HLua/dmc/cl_dll/tri.cpp

130 lines
2.8 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// Triangle rendering, if any
#include "hud.h"
#include "cl_util.h"
// Triangle rendering apis are in gEngfuncs.pTriAPI
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "triangleapi.h"
extern "C"
{
void EXPORT HUD_DrawNormalTriangles( void );
void EXPORT HUD_DrawTransparentTriangles( void );
};
extern float g_iFogColor[3];
extern float g_iStartDist;
extern float g_iEndDist;
extern int g_iWaterLevel;
//#define TEST_IT
#if defined( TEST_IT )
/*
=================
Draw_Triangles
Example routine. Draws a sprite offset from the player origin.
=================
*/
void Draw_Triangles( void )
{
cl_entity_t *player;
vec3_t org;
// Load it up with some bogus data
player = gEngfuncs.GetLocalPlayer();
if ( !player )
return;
org = player->origin;
org.x += 50;
org.y += 50;
if (gHUD.m_hsprCursor == 0)
{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
gHUD.m_hsprCursor = SPR_Load( sz );
}
if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
{
return;
}
// Create a triangle, sigh
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
// Overload p->color with index into tracer palette, p->packedColor with brightness
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
gEngfuncs.pTriAPI->End();
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
#endif
//Render fog ( duh ).
void RenderFog ( void )
{
//Not in water and we want fog.
bool bFog = g_iWaterLevel < 2 && g_iStartDist >= 0 && g_iEndDist >= 0;
gEngfuncs.pTriAPI->Fog ( g_iFogColor, g_iStartDist, g_iEndDist, bFog );
}
/*
=================
HUD_DrawNormalTriangles
Non-transparent triangles-- add them here
=================
*/
void EXPORT HUD_DrawNormalTriangles( void )
{
gHUD.m_Spectator.DrawOverview();
}
/*
=================
HUD_DrawTransparentTriangles
Render any triangles with transparent rendermode needs here
=================
*/
void EXPORT HUD_DrawTransparentTriangles( void )
{
RenderFog();
}