remove last bits of immediate-mode usage
parent
6769c44a33
commit
c65e62159c
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@ -983,7 +983,6 @@ struct gui : g3d_gui
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void draw()
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{
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cb->gui(*this, layoutpass);
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varray::disable();
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}
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};
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@ -1224,6 +1223,8 @@ void g3d_render()
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loopvrev(guis2d) guis2d[i].draw();
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glDisable(GL_BLEND);
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varray::disable();
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}
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flusheditors();
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@ -1702,7 +1702,6 @@ void hudquad(float x, float y, float w, float h, float tx, float ty, float tw, f
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varray::attribf(x, y+h); varray::attribf(tx, ty + th);
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varray::attribf(x+w, y+h); varray::attribf(tx + tw, ty + th);
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varray::end();
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varray::disable();
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}
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void debugquad(float x, float y, float w, float h, float tx, float ty, float tw, float th)
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@ -2394,11 +2393,7 @@ void drawdamagecompass(int w, int h)
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scale -= float(curtime)/damagecompassfade;
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damagedirs[i] = scale > 0 ? (pow(logscale, scale) - 1) / (logscale - 1) : 0;
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}
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if(dirs)
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{
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varray::end();
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varray::disable();
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}
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if(dirs) varray::end();
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}
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int damageblendmillis = 0;
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@ -2694,6 +2689,8 @@ void gl_drawhud(int w, int h)
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drawcrosshair(w, h);
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varray::disable();
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glDisable(GL_BLEND);
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if(frametimer)
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@ -440,16 +440,21 @@ struct captureclientmode : clientmode
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}
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else
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{
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if(!blips) glBegin(GL_QUADS);
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if(!blips)
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{
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varray::defvertex(2);
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varray::deftexcoord0();
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varray::begin(GL_QUADS);
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}
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float x = 0.5f*(dir.x*fw/blipsize - fw), y = 0.5f*(dir.y*fh/blipsize - fh);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(x, y);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(x+fw, y);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(x+fw, y+fh);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(x, y+fh);
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varray::attribf(x, y); varray::attribf(0, 0);
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varray::attribf(x+fw, y); varray::attribf(1, 0);
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varray::attribf(x+fw, y+fh); varray::attribf(1, 1);
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varray::attribf(x, y+fh); varray::attribf(0, 1);
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}
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blips++;
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}
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if(blips && !basenumbers) glEnd();
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if(blips && !basenumbers) varray::end();
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}
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int respawnwait(fpsent *d)
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@ -17,25 +17,29 @@ namespace game
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vec pos = vec(d->o).sub(minimapcenter).mul(minimapscale).add(0.5f), dir;
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vecfromyawpitch(camera1->yaw, 0, 1, 0, dir);
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float scale = calcradarscale();
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glBegin(GL_TRIANGLE_FAN);
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varray::defvertex(2);
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varray::deftexcoord0();
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varray::begin(GL_TRIANGLE_FAN);
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loopi(16)
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{
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vec tc = vec(dir).rotate_around_z(i/16.0f*2*M_PI);
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glTexCoord2f(1.0f - (pos.x + tc.x*scale*minimapscale.x), pos.y + tc.y*scale*minimapscale.y);
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vec v = vec(0, -1, 0).rotate_around_z(i/16.0f*2*M_PI);
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glVertex2f(x + 0.5f*s*(1.0f + v.x), y + 0.5f*s*(1.0f + v.y));
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varray::attribf(x + 0.5f*s*(1.0f + v.x), y + 0.5f*s*(1.0f + v.y));
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vec tc = vec(dir).rotate_around_z(i/16.0f*2*M_PI);
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varray::attribf(1.0f - (pos.x + tc.x*scale*minimapscale.x), pos.y + tc.y*scale*minimapscale.y);
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}
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glEnd();
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varray::end();
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}
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void drawradar(float x, float y, float s)
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{
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(x, y);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(x+s, y);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(x, y+s);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(x+s, y+s);
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glEnd();
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varray::defvertex(2);
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varray::deftexcoord0();
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varray::begin(GL_TRIANGLE_STRIP);
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varray::attribf(x, y); varray::attribf(0, 0);
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varray::attribf(x+s, y); varray::attribf(1, 0);
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varray::attribf(x, y+s); varray::attribf(0, 1);
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varray::attribf(x+s, y+s); varray::attribf(1, 1);
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varray::end();
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}
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void drawteammate(fpsent *d, float x, float y, float s, fpsent *o, float scale)
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@ -50,10 +54,10 @@ namespace game
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by = y + s*0.5f*(1.0f + dir.y);
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vec v(-0.5f, -0.5f, 0);
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v.rotate_around_z((90+o->yaw-camera1->yaw)*RAD);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(bx + bs*v.x, by + bs*v.y);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(bx + bs*v.y, by - bs*v.x);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(bx - bs*v.x, by - bs*v.y);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(bx - bs*v.y, by + bs*v.x);
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varray::attribf(bx + bs*v.x, by + bs*v.y); varray::attribf(0, 0);
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varray::attribf(bx + bs*v.y, by - bs*v.x); varray::attribf(1, 0);
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varray::attribf(bx - bs*v.x, by - bs*v.y); varray::attribf(1, 1);
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varray::attribf(bx - bs*v.y, by + bs*v.x); varray::attribf(0, 1);
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}
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void drawteammates(fpsent *d, float x, float y, float s)
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@ -69,12 +73,14 @@ namespace game
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if(!alive++)
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{
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settexture(isteam(d->team, player1->team) ? "packages/hud/blip_blue_alive.png" : "packages/hud/blip_red_alive.png");
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glBegin(GL_QUADS);
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varray::defvertex(2);
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varray::deftexcoord0();
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varray::begin(GL_QUADS);
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}
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drawteammate(d, x, y, s, o, scale);
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}
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}
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if(alive) glEnd();
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if(alive) varray::end();
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loopv(players)
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{
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fpsent *o = players[i];
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@ -83,12 +89,14 @@ namespace game
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if(!dead++)
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{
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settexture(isteam(d->team, player1->team) ? "packages/hud/blip_blue_dead.png" : "packages/hud/blip_red_dead.png");
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glBegin(GL_QUADS);
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varray::defvertex(2);
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varray::deftexcoord0();
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varray::begin(GL_QUADS);
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}
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drawteammate(d, x, y, s, o, scale);
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}
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}
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if(dead) glEnd();
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if(dead) varray::end();
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}
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#include "capture.h"
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@ -664,13 +664,15 @@ namespace game
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void drawicon(int icon, float x, float y, float sz)
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{
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settexture("packages/hud/items.png");
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glBegin(GL_TRIANGLE_STRIP);
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float tsz = 0.25f, tx = tsz*(icon%4), ty = tsz*(icon/4);
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glTexCoord2f(tx, ty); glVertex2f(x, y);
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glTexCoord2f(tx+tsz, ty); glVertex2f(x+sz, y);
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glTexCoord2f(tx, ty+tsz); glVertex2f(x, y+sz);
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glTexCoord2f(tx+tsz, ty+tsz); glVertex2f(x+sz, y+sz);
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glEnd();
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varray::defvertex(2);
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varray::deftexcoord0();
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varray::begin(GL_TRIANGLE_STRIP);
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varray::attribf(x, y); varray::attribf(tx, ty);
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varray::attribf(x+sz, y); varray::attribf(tx+tsz, ty);
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varray::attribf(x, y+sz); varray::attribf(tx, ty+tsz);
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varray::attribf(x+sz, y+sz); varray::attribf(tx+tsz, ty+tsz);
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varray::end();
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}
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float abovegameplayhud(int w, int h)
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