diff options
author | Stijn Buys <ingar@osirion.org> | 2008-08-15 14:03:22 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2008-08-15 14:03:22 +0000 |
commit | 8a4eb790261737104be262cdeab4b0e7d0f5566d (patch) | |
tree | 506c094bda41d934fae5bdb7d253c147c1d62964 /src/client/view.cc | |
parent | 62de0496836e729ff955274cf153914709775bfb (diff) |
render dock locations on active targets, fix star texture loading and rendering
Diffstat (limited to 'src/client/view.cc')
-rw-r--r-- | src/client/view.cc | 232 |
1 files changed, 226 insertions, 6 deletions
diff --git a/src/client/view.cc b/src/client/view.cc index 1fdbcdc..24cd72e 100644 --- a/src/client/view.cc +++ b/src/client/view.cc @@ -11,6 +11,7 @@ #include <sstream> #include <iomanip> +#include "auxiliary/functions.h" #include "client/client.h" #include "client/chat.h" #include "client/console.h" @@ -23,6 +24,7 @@ #include "render/camera.h" #include "core/core.h" #include "core/stats.h" +#include "core/zone.h" #include "math/mathlib.h" #include "sys/sys.h" @@ -105,6 +107,211 @@ void draw_loader() gl::end(); } + +/* + FIXME should be merged with the render passes + and in the bbox pass +*/ + +void draw_entity_world_target(core::Entity *entity) +{ + using namespace render; + + model::Model *model = entity->model(); + if (!model) + return; + + if (!model->docks().size()) + return; + + gl::enable(GL_DEPTH_TEST); + gl::push(); + gl::translate(entity->state()->location()); + gl::multmatrix(entity->state()->axis()); + + gl::color(0, 1.0f, 1.0f, 1.0f); + + for (model::Model::Docks::iterator dit = model->docks().begin(); dit != model->docks().end(); dit++) { + model::Dock *dock = (*dit); + math::Vector3f maxbox(dock->location()); + math::Vector3f minbox(dock->location()); + + for (size_t i=0; i < 3; i++) { + maxbox[i] += dock->radius(); + minbox[i] -= dock->radius(); + } + + // top + gl::begin(gl::LineLoop); + gl::vertex(maxbox.x, maxbox.y, maxbox.z); + gl::vertex(minbox.x, maxbox.y, maxbox.z); + gl::vertex(minbox.x, minbox.y, maxbox.z); + gl::vertex(maxbox.x, minbox.y, maxbox.z); + gl::end(); + + // bottom + gl::begin(gl::LineLoop); + gl::vertex(maxbox.x, maxbox.y, minbox.z); + gl::vertex(minbox.x, maxbox.y, minbox.z); + gl::vertex(minbox.x, minbox.y, minbox.z); + gl::vertex(maxbox.x, minbox.y, minbox.z); + gl::end(); + + gl::begin(gl::Lines); + gl::vertex(maxbox.x, maxbox.y, maxbox.z); + gl::vertex(maxbox.x, maxbox.y, minbox.z); + gl::vertex(minbox.x, maxbox.y, maxbox.z); + gl::vertex(minbox.x, maxbox.y, minbox.z); + gl::vertex(minbox.x, minbox.y, maxbox.z); + gl::vertex(minbox.x, minbox.y, minbox.z); + gl::vertex(maxbox.x, minbox.y, maxbox.z); + gl::vertex(maxbox.x, minbox.y, minbox.z); + gl::end(); + } + + gl::pop(); + gl::disable(GL_DEPTH_TEST); + +} + +void draw_entity_offscreen_target(core::Entity *entity, bool is_active_target) +{ + + math::Vector3f target(entity->state()->location() - render::Camera::eye()); + target = render::Camera::axis().transpose() * target; + + float cx = 0; + float cy = 0; + + if ( target.y*target.y + target.z*target.z < 0.0001 ) { + // X - bound, behind (front is visible) + cx = 0.0f; + cy = -0.5f; + + } else if (fabs(target.y) > fabs(target.z)) { + // Y-bound + cx = math::sgnf(target.y) * 0.5f; + cy = 0.5f * target.z / fabs(target.y); + } else { + // Z-bound + cx = 0.5f * target.y / fabs(target.z); + cy = math::sgnf(target.z) * 0.5f; + } + + const float r = 16; + cx = (0.5f - cx) * (float) video::width; + cy = (0.5f - cy) * (float)video::height; + + render::gl::disable(GL_TEXTURE_2D); + render::gl::color(0, 0, 0, 1); + render::gl::begin(render::gl::LineLoop); + glVertex3f(cx+r, cy+2, 0); + glVertex3f(cx, cy+r+2, 0); + glVertex3f(cx-r, cy+2, 0); + glVertex3f(cx, cy-r+2, 0); + render::gl::end(); + + if (entity->type() == core::Entity::Controlable) { + render::gl::color(0, 1, 0, 1); + } else { + render::gl::color(1, 1, 1, 1); + } + + render::gl::begin(render::gl::LineLoop); + glVertex3f(cx+r, cy, 0); + glVertex3f(cx, cy+r, 0); + glVertex3f(cx-r, cy, 0); + glVertex3f(cx, cy-r, 0); + render::gl::end(); + render::gl::enable(GL_TEXTURE_2D); +} + +void draw_entity_target(core::Entity *entity, bool is_active_target) +{ + using math::Vector3f; + + // don't draw target if we're very close to it + if (entity->state()->distance() < 0.001f) + return; + + // don't draw target if it is outside the visible cone + Vector3f target(entity->state()->location() - render::Camera::eye()); + if (math::dotproduct(render::Camera::axis().forward(), Vector3f::normalized(target)) < 0.75 ) { + draw_entity_offscreen_target(entity, is_active_target); + return; + } + + // transform the target into the camera coordinate system + target = render::Camera::axis().transpose() * target; + + // calculate the intersection between the line (0,0,0)-target and the frustum front + float t = (render::Camera::frustum_front() + 0.001f) / target.x; + Vector3f center(target *t); + + float cx = video::width * (0.5 - center.y); + float cy = video::height * (0.5 - center.z * render::Camera::aspect()); + + if ((cx < 0 ) || (cy < 0) || (cx > video::width) || (cy > video::height)) { + draw_entity_offscreen_target(entity, is_active_target); + return; + } + + const float pointer_size = 48.0f; + float r = pointer_size; + if (!is_active_target) + r *= 0.5; + + render::gl::disable(GL_TEXTURE_2D); + // outer square shadow + render::gl::color(0, 0, 0, 1); + render::gl::begin(render::gl::LineLoop); + glVertex3f(cx+r, cy+2, 0); + glVertex3f(cx, cy+r+2, 0); + glVertex3f(cx-r, cy+2, 0); + glVertex3f(cx, cy-r+2, 0); + render::gl::end(); + + if (entity->type() == core::Entity::Controlable) { + render::gl::color(0, 1, 0, 1); + } else { + render::gl::color(1, 1, 1, 1); + } + // outer square0 + render::gl::begin(render::gl::LineLoop); + glVertex3f(cx+r, cy, 0); + glVertex3f(cx, cy+r, 0); + glVertex3f(cx-r, cy, 0); + glVertex3f(cx, cy-r, 0); + render::gl::end(); + + render::gl::enable(GL_TEXTURE_2D); + + if (is_active_target) { + // entity name and distance + std::stringstream strdistance; + float d = math::distance(core::localcontrol()->location(), entity->state()->location()) - entity->radius() - core::localcontrol()->radius(); + if (d > 0 ) { + if (d > 100.0f) { + strdistance << roundf(d * 0.1f) << "km"; + } else { + strdistance << roundf(d * 100.0f) << "m"; + } + } else { + strdistance << "--"; + } + if (entity->type() == core::Entity::Controlable) { + render::Text::setcolor('B'); + } else { + render::Text::setcolor('N'); + } + render::Text::draw(cx-aux::text_length(entity->name()) * render::Text::fontwidth()*0.5f, + cy-r-4-render::Text::fontheight(), entity->name()); + + render::Text::draw(cx - aux::text_length(strdistance.str()) * render::Text::fontwidth() * 0.5f, + cy+r+4, strdistance); + } +} + void draw_status() { using namespace render; @@ -168,7 +375,21 @@ void draw_status() } // draw a basic HUD - if (core::localcontrol()) { + if (core::localcontrol() && core::localcontrol()->zone()) { + core::Zone *zone = core::localcontrol()->zone(); + + // draw targets + for (core::Zone::Content::iterator it=zone->content().begin(); it != zone->content().end(); it++) { + core::Entity *entity = (*it); + + if (targets::is_legal_target(entity)) { + if (entity == targets::current()) { + draw_entity_target(entity, true); + } else if (entity->type() == core::Entity::Controlable) { + draw_entity_target(entity, false); + } + } + } unsigned int state = core::localcontrol()->eventstate(); if (state) { @@ -472,6 +693,10 @@ void frame(float seconds) if (core::application()->connected() && core::game()->serverframetime()) { render::draw(seconds); // draw the world + targets::draw(); // validate current target, render sound + + if (targets::current()) // draw target docks etc + draw_entity_world_target(targets::current()); } // switch to orthographic projection to draw the GUI @@ -501,11 +726,6 @@ void frame(float seconds) if (draw_ui->value()) { Text::setfont("bitmaps/fonts/gui", 12, 18); - // draw the current targets - if (core::application()->connected() && core::game()->serverframetime()) { - targets::draw(); - } - // draw the player status draw_status(); |