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author | thilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-05-01 14:56:57 +0000 |
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committer | thilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-05-01 14:56:57 +0000 |
commit | b863dd098c133889a2c66b60218306e2b3b81fb4 (patch) | |
tree | 353a5737cc8fd3d3b22e8fc54217ad960e404186 /code/cgame | |
parent | e02f31a31c7cf4bccb2bbaaf5cbc0565be173552 (diff) | |
download | ioquake3-aero-b863dd098c133889a2c66b60218306e2b3b81fb4.tar.gz ioquake3-aero-b863dd098c133889a2c66b60218306e2b3b81fb4.zip |
- replace a few constant values with GL macros in tr_cmds.c
- tidy up top of tr_types.h a bit, change flags to hex representation
- make ROM cvar enforcing really work
- remove cg_stereoSeparation from cgame as it is obsolete.
- Add CG_DrawCrosshair3D so people see crosshair correctly when stereoseparation is enabled
git-svn-id: svn://svn.icculus.org/quake3/trunk@1335 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/cgame')
-rw-r--r-- | code/cgame/cg_draw.c | 123 | ||||
-rw-r--r-- | code/cgame/cg_local.h | 3 | ||||
-rw-r--r-- | code/cgame/cg_main.c | 2 |
3 files changed, 90 insertions, 38 deletions
diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c index a525e5c..7fe0558 100644 --- a/code/cgame/cg_draw.c +++ b/code/cgame/cg_draw.c @@ -1861,7 +1861,8 @@ CROSSHAIR CG_DrawCrosshair ================= */ -static void CG_DrawCrosshair(void) { +static void CG_DrawCrosshair(void) +{ float w, h; qhandle_t hShader; float f; @@ -1915,6 +1916,82 @@ static void CG_DrawCrosshair(void) { w, h, 0, 0, 1, 1, hShader ); } +/* +================= +CG_DrawCrosshair3D +================= +*/ +static void CG_DrawCrosshair3D(void) +{ + float w, h; + qhandle_t hShader; + float f; + int ca; + + trace_t trace; + vec3_t endpos; + float stereoSep, zProj, maxdist, xmax; + char rendererinfos[128]; + refEntity_t ent; + + if ( !cg_drawCrosshair.integer ) { + return; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { + return; + } + + if ( cg.renderingThirdPerson ) { + return; + } + + w = h = cg_crosshairSize.value; + + // pulse the size of the crosshair when picking up items + f = cg.time - cg.itemPickupBlendTime; + if ( f > 0 && f < ITEM_BLOB_TIME ) { + f /= ITEM_BLOB_TIME; + w *= ( 1 + f ); + h *= ( 1 + f ); + } + + ca = cg_drawCrosshair.integer; + if (ca < 0) { + ca = 0; + } + hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ]; + + // Use a different method rendering the crosshair so players don't see two of them when + // focusing their eyes at distant objects with high stereo separation + // We are going to trace to the next shootable object and place the crosshair in front of it. + + // first get all the important renderer information + trap_Cvar_VariableStringBuffer("r_zProj", rendererinfos, sizeof(rendererinfos)); + zProj = atof(rendererinfos); + trap_Cvar_VariableStringBuffer("r_stereoSeparation", rendererinfos, sizeof(rendererinfos)); + stereoSep = zProj / atof(rendererinfos); + + xmax = zProj * tan(cg.refdef.fov_x * M_PI / 360.0f); + + // let the trace run through until a change in stereo separation of the crosshair becomes less than one pixel. + maxdist = cgs.glconfig.vidWidth * stereoSep * zProj / (2 * xmax); + VectorMA(cg.refdef.vieworg, maxdist, cg.refdef.viewaxis[0], endpos); + CG_Trace(&trace, cg.refdef.vieworg, NULL, NULL, endpos, 0, MASK_SHOT); + + memset(&ent, 0, sizeof(ent)); + ent.reType = RT_SPRITE; + ent.renderfx = RF_DEPTHHACK | RF_CROSSHAIR; + + VectorCopy(trace.endpos, ent.origin); + + // scale the crosshair so it appears the same size for all distances + ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj; + ent.customShader = hShader; + + trap_R_AddRefEntityToScene(&ent); +} + /* @@ -2439,7 +2516,8 @@ void CG_DrawTimedMenus( void ) { CG_Draw2D ================= */ -static void CG_Draw2D( void ) { +static void CG_Draw2D(stereoFrame_t stereoFrame) +{ #ifdef MISSIONPACK if (cgs.orderPending && cg.time > cgs.orderTime) { CG_CheckOrderPending(); @@ -2466,7 +2544,10 @@ static void CG_Draw2D( void ) { */ if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { CG_DrawSpectator(); - CG_DrawCrosshair(); + + if(stereoFrame == STEREO_CENTER) + CG_DrawCrosshair(); + CG_DrawCrosshairNames(); } else { // don't draw any status if dead or the scoreboard is being explicitly shown @@ -2486,7 +2567,8 @@ static void CG_Draw2D( void ) { #ifdef MISSIONPACK CG_DrawProxWarning(); #endif - CG_DrawCrosshair(); + if(stereoFrame == STEREO_CENTER) + CG_DrawCrosshair(); CG_DrawCrosshairNames(); CG_DrawWeaponSelect(); @@ -2550,9 +2632,6 @@ Perform all drawing needed to completely fill the screen ===================== */ void CG_DrawActive( stereoFrame_t stereoView ) { - float separation; - vec3_t baseOrg; - // optionally draw the info screen instead if ( !cg.snap ) { CG_DrawInformation(); @@ -2566,41 +2645,17 @@ void CG_DrawActive( stereoFrame_t stereoView ) { return; } - switch ( stereoView ) { - case STEREO_CENTER: - separation = 0; - break; - case STEREO_LEFT: - separation = -cg_stereoSeparation.value / 2; - break; - case STEREO_RIGHT: - separation = cg_stereoSeparation.value / 2; - break; - default: - separation = 0; - CG_Error( "CG_DrawActive: Undefined stereoView" ); - } - - // clear around the rendered view if sized down CG_TileClear(); - // offset vieworg appropriately if we're doing stereo separation - VectorCopy( cg.refdef.vieworg, baseOrg ); - if ( separation != 0 ) { - VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg ); - } + if(stereoView != STEREO_CENTER) + CG_DrawCrosshair3D(); // draw 3D view trap_R_RenderScene( &cg.refdef ); - // restore original viewpoint if running stereo - if ( separation != 0 ) { - VectorCopy( baseOrg, cg.refdef.vieworg ); - } - // draw status bar and other floating elements - CG_Draw2D(); + CG_Draw2D(stereoView); } diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h index 71598a6..d000916 100644 --- a/code/cgame/cg_local.h +++ b/code/cgame/cg_local.h @@ -1134,7 +1134,6 @@ extern vmCvar_t cg_zoomFov; extern vmCvar_t cg_thirdPersonRange; extern vmCvar_t cg_thirdPersonAngle; extern vmCvar_t cg_thirdPerson; -extern vmCvar_t cg_stereoSeparation; extern vmCvar_t cg_lagometer; extern vmCvar_t cg_drawAttacker; extern vmCvar_t cg_synchronousClients; @@ -1288,7 +1287,7 @@ void CG_InitTeamChat( void ); void CG_GetTeamColor(vec4_t *color); const char *CG_GetGameStatusText( void ); const char *CG_GetKillerText( void ); -void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ); +void CG_Draw3DModel(float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles); void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader); void CG_CheckOrderPending( void ); const char *CG_GameTypeString( void ); diff --git a/code/cgame/cg_main.c b/code/cgame/cg_main.c index 15f4db5..15a5539 100644 --- a/code/cgame/cg_main.c +++ b/code/cgame/cg_main.c @@ -142,7 +142,6 @@ vmCvar_t cg_zoomFov; vmCvar_t cg_thirdPerson; vmCvar_t cg_thirdPersonRange; vmCvar_t cg_thirdPersonAngle; -vmCvar_t cg_stereoSeparation; vmCvar_t cg_lagometer; vmCvar_t cg_drawAttacker; vmCvar_t cg_synchronousClients; @@ -211,7 +210,6 @@ static cvarTable_t cvarTable[] = { { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE }, { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE }, { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, - { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE }, { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE }, { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, |