示例#1
0
/*
================
CG_FadeColor
================
*/
Color::Color CG_FadeColor( int startMsec, int totalMsec )
{
	int           t;

	if ( startMsec == 0 )
	{
		return Color::White;
	}

	t = cg.time - startMsec;

	if ( t >= totalMsec )
	{
		return Color::White;
	}

	Color::Color color = Color::White;

	// fade out
	if ( totalMsec - t < FADE_TIME )
	{
		color.SetAlpha( ( totalMsec - t ) * 1.0 / FADE_TIME );
	}

	return color;
}
示例#2
0
/*
===============
CG_PainBlend
===============
*/
static void CG_PainBlend()
{
	int       damage;
	float     damageAsFracOfMax;
	qhandle_t shader = cgs.media.viewBloodShader;
	float     x, y, w, h;
	float     s1, t1, s2, t2;

	if ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT || cg.intermissionStarted )
	{
		return;
	}

	damage = cg.lastHealth - cg.snap->ps.stats[ STAT_HEALTH ];

	if ( damage < 0 )
	{
		damage = 0;
	}

	damageAsFracOfMax = ( float ) damage / cg.snap->ps.stats[ STAT_MAX_HEALTH ];
	cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ];

	cg.painBlendValue += damageAsFracOfMax * cg_painBlendScale.value;

	if ( cg.painBlendValue > 0.0f )
	{
		cg.painBlendValue -= ( cg.frametime / 1000.0f ) *
		                     cg_painBlendDownRate.value;
	}

	if ( cg.painBlendValue > 1.0f )
	{
		cg.painBlendValue = 1.0f;
	}
	else if ( cg.painBlendValue <= 0.0f )
	{
		cg.painBlendValue = 0.0f;
		return;
	}

	Color::Color color;
	if ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_ALIENS )
	{
		color = { 0.43f, 0.8f, 0.37f };
	}
	else if ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_HUMANS )
	{
		color = { 0.8f, 0.0f, 0.0f };
	}

	if ( cg.painBlendValue > cg.painBlendTarget )
	{
		cg.painBlendTarget += ( cg.frametime / 1000.0f ) *
		                      cg_painBlendUpRate.value;
	}
	else if ( cg.painBlendValue < cg.painBlendTarget )
	{
		cg.painBlendTarget = cg.painBlendValue;
	}

	if ( cg.painBlendTarget > cg_painBlendMax.value )
	{
		cg.painBlendTarget = cg_painBlendMax.value;
	}

	color.SetAlpha( cg.painBlendTarget );

	trap_R_SetColor( color );

	//left
	x = 0.0f;
	y = 0.0f;
	w = PAINBLEND_BORDER * 640.0f;
	h = 480.0f;
	CG_AdjustFrom640( &x, &y, &w, &h );
	s1 = 0.0f;
	t1 = 0.0f;
	s2 = PAINBLEND_BORDER;
	t2 = 1.0f;
	CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 );
	trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader );

	//right
	x = 640.0f - ( PAINBLEND_BORDER * 640.0f );
	y = 0.0f;
	w = PAINBLEND_BORDER * 640.0f;
	h = 480.0f;
	CG_AdjustFrom640( &x, &y, &w, &h );
	s1 = 1.0f - PAINBLEND_BORDER;
	t1 = 0.0f;
	s2 = 1.0f;
	t2 = 1.0f;
	CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 );
	trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader );

	//top
	x = PAINBLEND_BORDER * 640.0f;
	y = 0.0f;
	w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f );
	h = PAINBLEND_BORDER * 480.0f;
	CG_AdjustFrom640( &x, &y, &w, &h );
	s1 = PAINBLEND_BORDER;
	t1 = 0.0f;
	s2 = 1.0f - PAINBLEND_BORDER;
	t2 = PAINBLEND_BORDER;
	CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 );
	trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader );

	//bottom
	x = PAINBLEND_BORDER * 640.0f;
	y = 480.0f - ( PAINBLEND_BORDER * 480.0f );
	w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f );
	h = PAINBLEND_BORDER * 480.0f;
	CG_AdjustFrom640( &x, &y, &w, &h );
	s1 = PAINBLEND_BORDER;
	t1 = 1.0f - PAINBLEND_BORDER;
	s2 = 1.0f - PAINBLEND_BORDER;
	t2 = 1.0f;
	CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 );
	trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader );

	trap_R_ClearColor();
}
示例#3
0
static void CG_DrawBeacon( cbeacon_t *b )
{
	float angle;

	// Don't draw clamped beacons for tags, except for enemy players.
	if( b->type == BCT_TAG && b->clamped && !( ( b->flags & EF_BC_ENEMY ) &&
	                                           ( b->flags & EF_BC_TAG_PLAYER ) ) )
		return;

	Color::Color color = b->color;

	if( !( BG_Beacon( b->type )->flags & BCF_IMPORTANT ) )
		color.SetAlpha( color.Alpha() * cgs.bc.hudAlpha );
	else
		color.SetAlpha( color.Alpha() * cgs.bc.hudAlphaImportant );

	trap_R_SetColor( color );

	trap_R_DrawStretchPic( b->pos[ 0 ] - b->size/2,
	                       b->pos[ 1 ] - b->size/2,
	                       b->size, b->size,
	                       0, 0, 1, 1,
	                       CG_BeaconIcon( b ) );

	if( b->flags & EF_BC_DYING )
		trap_R_DrawStretchPic( b->pos[ 0 ] - b->size/2 * 1.3,
		                       b->pos[ 1 ] - b->size/2 * 1.3,
		                       b->size * 1.3, b->size * 1.3,
		                       0, 0, 1, 1,
		                       cgs.media.beaconNoTarget );

	if ( b->clamped )
		trap_R_DrawRotatedPic( b->pos[ 0 ] - b->size/2 * 1.5,
		                       b->pos[ 1 ] - b->size/2 * 1.5,
		                       b->size * 1.5, b->size * 1.5,
		                       0, 0, 1, 1,
		                       cgs.media.beaconIconArrow,
		                       270.0 - ( angle = atan2( b->clamp_dir[ 1 ], b->clamp_dir[ 0 ] ) ) * 180 / M_PI );

	if( b->type == BCT_TIMER )
	{
		int num;

		num = ( BEACON_TIMER_TIME + b->ctime - cg.time ) / 100;

		if( num > 0 )
		{
			float h, tw;
			const char *p;
			vec2_t pos, dir, rect[ 2 ];
			int i, l, frame;

			h = b->size * 0.4;
			p = va( "%d", num );
			l = strlen( p );
			tw = h * l;

			if( !b->clamped )
			{
				pos[ 0 ] = b->pos[ 0 ];
				pos[ 1 ] = b->pos[ 1 ] + b->size/2 + h/2;
			}
			else
			{
				rect[ 0 ][ 0 ] = b->pos[ 0 ] - b->size/2 - tw/2;
				rect[ 1 ][ 0 ] = b->pos[ 0 ] + b->size/2 + tw/2;
				rect[ 0 ][ 1 ] = b->pos[ 1 ] - b->size/2 - h/2;
				rect[ 1 ][ 1 ] = b->pos[ 1 ] + b->size/2 + h/2;

				for( i = 0; i < 2; i++ )
					dir[ i ] = - b->clamp_dir[ i ];

				ProjectPointOntoRectangleOutwards( pos, b->pos, dir, (const vec2_t*)rect );
			}

			pos[ 0 ] -= tw/2;
			pos[ 1 ] -= h/2;

			for( i = 0; i < l; i++ )
			{
				if( p[ i ] >= '0' && p[ i ] <= '9' )
					frame = p[ i ] - '0';
				else if( p[ i ] == '-' )
					frame = STAT_MINUS;
				else
					frame = -1;

				if( frame != -1 )
					trap_R_DrawStretchPic( pos[ 0 ], pos[ 1 ], h, h, 0, 0, 1, 1, cgs.media.numberShaders[ frame ] );

				pos[ 0 ] += h;
			}
		}
	}

	trap_R_ClearColor();
}
示例#4
0
/*
================
CG_DrawRangeMarker
================
*/
void CG_DrawRangeMarker( rangeMarker_t rmType, const vec3_t origin, float range, const vec3_t angles, Color::Color rgba )
{
	if ( cg_rangeMarkerDrawSurface.integer )
	{
		qhandle_t pcsh;

		pcsh = cgs.media.plainColorShader;

		rgba.SetAlpha( rgba.Alpha() * Com_Clamp( 0.0f, 1.0f, cg_rangeMarkerSurfaceOpacity.value ) );

		switch( rmType )
		{
			case RM_SPHERE:
				CG_DrawSphere( origin, range, pcsh, rgba );
				break;
			case RM_SPHERICAL_CONE_64:
				CG_DrawSphericalCone( origin, angles, range, false, pcsh, rgba );
				break;
			case RM_SPHERICAL_CONE_240:
				CG_DrawSphericalCone( origin, angles, range, true, pcsh, rgba );
				break;
		}
	}

	if ( cg_rangeMarkerDrawIntersection.integer || cg_rangeMarkerDrawFrontline.integer )
	{
		float                       lineOpacity, lineThickness;
		const cgMediaBinaryShader_t *mbsh;
		cgBinaryShaderSetting_t     *bshs;

		if ( cg.numBinaryShadersUsed >= NUM_BINARY_SHADERS )
		{
			return;
		}

		lineOpacity = Com_Clamp( 0.0f, 1.0f, cg_rangeMarkerLineOpacity.value );
		lineThickness = cg_rangeMarkerLineThickness.value;
		if ( lineThickness < 0.0f )
			lineThickness = 0.0f;
		mbsh = &cgs.media.binaryShaders[ cg.numBinaryShadersUsed ];

		if ( rmType == RM_SPHERE )
		{
			if ( range > lineThickness / 2 )
			{
				if ( cg_rangeMarkerDrawIntersection.integer )
				{
					CG_DrawSphere( origin, range - lineThickness / 2, mbsh->b1, Color::White );
				}

				CG_DrawSphere( origin, range - lineThickness / 2, mbsh->f2, Color::White );
			}

			if ( cg_rangeMarkerDrawIntersection.integer )
			{
				CG_DrawSphere( origin, range + lineThickness / 2, mbsh->b2, Color::White );
			}

			CG_DrawSphere( origin, range + lineThickness / 2, mbsh->f1, Color::White );
		}
		else
		{
			bool t2;
			float    f, r;
			vec3_t   forward, tip;

			t2 = ( rmType == RM_SPHERICAL_CONE_240 );
			f = lineThickness * ( t2 ? 0.26f : 0.8f );
			r = f + lineThickness * ( t2 ? 0.23f : 0.43f );
			AngleVectors( angles, forward, nullptr, nullptr );

			if ( range > r )
			{
				VectorMA( origin, f, forward, tip );

				if ( cg_rangeMarkerDrawIntersection.integer )
				{
					CG_DrawSphericalCone( tip, angles, range - r, t2, mbsh->b1, Color::White );
				}

				CG_DrawSphericalCone( tip, angles, range - r, t2, mbsh->f2, Color::White );
			}

			VectorMA( origin, -f, forward, tip );

			if ( cg_rangeMarkerDrawIntersection.integer )
			{
				CG_DrawSphericalCone( tip, angles, range + r, t2, mbsh->b2, Color::White );
			}

			CG_DrawSphericalCone( tip, angles, range + r, t2, mbsh->f1, Color::White );
		}

		bshs = &cg.binaryShaderSettings[ cg.numBinaryShadersUsed ];

		bshs->color = rgba * lineOpacity;

		bshs->drawIntersection = !!cg_rangeMarkerDrawIntersection.integer;
		bshs->drawFrontline = !!cg_rangeMarkerDrawFrontline.integer;

		++cg.numBinaryShadersUsed;
	}
}