From 7090f5cafe38946e0f6bd9756dca8a14f0ea056d Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Sat, 26 Jul 2008 15:12:00 +0000 Subject: don't render target selection bitmap with draw_ui 0 --- src/client/targets.cc | 78 +++++++++++++++++++++++++++------------------------ src/client/targets.h | 5 +++- src/client/view.cc | 5 +++- 3 files changed, 49 insertions(+), 39 deletions(-) (limited to 'src') diff --git a/src/client/targets.cc b/src/client/targets.cc index 5b8e9ab..a39943f 100644 --- a/src/client/targets.cc +++ b/src/client/targets.cc @@ -4,9 +4,6 @@ the terms of the GNU General Public License version 2 */ -#ifndef __INCLUDED_CLIENT_TARGET_H__ -#define __INCLUDED_CLIENT_TARGET_H__ - #include #include #include @@ -261,7 +258,7 @@ void render_entity_sound(core::Entity *entity) } // render client targets -void draw() +void frame() { /* Notes @@ -321,44 +318,51 @@ void draw() if (!current_target) { current_target_id = 0; - } else { - core::Entity *entity = current_target; - - // if target is in visible space - Vector3f v(entity->state()->location() - render::Camera::eye()); - v.normalize(); - if (math::dotproduct(render::Camera::axis().forward(), v) > 0.75 ) { - - // find the intersection of the line [ eye - target ] in the frustum front plane - Vector3f const &plane_normal = render::Camera::axis().forward(); - Vector3f const &plane_point = render::Camera::eye() + render::Camera::axis().forward() * (render::Camera::frustum_front() + 0.001); - - float d = (plane_normal.x * plane_point.x + plane_normal.y * plane_point.y + plane_normal.z * plane_point.z); - float t = d - plane_normal.x * render::Camera::eye().x - - plane_normal.y * render::Camera::eye().y - - plane_normal.z * render::Camera::eye().z; - t /= plane_normal.x * (entity->state()->location().x - render::Camera::eye().x) - + plane_normal.y * (entity->state()->location().y - render::Camera::eye().y) - + plane_normal.z * (entity->state()->location().z - render::Camera::eye().z); - - Vector3f intersection = render::Camera::eye() + (entity->state()->location() - render::Camera::eye()) * t; - - // draw the target cursor in the frustum front plane, but in real world coordinates - const float r = 0.05; - render::gl::color(1, 1, 1, 1); - render::gl::begin(render::gl::LineLoop); - render::gl::vertex(intersection + render::Camera::axis().up() * r); - render::gl::vertex(intersection + render::Camera::axis().left() * r); - render::gl::vertex(intersection - render::Camera::axis().up() * r); - render::gl::vertex(intersection - render::Camera::axis().left() * r); - render::gl::end(); - } + current_target_id = current_target->id(); } } +void draw_target() +{ + using math::Vector3f; + + if (!current_target) + return; + + core::Entity *entity = current_target; + + // if target is in visible space + Vector3f v(entity->state()->location() - render::Camera::eye()); + v.normalize(); + if (math::dotproduct(render::Camera::axis().forward(), v) > 0.75 ) { + + // find the intersection of the line [ eye - target ] in the frustum front plane + Vector3f const &plane_normal = render::Camera::axis().forward(); + Vector3f const &plane_point = render::Camera::eye() + render::Camera::axis().forward() * (render::Camera::frustum_front() + 0.001); + + float d = (plane_normal.x * plane_point.x + plane_normal.y * plane_point.y + plane_normal.z * plane_point.z); + float t = d - plane_normal.x * render::Camera::eye().x + - plane_normal.y * render::Camera::eye().y + - plane_normal.z * render::Camera::eye().z; + t /= plane_normal.x * (entity->state()->location().x - render::Camera::eye().x) + + plane_normal.y * (entity->state()->location().y - render::Camera::eye().y) + + plane_normal.z * (entity->state()->location().z - render::Camera::eye().z); + + Vector3f intersection = render::Camera::eye() + (entity->state()->location() - render::Camera::eye()) * t; + + // draw the target cursor in the frustum front plane, but in real world coordinates + const float r = 0.05; + render::gl::color(1, 1, 1, 1); + render::gl::begin(render::gl::LineLoop); + render::gl::vertex(intersection + render::Camera::axis().up() * r); + render::gl::vertex(intersection + render::Camera::axis().left() * r); + render::gl::vertex(intersection - render::Camera::axis().up() * r); + render::gl::vertex(intersection - render::Camera::axis().left() * r); + render::gl::end(); + } } } -#endif // __INCLUDED_CLIENT_RADAR_H__ +} diff --git a/src/client/targets.h b/src/client/targets.h index fc2d861..0df9df7 100644 --- a/src/client/targets.h +++ b/src/client/targets.h @@ -23,7 +23,10 @@ void shutdown(); void reset(); /// render client side entity properties -void draw(); +void frame(); + +/// draw target box +void draw_target(); /// render sound listener properties void render_listener_sound(); diff --git a/src/client/view.cc b/src/client/view.cc index dc17cce..eda5cf8 100644 --- a/src/client/view.cc +++ b/src/client/view.cc @@ -347,7 +347,10 @@ void frame(float seconds) if (core::application()->connected() && core::game()->serverframetime()) { render::draw(seconds); // draw the world - targets::draw(); + targets::frame(); + if (draw_ui->value()) { + targets::draw_target(); + } } // switch to ortographic projection to draw the GUI -- cgit v1.2.3