/* =============== 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 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 * 90.0f); 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 = 0.72 * ( maxs[2] - mins[2] ); 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_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 | RF_NOSHADOW; // // 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 // // // 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, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); }
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; refEntity_t gun = {0}; refEntity_t backpack = {0}; refEntity_t helmet = {0}; // refEntity_t barrel = {0}; refEntity_t flash = {0}; 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 != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; if ( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( trap_S_RegisterSound( "sound/weapons/change.wav" ), 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 / uiInfo.uiDC.xscale / 640.0f * 90.0f); xx = refdef.width / uiInfo.uiDC.xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / uiInfo.uiDC.yscale, 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 ); WM_getWeaponAnim( &torso_anim, &legs_anim ); if ( torso_anim ) { legs.torsoFrame = UI_GetAnimation( pi, torso_anim ); legs.oldTorsoFrame = 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 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 ); } } // // 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, 500, 1.0, 1.0, 1.0, 0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0, 0 ); trap_R_RenderScene( &refdef ); }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, uiPlayerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; #ifdef TA_WEAPSYS refEntity_t gun[MAX_HANDS] = {0}; #else refEntity_t gun = {0}; #endif refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; float xscale; float yscale; #ifdef TA_WEAPSYS int i; vec3_t angles; #ifdef TURTLEARENA // PLAYERS char *newTagNames[3] = { "tag_hand_primary", "tag_hand_secondary", NULL }; #endif char *originalTagNames[3] = { "tag_weapon", "tag_flag", NULL }; #endif if ( !pi->legsModel || !pi->torsoModel || !pi->headModel #ifdef TA_PLAYERSYS || !pi->playercfg.animations[0].numFrames ) { #else || !pi->animations[0].numFrames ) { #endif 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 != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; #ifndef TA_WEAPSYS_EX if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } #endif } CG_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; if ( ui_stretch.integer ) { xscale = cgs.screenXScaleStretch; yscale = cgs.screenYScaleStretch; } else { xscale = cgs.screenXScale; yscale = cgs.screenYScale; } refdef.fov_x = (int)((float)refdef.width / xscale / 640.0f * 90.0f); xx = refdef.width / xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / yscale, 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) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( 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 | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = CG_AddSkinToFrame( &pi->modelSkin ); VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); Byte4Copy( pi->c1RGBA, legs.shaderRGBA ); CG_AddRefEntityWithMinLight( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = legs.customSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; Byte4Copy( pi->c1RGBA, torso.shaderRGBA ); CG_AddRefEntityWithMinLight( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = legs.customSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; Byte4Copy( pi->c1RGBA, head.shaderRGBA ); CG_AddRefEntityWithMinLight( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { #ifdef TA_WEAPSYS // get hands from cent for (i = 0; i < MAX_HANDS; i++) { memset( &gun[i], 0, sizeof(gun[i]) ); gun[i].hModel = pi->weaponModel[i]; VectorCopy( origin, gun[i].lightingOrigin ); gun[i].renderfx = renderfx; Byte4Copy( pi->c1RGBA, gun[i].shaderRGBA ); if (!originalTagNames[i] #ifdef TURTLEARENA // PLAYERS || !newTagNames[i] #endif ) { break; } if (!gun[i].hModel) { continue; } if ( #ifdef TURTLEARENA // PLAYERS !UI_PositionEntityOnTag( &gun[i], &torso, pi->torsoModel, newTagNames[i]) && #endif !UI_PositionEntityOnTag( &gun[i], &torso, pi->torsoModel, originalTagNames[i])) { // Failed to find tag continue; } CG_AddRefEntityWithMinLight( &gun[i] ); } #else memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; CG_AddRefEntityWithMinLight( &gun ); #endif } // // add the spinning barrel // #ifdef TA_WEAPSYS for (i = 0; i < MAX_HANDS; i++) #else if ( pi->barrelModel ) #endif { #ifdef TA_WEAPSYS if (!pi->barrelModel[i]) continue; #else vec3_t angles; #endif memset( &barrel, 0, sizeof(barrel) ); VectorCopy( origin, barrel.lightingOrigin ); barrel.renderfx = renderfx; #ifdef TA_WEAPSYS barrel.hModel = pi->barrelModel[i]; VectorClear(angles); if (bg_weapongroupinfo[pi->realWeapon].weapon[0]->barrelSpin != BS_NONE) { angles[bg_weapongroupinfo[pi->realWeapon].weapon[0]->barrelSpin] = UI_MachinegunSpinAngle( pi ); } #else barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle( pi ); #endif AnglesToAxis( angles, barrel.axis ); #ifdef TA_WEAPSYS UI_PositionRotatedEntityOnTag( &barrel, &gun[i], pi->weaponModel[i], "tag_barrel"); #else UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); #endif CG_AddRefEntityWithMinLight( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { #ifdef TA_WEAPSYS vec3_t *flashDlightColor; for (i = 0; i < MAX_HANDS; i++) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel[i]; flashDlightColor = &pi->flashDlightColor[i]; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); if (!flash.hModel) continue; VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun[i], pi->weaponModel[i], "tag_flash"); flash.renderfx = renderfx; trap_R_AddRefEntityToScene( &flash ); // make a dlight for the flash if ( *flashDlightColor[0] || *flashDlightColor[1] || *flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), 1.0f, *flashDlightColor[0], *flashDlightColor[1], *flashDlightColor[2] ); } } #else if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; CG_AddRefEntityWithMinLight( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddJuniorLightToScene( flash.origin, 200 + (rand()&31), 1.0f, pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } #endif } // // add the chat icon // if ( pi->chat ) { #ifdef TA_DATA // shaders UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/talkBalloon" ) ); #else UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); #endif } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); } /* ========================== UI_FileExists ========================== */ static qboolean UI_FileExists(const char *filename) { int len; len = trap_FS_FOpenFile( filename, NULL, FS_READ ); if (len>0) { return qtrue; } return qfalse; }
/* * UI_DrawPlayer */ void UI_DrawPlayer(float x, float y, float w, float h, Playerinfo *pi, int time) { Refdef refdef; Refent legs; Refent torso; Refent head; Refent gun; Refent barrel; Refent flash; Vec3 origin; int renderfx; Vec3 mins = {-16, -16, -24}; Vec3 maxs = {16, 16, 32}; float len; float xx; 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_sndstartlocalsound(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; clearaxis(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 = 0.7 * (maxs[2] - mins[2]); 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_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 | RF_NOSHADOW; /* * add the legs * */ legs.hModel = pi->legsModel; legs.customSkin = pi->legsSkin; copyv3(origin, legs.origin); copyv3(origin, legs.lightingOrigin); legs.renderfx = renderfx; copyv3 (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; copyv3(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; copyv3(origin, head.lightingOrigin); UI_PositionRotatedEntityOnTag(&head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; trap_R_AddRefEntityToScene(&head); /* * add the gun * */ if(pi->currentWeapon != Wnone){ memset(&gun, 0, sizeof(gun)); gun.hModel = pi->weaponModel; if(pi->currentWeapon == Wrailgun) byte4copy(pi->c1RGBA, gun.shaderRGBA); else byte4copy(colorWhite, gun.shaderRGBA); copyv3(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 == Wmachinegun || pi->realWeapon == Wmelee){ Vec3 angles; memset(&barrel, 0, sizeof(barrel)); copyv3(origin, barrel.lightingOrigin); barrel.renderfx = renderfx; barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle(pi); if(pi->realWeapon == Wmelee){ angles[PITCH] = angles[ROLL]; angles[ROLL] = 0; } eulertoaxis(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; if(pi->currentWeapon == Wrailgun) byte4copy(pi->c1RGBA, flash.shaderRGBA); else byte4copy(colorWhite, flash.shaderRGBA); copyv3(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/balloon4")); /* * 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, 1.0, 1.0, 1.0); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene(origin, 500, 1.0, 0.0, 0.0); trap_R_RenderScene(&refdef); }
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 flash; vector3 origin; int renderfx; vector3 mins = {-16, -16, -24}; vector3 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 = (int)x; refdef.y = (int)y; refdef.width = (int)w; refdef.height = (int)h; refdef.fov_x = (float)refdef.width / uiInfo.uiDC.xscale / SCREEN_WIDTH * 90.0f; xx = refdef.width / uiInfo.uiDC.xscale / tanf( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2f( refdef.height / uiInfo.uiDC.yscale, xx ); refdef.fov_y *= ( 360 / (float)M_PI ); // calculate distance so the player nearly fills the box len = 0.7f * ( maxs.z - mins.z ); origin.x = len / tanf( DEG2RAD(refdef.fov_x) * 0.5f ); origin.y = 0.5f * ( mins.y + maxs.y ); origin.z = -0.5f * ( mins.z + maxs.z ); 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 | RF_NOSHADOW; // // 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->barrelModel ) { vector3 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 ); AnglesToAxis( &angles, barrel.axis ); UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); trap->R_AddRefEntityToScene( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { // make a dlight for the flash if ( pi->flashDlightColor.r || pi->flashDlightColor.g || pi->flashDlightColor.b ) { trap->R_AddLightToScene( &flash.origin, (float)(200 + (rand()&31)), pi->flashDlightColor.r, pi->flashDlightColor.g, pi->flashDlightColor.b ); } } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, &origin, trap->R_RegisterShader( "sprites/balloon3" ) ); } // // add an accent light // origin.x -= 100; // + = behind, - = in front origin.y += 100; // + = left, - = right origin.z += 100; // + = above, - = below trap->R_AddLightToScene( &origin, 500, 1.0f, 1.0f, 1.0f ); origin.x -= 100; origin.y -= 100; origin.z -= 100; trap->R_AddLightToScene( &origin, 500, 1.0f, 0.0f, 0.0f ); trap->R_RenderScene( &refdef ); }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, uiPlayerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; refEntity_t gun = {0}; refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; float xscale; float yscale; if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { return; } dp_realtime = time; if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } } CG_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; if ( ui_stretch.integer ) { xscale = cgs.screenXScaleStretch; yscale = cgs.screenYScaleStretch; } else { xscale = cgs.screenXScale; yscale = cgs.screenYScale; } refdef.fov_x = (int)((float)refdef.width / xscale / 640.0f * 90.0f); xx = refdef.width / xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / yscale, xx ); refdef.fov_y *= ( 360 / 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) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( 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 | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = CG_AddSkinToFrame( &pi->modelSkin ); VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); Byte4Copy( pi->c1RGBA, legs.shaderRGBA ); CG_AddRefEntityWithMinLight( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = legs.customSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; Byte4Copy( pi->c1RGBA, torso.shaderRGBA ); CG_AddRefEntityWithMinLight( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = legs.customSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; Byte4Copy( pi->c1RGBA, head.shaderRGBA ); CG_AddRefEntityWithMinLight( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; CG_AddRefEntityWithMinLight( &gun ); } // // add the spinning barrel // if ( pi->barrelModel ) { 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 ); AnglesToAxis( angles, barrel.axis ); UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); CG_AddRefEntityWithMinLight( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; CG_AddRefEntityWithMinLight( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddJuniorLightToScene( flash.origin, 200 + (rand()&31), 1.0f, pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, torso.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_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); }