⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 cg_drawtools.c

📁 quakeIII源码这个不用我多说吧
💻 C
📖 第 1 页 / 共 2 页
字号:
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
#include "cg_local.h"

/*
================
CG_AdjustFrom640

Adjusted for resolution and screen aspect ratio
================
*/
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
#if 0
	// adjust for wide screens
	if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
		*x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
	}
#endif
	// scale for screen sizes
	*x *= cgs.screenXScale;
	*y *= cgs.screenYScale;
	*w *= cgs.screenXScale;
	*h *= cgs.screenYScale;
}

/*
================
CG_FillRect

Coordinates are 640*480 virtual values
=================
*/
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
	trap_R_SetColor( color );

	CG_AdjustFrom640( &x, &y, &width, &height );
	trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader );

	trap_R_SetColor( NULL );
}

/*
================
CG_DrawSides

Coords are virtual 640x480
================
*/
void CG_DrawSides(float x, float y, float w, float h, float size) {
	CG_AdjustFrom640( &x, &y, &w, &h );
	size *= cgs.screenXScale;
	trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
	trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
}

void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
	CG_AdjustFrom640( &x, &y, &w, &h );
	size *= cgs.screenYScale;
	trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
	trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
}
/*
================
UI_DrawRect

Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
	trap_R_SetColor( color );

  CG_DrawTopBottom(x, y, width, height, size);
  CG_DrawSides(x, y, width, height, size);

	trap_R_SetColor( NULL );
}



/*
================
CG_DrawPic

Coordinates are 640*480 virtual values
=================
*/
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
	CG_AdjustFrom640( &x, &y, &width, &height );
	trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}



/*
===============
CG_DrawChar

Coordinates and size in 640*480 virtual screen size
===============
*/
void CG_DrawChar( int x, int y, int width, int height, int ch ) {
	int row, col;
	float frow, fcol;
	float size;
	float	ax, ay, aw, ah;

	ch &= 255;

	if ( ch == ' ' ) {
		return;
	}

	ax = x;
	ay = y;
	aw = width;
	ah = height;
	CG_AdjustFrom640( &ax, &ay, &aw, &ah );

	row = ch>>4;
	col = ch&15;

	frow = row*0.0625;
	fcol = col*0.0625;
	size = 0.0625;

	trap_R_DrawStretchPic( ax, ay, aw, ah,
					   fcol, frow, 
					   fcol + size, frow + size, 
					   cgs.media.charsetShader );
}


/*
==================
CG_DrawStringExt

Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.

Coordinates are at 640 by 480 virtual resolution
==================
*/
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
	vec4_t		color;
	const char	*s;
	int			xx;
	int			cnt;

	if (maxChars <= 0)
		maxChars = 32767; // do them all!

	// draw the drop shadow
	if (shadow) {
		color[0] = color[1] = color[2] = 0;
		color[3] = setColor[3];
		trap_R_SetColor( color );
		s = string;
		xx = x;
		cnt = 0;
		while ( *s && cnt < maxChars) {
			if ( Q_IsColorString( s ) ) {
				s += 2;
				continue;
			}
			CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
			cnt++;
			xx += charWidth;
			s++;
		}
	}

	// draw the colored text
	s = string;
	xx = x;
	cnt = 0;
	trap_R_SetColor( setColor );
	while ( *s && cnt < maxChars) {
		if ( Q_IsColorString( s ) ) {
			if ( !forceColor ) {
				memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
				color[3] = setColor[3];
				trap_R_SetColor( color );
			}
			s += 2;
			continue;
		}
		CG_DrawChar( xx, y, charWidth, charHeight, *s );
		xx += charWidth;
		cnt++;
		s++;
	}
	trap_R_SetColor( NULL );
}

void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
	float	color[4];

	color[0] = color[1] = color[2] = 1.0;
	color[3] = alpha;
	CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}

void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
	CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}

void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
	float	color[4];

	color[0] = color[1] = color[2] = 1.0;
	color[3] = alpha;
	CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}

void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
	CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}

/*
=================
CG_DrawStrlen

Returns character count, skiping color escape codes
=================
*/
int CG_DrawStrlen( const char *str ) {
	const char *s = str;
	int count = 0;

	while ( *s ) {
		if ( Q_IsColorString( s ) ) {
			s += 2;
		} else {
			count++;
			s++;
		}
	}

	return count;
}

/*
=============
CG_TileClearBox

This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
	float	s1, t1, s2, t2;

	s1 = x/64.0;
	t1 = y/64.0;
	s2 = (x+w)/64.0;
	t2 = (y+h)/64.0;
	trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
}



/*
==============
CG_TileClear

Clear around a sized down screen
==============
*/
void CG_TileClear( void ) {
	int		top, bottom, left, right;
	int		w, h;

	w = cgs.glconfig.vidWidth;
	h = cgs.glconfig.vidHeight;

	if ( cg.refdef.x == 0 && cg.refdef.y == 0 && 
		cg.refdef.width == w && cg.refdef.height == h ) {
		return;		// full screen rendering
	}

	top = cg.refdef.y;
	bottom = top + cg.refdef.height-1;
	left = cg.refdef.x;
	right = left + cg.refdef.width-1;

	// clear above view screen
	CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );

	// clear below view screen
	CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );

	// clear left of view screen
	CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );

	// clear right of view screen
	CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
}



/*
================
CG_FadeColor
================
*/
float *CG_FadeColor( int startMsec, int totalMsec ) {
	static vec4_t		color;
	int			t;

	if ( startMsec == 0 ) {
		return NULL;
	}

	t = cg.time - startMsec;

	if ( t >= totalMsec ) {
		return NULL;
	}

	// fade out
	if ( totalMsec - t < FADE_TIME ) {
		color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
	} else {
		color[3] = 1.0;
	}
	color[0] = color[1] = color[2] = 1;

	return color;
}


/*
================
CG_TeamColor
================
*/
float *CG_TeamColor( int team ) {
	static vec4_t	red = {1, 0.2f, 0.2f, 1};
	static vec4_t	blue = {0.2f, 0.2f, 1, 1};
	static vec4_t	other = {1, 1, 1, 1};
	static vec4_t	spectator = {0.7f, 0.7f, 0.7f, 1};

	switch ( team ) {
	case TEAM_RED:
		return red;
	case TEAM_BLUE:
		return blue;
	case TEAM_SPECTATOR:
		return spectator;
	default:
		return other;
	}
}



/*
=================
CG_GetColorForHealth
=================
*/
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) {
	int		count;
	int		max;

	// calculate the total points of damage that can
	// be sustained at the current health / armor level
	if ( health <= 0 ) {
		VectorClear( hcolor );	// black
		hcolor[3] = 1;
		return;
	}
	count = armor;
	max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
	if ( max < count ) {
		count = max;
	}
	health += count;

	// set the color based on health
	hcolor[0] = 1.0;
	hcolor[3] = 1.0;
	if ( health >= 100 ) {
		hcolor[2] = 1.0;
	} else if ( health < 66 ) {
		hcolor[2] = 0;
	} else {
		hcolor[2] = ( health - 66 ) / 33.0;
	}

	if ( health > 60 ) {

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -