3 #include "cl_collision.h"
5 cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1"};
6 cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1"};
7 cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
8 cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
9 cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
10 cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "0"};
12 // must match NUMCROSSHAIRS in gl_draw.c
13 #define NUMCROSSHAIRS 5
15 void R_Crosshairs_Init(void)
17 Cvar_RegisterVariable(&crosshair_brightness);
18 Cvar_RegisterVariable(&crosshair_alpha);
19 Cvar_RegisterVariable(&crosshair_flashspeed);
20 Cvar_RegisterVariable(&crosshair_flashrange);
21 Cvar_RegisterVariable(&crosshair_size);
22 Cvar_RegisterVariable(&crosshair_static);
25 void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
32 VectorSubtract(origin, r_origin, diff);
33 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
36 memset(&m, 0, sizeof(m));
37 m.blendfunc1 = GL_SRC_ALPHA;
38 m.blendfunc2 = GL_ONE;
39 m.depthdisable = true;
40 m.tex[0] = R_GetTexture(texture);
41 R_Mesh_Matrix(&r_identitymatrix);
44 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * r_colorscale;
45 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * r_colorscale;
46 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * r_colorscale;
47 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
48 varray_texcoord[0][0] = 0;
49 varray_texcoord[0][1] = 0;
50 varray_texcoord[0][2] = 0;
51 varray_texcoord[0][3] = 1;
52 varray_texcoord[0][4] = 1;
53 varray_texcoord[0][5] = 1;
54 varray_texcoord[0][6] = 1;
55 varray_texcoord[0][7] = 0;
56 varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
57 varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
58 varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
59 varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
60 varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
61 varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
62 varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
63 varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
64 varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
65 varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
66 varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
67 varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
68 R_Mesh_Draw(4, 2, polygonelements);
71 void R_GetCrosshairColor(float *out)
76 if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
78 i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
79 if (i >= 208 && i < 224) // blue
81 else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
86 color = (qbyte *) &d_8to24table[i];
87 if (crosshair_flashspeed.value >= 0.01f)
88 base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
91 scale = crosshair_brightness.value * (1.0f / 255.0f);
92 out[0] = color[0] * scale + base;
93 out[1] = color[1] * scale + base;
94 out[2] = color[2] * scale + base;
95 out[3] = crosshair_alpha.value;
97 // clamp the colors and alpha
98 out[0] = bound(0, out[0], 1);
99 out[1] = bound(0, out[1], 1);
100 out[2] = bound(0, out[2], 1);
101 out[3] = bound(0, out[3], 1.0f);
104 void R_DrawWorldCrosshair(void)
108 vec3_t v1, v2, spriteorigin;
111 if (crosshair_static.integer)
113 num = crosshair.integer;
114 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
116 if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
118 pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
121 R_GetCrosshairColor(color);
123 // trace the shot path up to a certain distance
124 VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
125 v1[2] += 16; // HACK: this depends on the QC
127 // get the forward vector for the gun (not the view)
128 AngleVectors(cl.viewangles, v2, NULL, NULL);
129 //VectorCopy(r_origin, v1);
130 VectorMA(v1, 8192, v2, v2);
131 spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * (8192.0f / 40.0f) * crosshair_size.value;
134 R_DrawCrosshairSprite(pic->tex, spriteorigin, spritescale, color[0], color[1], color[2], color[3]);
137 void R_Draw2DCrosshair(void)
142 if (!crosshair_static.integer)
144 num = crosshair.integer;
145 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
147 R_GetCrosshairColor(color);
148 pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
150 DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);