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HUDCrosshair.cpp
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// HUDCrosshair.cpp: крестик прицела, отображающий текущую дисперсию
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "actor.h"
#include "HUDCrosshair.h"
#include "../xrUICore/ui_base.h"
CHUDCrosshair::CHUDCrosshair ()
{
hShader->create ("hud\\crosshair");
radius = 0;
}
CHUDCrosshair::~CHUDCrosshair ()
{
}
void CHUDCrosshair::Load ()
{
//все размеры в процентах от длины экрана
//длина крестика
cross_length_perc = pSettings->r_float (HUD_CURSOR_SECTION, "cross_length");
min_radius_perc = pSettings->r_float (HUD_CURSOR_SECTION, "min_radius");
max_radius_perc = pSettings->r_float (HUD_CURSOR_SECTION, "max_radius");
cross_color = pSettings->r_fcolor (HUD_CURSOR_SECTION, "cross_color").get();
is_enabled = READ_IF_EXISTS(pSettings, r_bool, HUD_CURSOR_SECTION, "cross_enabled", true);
}
//выставляет radius от min_radius до max_radius
void CHUDCrosshair::SetDispersion (float disp)
{
Fvector4 r;
Fvector R = { VIEWPORT_NEAR*_sin(disp), 0.f, VIEWPORT_NEAR };
Device.mProject.transform (r,R);
Fvector2 scr_size;
scr_size.set (float(::Render->getTarget()->get_width()), float(::Render->getTarget()->get_height()));
target_radius = _abs(r.x)*scr_size.x/2.0f;
}
#ifdef DEBUG
void CHUDCrosshair::SetFirstBulletDispertion(float fbdisp)
{
Fvector4 r;
Fvector R = { VIEWPORT_NEAR*_sin(fbdisp), 0.f, VIEWPORT_NEAR };
Device.mProject.transform (r,R);
Fvector2 scr_size;
scr_size.set (float(::Render->getTarget()->get_width()), float(::Render->getTarget()->get_height()));
fb_radius = _abs(r.x)*scr_size.x/2.0f;
}
BOOL g_bDrawFirstBulletCrosshair = FALSE;
void CHUDCrosshair::OnRenderFirstBulletDispertion()
{
VERIFY (g_bRendering);
Fvector2 center;
Fvector2 scr_size;
scr_size.set (float(::Render->getTarget()->get_width()), float(::Render->getTarget()->get_height()));
center.set (scr_size.x/2.0f, scr_size.y/2.0f);
UIRender->StartPrimitive (10, IUIRender::ptLineList, UI().m_currentPointType);
u32 fb_cross_color = color_rgba(255, 0, 0, 255); //red
float cross_length = /*cross_length_perc*/0.008f*scr_size.x;
float min_radius = min_radius_perc*scr_size.x;
float max_radius = max_radius_perc*scr_size.x;
clamp (target_radius , min_radius, max_radius);
float x_min = min_radius + fb_radius;
float x_max = x_min + cross_length;
float y_min = x_min;
float y_max = x_max;
// 0
UIRender->PushPoint(center.x, center.y + y_min, 0, fb_cross_color, 0,0);
UIRender->PushPoint(center.x, center.y + y_max, 0, fb_cross_color, 0,0);
// 1
UIRender->PushPoint(center.x, center.y - y_min, 0, fb_cross_color, 0,0);
UIRender->PushPoint(center.x, center.y - y_max, 0, fb_cross_color, 0,0);
// 2
UIRender->PushPoint(center.x + x_min, center.y, 0, fb_cross_color, 0,0);
UIRender->PushPoint(center.x + x_max, center.y, 0, fb_cross_color, 0,0);
// 3
UIRender->PushPoint(center.x - x_min, center.y, 0, fb_cross_color, 0,0);
UIRender->PushPoint(center.x - x_max, center.y, 0, fb_cross_color, 0,0);
// point
UIRender->PushPoint(center.x-0.5f, center.y, 0, fb_cross_color, 0,0);
UIRender->PushPoint(center.x+0.5f, center.y, 0, fb_cross_color, 0,0);
// render
UIRender->SetShader (*hShader);
UIRender->FlushPrimitive ();
}
#endif
#include "HudManager.h"
#include "inventory.h"
#include "items/weapon.h"
extern ENGINE_API BOOL g_bRendering;
void CHUDCrosshair::OnRender ()
{
if (psActorFlags.test(AF_HARDCORE)) return;
VERIFY (g_bRendering);
Fvector2 center, scr_size;
Fvector result;
Fvector4 v_res;
float x, y;
scr_size.set (float(::Render->getTarget()->get_width()), float(::Render->getTarget()->get_height()));
CWeapon *weapon = smart_cast<CWeapon*>(Actor()->inventory().ActiveItem());
CCameraBase *pCam = Actor()->cam_Active();
float dist = HUD().GetCurrentRayQuery().range*1.2f;
if (weapon && psActorFlags.test(AF_CROSSHAIR_COLLIDE) && !psActorFlags.test(AF_CROSSHAIR_INERT))
{
result = weapon->get_LastFP();
result.add(Fvector(Device.vCameraDirection).mul(dist));
}
if (psActorFlags.test(AF_CROSSHAIR_INERT) && !psActorFlags.test(AF_CROSSHAIR_COLLIDE))
{
result = pCam->vPosition;
result.add(Fvector(pCam->vDirection).mul(dist));
}
Device.mFullTransform.transform(v_res, result);
x = (1.f + v_res.x) / 2.f * (Device.dwWidth);
y = (1.f - v_res.y) / 2.f * (Device.dwHeight);
if ((psActorFlags.test(AF_CROSSHAIR_INERT) || psActorFlags.test(AF_CROSSHAIR_COLLIDE)) && !(psActorFlags.test(AF_CROSSHAIR_INERT) && psActorFlags.test(AF_CROSSHAIR_COLLIDE)))
center.set (x, y);
else
center.set(scr_size.x / 2.0f, scr_size.y / 2.0f);
UIRender->StartPrimitive (10, IUIRender::ptLineList, UI().m_currentPointType);
float cross_length = cross_length_perc*scr_size.x;
float min_radius = min_radius_perc*scr_size.x;
float max_radius = max_radius_perc*scr_size.x;
clamp (target_radius , min_radius, max_radius);
float x_min = min_radius + radius;
float x_max = x_min + cross_length;
// 0
UIRender->PushPoint(center.x, center.y + x_min, 0, cross_color, 0.0f, 0.0f);
UIRender->PushPoint(center.x, center.y + x_max, 0, cross_color, 0.0f, 0.0f);
// 1
UIRender->PushPoint(center.x, center.y - x_min, 0, cross_color, 0.0f, 0.0f);
UIRender->PushPoint(center.x, center.y - x_max, 0, cross_color, 0.0f, 0.0f);
// 2
UIRender->PushPoint(center.x + x_min, center.y, 0, cross_color, 0.0f, 0.0f);
UIRender->PushPoint(center.x + x_max, center.y, 0, cross_color, 0.0f, 0.0f);
// 3
UIRender->PushPoint(center.x - x_min, center.y, 0, cross_color, 0.0f, 0.0f);
UIRender->PushPoint(center.x - x_max, center.y, 0, cross_color, 0.0f, 0.0f);
// point
UIRender->PushPoint(center.x-0.5f, center.y, 0, cross_color, 0.0f, 0.0f);
UIRender->PushPoint(center.x+0.5f, center.y, 0, cross_color, 0.0f, 0.0f);
// render
UIRender->SetShader(*hShader);
UIRender->FlushPrimitive ();
//here was crosshair innertion emulation
if(!fsimilar(target_radius,radius))
radius = target_radius;
#ifdef DEBUG
if (g_bDrawFirstBulletCrosshair)
OnRenderFirstBulletDispertion();
#endif
}