sy, i;
	ship* sp;
	ship_info* sip;
	hud_frames* sgp = NULL;

	if (objp->type != OBJ_SHIP)
		return;

	// Goober5000 - don't show if primitive sensors
	if (Ships[Player_obj->instance].flags2 & SF2_PRIMITIVE_SENSORS)
		return;

	sp = &Ships[objp->instance];
	sip = &Ship_info[sp->ship_info_index];

	//	bool digitus_improbus = (fod_model != -2 && strstr(sp->ship_name, "Sathanas") != NULL);
	if (sip->shield_icon_index == 255 && !(sip->flags2 & SIF2_GENERATE_HUD_ICON)/*&& !digitus_improbus*/)
	{
		return;
	}

	if (objp == Player_obj)
	{
		hud_set_gauge_color(HUD_PLAYER_SHIELD_ICON);
	}
	else
	{
		hud_set_gauge_color(HUD_TARGET_SHIELD_ICON);
	}

	// load in shield frames if not already loaded
	if (sip->shield_icon_index != 255)
	{
		sgp = &Shield_gauges[sip->shield_icon_index];

		if (sgp->first_frame == -1 && sip->shield_icon_index < Hud_shield_filename_count)
		{
			sgp->first_frame = bm_load_animation(Hud_shield_filenames[sip->shield_icon_index], &sgp->num_frames);
			if (sgp->first_frame == -1)
			{
				if (!shield_ani_warning_displayed_already)
				{
					shield_ani_warning_displayed_already = true;
					Warning(LOCATION, "Could not load in the HUD shield ani: %s\n",
						Hud_shield_filenames[sip->shield_icon_index]);
				}
				return;
			}
		}
	}

	if (objp == Player_obj)
	{
		sx = current_hud->Player_shield_coords[0];
		sy = current_hud->Player_shield_coords[1];
	}
	else
	{
		sx = current_hud->Target_shield_coords[0];
		sy = current_hud->Target_shield_coords[1];
	}

	sx += fl2i(HUD_offset_x);
	sy += fl2i(HUD_offset_y);

	// draw the ship first
	if (objp == Player_obj)
	{
		hud_shield_maybe_flash(HUD_PLAYER_SHIELD_ICON, SHIELD_HIT_PLAYER, HULL_HIT_OFFSET);
	}
	else
	{
		hud_shield_maybe_flash(HUD_TARGET_SHIELD_ICON, SHIELD_HIT_TARGET, HULL_HIT_OFFSET);
	}

	if (sip->shield_icon_index != 255)
	{
		hud_aabitmap(sgp->first_frame, sx, sy);
	}
	else
	{
		bool g3_yourself = !g3_in_frame();
		angles rot_angles =
		{
			-1.570796327f,
			0.0f,
			0.0f
		};
		matrix object_orient;

		vm_angles_2_matrix(&object_orient, &rot_angles);

		gr_screen.clip_width = 112;
		gr_screen.clip_height = 93;

		//Fire it up
		if (g3_yourself)
			g3_start_frame(1);
		hud_save_restore_camera_data(1);
		HUD_set_clip(sx, sy, 112, 93);
		model_set_detail_level(1);

		//if(!digitus_improbus)
		g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 3.25f);
		/*else
		{
			vec3d finger_vec = {0.0f, 0.0f, 176.0f};
			g3_set_view_matrix( &finger_vec, &vmd_identity_matrix, 1.0f);
		}*/

		if (!Cmdline_nohtl)
		{
			gr_set_proj_matrix(0.5f * Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
			gr_set_view_matrix(&Eye_position, &Eye_matrix);
		}

		//We're ready to show stuff
		ship_model_start(objp);
		//if(!digitus_improbus)
		{
			model_render(sip->model_num, &object_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL |
				MR_AUTOCENTER | MR_NO_FOGGING, -1, -1, sp->ship_replacement_textures);
		}
		/*else
		{
			if(fod_model == -1)
			{
				fod_model = model_load(NOX("FoD.pof"), 0, NULL);
				if(fod_model == -1)
				{
					fod_model = -2;
					return;
				}
			}
			model_render(fod_model, &object_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING, -1, -1);
		}*/
		ship_model_stop(objp);

		//We're done
		if (!Cmdline_nohtl)
		{
			gr_end_view_matrix();
			gr_end_proj_matrix();
		}
		if (g3_yourself)
			g3_end_frame();
		hud_save_restore_camera_data(0);

		HUD_reset_clip();
	}

	if (!sip->max_shield_strength)
		return;

	// draw the four quadrants
	//
	// Draw shield quadrants at one of NUM_SHIELD_LEVELS
	max_shield = get_max_shield_quad(objp);

	int j, x_val, y_val, mid_val;

	for (i = 0; i < MAX_SHIELD_SECTIONS; i++)
	{

		if (objp->flags & OF_NO_SHIELDS)
		{
			break;
		}

		if (objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f)
		{
			continue;
		}

		range = MAX(HUD_COLOR_ALPHA_MAX, HUD_color_alpha + 4);
		hud_color_index = fl2i((objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range);
		Assert(hud_color_index >= 0 && hud_color_index <= range);

		if (hud_color_index < 0)
		{
			hud_color_index = 0;
		}
		if (hud_color_index >= HUD_NUM_COLOR_LEVELS)
		{
			hud_color_index = HUD_NUM_COLOR_LEVELS - 1;
		}

		int flash = 0;
		if (objp == Player_obj)
		{
			flash = hud_shield_maybe_flash(HUD_PLAYER_SHIELD_ICON, SHIELD_HIT_PLAYER, i);
		}
		else
		{
			flash = hud_shield_maybe_flash(HUD_TARGET_SHIELD_ICON, SHIELD_HIT_TARGET, i);
		}

		if (!flash)
		{
			// gr_set_color_fast(&HUD_color_defaults[hud_color_index]);
			if (objp == Player_obj)
			{
				hud_set_gauge_color(HUD_PLAYER_SHIELD_ICON, hud_color_index);
			}
			else
			{
				hud_set_gauge_color(HUD_TARGET_SHIELD_ICON, hud_color_index);
			}

			if (sip->shield_icon_index != 255)
			{
				hud_aabitmap(sgp->first_frame + i + 1, sx, sy);
			}
			else
			{
				//Ugh, draw four shield quadrants
				switch (i)
				{
					//Top
				case 0:
					sy += 3;
					for (j = 0; j < 6; j++)
					{
						y_val = sy + 10;
						gr_gradient(sx + j,
							sy,
							sx + j,
							y_val - j);
					}
					mid_val = sy + 5;
					for (; j < 106; j++)
					{
						gr_gradient(sx + j,
							sy,
							sx + j,
							mid_val);
					}
					for (; j < 112; j++)
					{
						gr_gradient(sx + j,
							sy,
							sx + j,
							sy + (j - 101));
					}
					y_val = sy - 1;
					sy -= 3;
					for (j = 0; j < 112; j++)
						gr_gradient(sx + j, y_val, sx + j, sy);
					break;
					//Left
				case 1:
					sx += 1;
					x_val = sx + 10;
					y_val = sy + 15;
					for (j = 0; j < 6; j++)
					{
						gr_gradient(sx,
							y_val + j,
							x_val - j,
							y_val + j);
					}
					mid_val = sx + 5;
					for (; j < 48; j++)
					{
						gr_gradient(sx,
							y_val + j,
							mid_val,
							y_val + j);
					}
					for (; j < 54; j++)
					{
						gr_gradient(sx,
							y_val + j,
							sx + (j - 43),
							y_val + j);
					}
					x_val = sx;
					sx -= 3;
					for (j = 0; j < 54; j++)
						gr_gradient(x_val, y_val + j, sx, y_val + j);
					sx += 2;
					break;
					//Right
				case 2:
					x_val = sx + 109;	//-3 for border
					y_val = sy + 15;
					for (j = 0; j < 6; j++)
					{
						gr_gradient(x_val,
							y_val + j,
							x_val - (10 - j),
							y_val + j);
					}
					mid_val = x_val - 5;
					for (; j < 48; j++)
					{
						gr_gradient(x_val,
							y_val + j,
							mid_val,
							y_val + j);
					}
					for (; j < 54; j++)
					{
						gr_gradient(x_val,
							y_val + j,
							x_val - (j - 43),
							y_val + j);
					}
					mid_val = x_val;
					x_val += 3;
					for (j = 0; j < 54; j++)
						gr_gradient(mid_val, y_val + j, x_val, y_val + j);
					break;
					//Bottom
				case 3:
					y_val = sy + 80; //-3 for border
					for (j = 0; j < 6; j++)
						gr_gradient(sx + j,
							y_val,
							sx + j,
							y_val - (10 - j));
					mid_val = y_val - 5;
					for (; j < 106; j++)
						gr_gradient(sx + j,
							y_val,
							sx + j,
							mid_val);
					for (; j < 112; j++)
						gr_gradient(sx + j,
							y_val,
							sx + j,
							y_val - (j - 101));
					mid_val = y_val + 1;
					y_val += 3;
					for (j = 0; j < 112; j++)
						gr_gradient(sx + j, mid_val, sx + j, y_val);
				}
			}
		}
	}

	// hud_set_default_color();
}