//========= 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" #define DLLEXPORT __declspec( dllexport ) extern "C" { void DLLEXPORT HUD_DrawNormalTriangles( void ); void DLLEXPORT HUD_DrawTransparentTriangles( void ); }; extern float g_iFogColor[4]; 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 DLLEXPORT HUD_DrawNormalTriangles( void ) { gHUD.m_Spectator.DrawOverview(); } /* ================= HUD_DrawTransparentTriangles Render any triangles with transparent rendermode needs here ================= */ void DLLEXPORT HUD_DrawTransparentTriangles( void ) { RenderFog(); }