Sniper scope
This commit is contained in:
parent
fc59fe11e3
commit
6081575eae
@ -154,6 +154,20 @@ std::shared_ptr<assets::Item> assets::Item::LoadFromFile(const std::string& path
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{
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{
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iss >> item->damage;
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iss >> item->damage;
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}
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}
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else if (command == "aimtype")
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{
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std::string aimtype_str;
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iss >> aimtype_str;
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if (aimtype_str == "none")
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item->aim_type = AIMTYPE_NONE;
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else if (aimtype_str == "crosshair")
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item->aim_type = AIMTYPE_CROSSHAIR;
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else if (aimtype_str == "scope")
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item->aim_type = AIMTYPE_SCOPE;
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else
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throw std::runtime_error("Invalid aim type: " + aimtype_str);
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}
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else
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else
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{
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{
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throw std::runtime_error("Unknown item command: " + command);
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throw std::runtime_error("Unknown item command: " + command);
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@ -17,7 +17,7 @@ enum ItemType
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enum ItemAimType
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enum ItemAimType
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{
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{
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AIMTYPE_NONE,
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AIMTYPE_NONE,
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AIMTYPE_AIM,
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AIMTYPE_CROSSHAIR,
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AIMTYPE_SCOPE,
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AIMTYPE_SCOPE,
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};
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};
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@ -59,6 +59,8 @@ struct Item
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std::string idle_anim;
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std::string idle_anim;
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std::string use_anim; // use or fire
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std::string use_anim; // use or fire
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ItemAimType aim_type = AIMTYPE_NONE;
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// consumable
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// consumable
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std::string action;
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std::string action;
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@ -36,28 +36,42 @@ void game::CameraController::Recalculate(collision::DynamicsWorld* world)
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glm::vec3 start_noaim(0.0f);
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glm::vec3 start_noaim(0.0f);
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glm::vec3 start_aim(0.0f);
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glm::vec3 start_aim(0.0f);
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bool scope = ShouldDrawScope();
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float distance_noaim = 5.0f;
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float distance_noaim = 5.0f;
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auto aim_end_offset = right * 0.4f - forward_ * 1.8f;
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glm::vec3 aim_end_offset = right * 0.4f - forward_ * 1.8f;
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if (character_transform_)
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if (character_transform_)
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{
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{
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auto up = UpFromMatrix(*character_transform_);
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auto up = UpFromMatrix(*character_transform_);
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start_noaim = TranslationFromMatrix(*character_transform_) + up * 2.0f;
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start_noaim = TranslationFromMatrix(*character_transform_) + up * (scope ? 1.8f : 2.0f);
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start_aim = start_noaim - up * 0.3f;
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if (!scope)
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{
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start_aim = start_noaim - up * 0.3f;
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}
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else
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{
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start_aim = start_noaim;
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aim_end_offset = glm::vec3(0.0f);
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}
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}
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}
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if (rideable_transform_)
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if (rideable_transform_)
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{
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{
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start_noaim = TranslationFromMatrix(*rideable_transform_) + glm::vec3(0.0f, 0.0f, 2.0f);
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start_noaim = TranslationFromMatrix(*rideable_transform_) + glm::vec3(0.0f, 0.0f, 2.0f);
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distance_noaim = 8.0f;
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distance_noaim = 8.0f;
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aim_end_offset = right * 0.3f - forward_ * 4.5f + glm::vec3(0.0f, 0.0f, 0.8f);
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if (!scope)
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{
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aim_end_offset = right * 0.3f - forward_ * 4.5f + glm::vec3(0.0f, 0.0f, 0.8f);
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}
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}
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}
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glm::vec3 end_noaim = start_noaim - forward_ * distance_noaim;
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glm::vec3 end_noaim = start_noaim - forward_ * distance_noaim;
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glm::vec3 end_aim = start_aim + aim_end_offset;
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glm::vec3 end_aim = start_aim + aim_end_offset;
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auto aim_factor_smooth = glm::smoothstep(0.0f, 1.0f, aim_factor_);
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auto aim_factor_smooth = scope ? 1.0f : glm::smoothstep(0.0f, 1.0f, aim_factor_);
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auto start = glm::mix(start_noaim, start_aim, aim_factor_smooth);
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auto start = glm::mix(start_noaim, start_aim, aim_factor_smooth);
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auto end = glm::mix(end_noaim, end_aim, aim_factor_smooth);
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auto end = glm::mix(end_noaim, end_aim, aim_factor_smooth);
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@ -74,3 +88,24 @@ glm::mat4 game::CameraController::GetViewMatrix() const
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{
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{
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return glm::lookAt(eye_, eye_ + forward_, glm::vec3(0.0f, 0.0f, 1.0f));
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return glm::lookAt(eye_, eye_ + forward_, glm::vec3(0.0f, 0.0f, 1.0f));
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}
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}
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bool game::CameraController::ShouldDrawCrosshair() const
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{
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return aim_crosshair_ && !aim_scope_ && aim_factor_ > 0.5f;
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}
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bool game::CameraController::ShouldDrawScope() const
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{
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return aim_crosshair_ && aim_scope_ && aim_factor_ > 0.7f;
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}
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float game::CameraController::GetFov() const
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{
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if (ShouldDrawScope())
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{
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return glm::mix(25.0f, 20.0f, glm::smoothstep(0.0f, 1.0f, (aim_factor_ - 0.7f) / 0.3f));
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}
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// return glm::mix(90.0f, 80.0f, aim_factor_);
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return 90.0f;
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}
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@ -18,6 +18,7 @@ public:
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float GetPitch() const { return pitch_; }
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float GetPitch() const { return pitch_; }
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void SetAiming(bool aiming) { aiming_ = aiming; }
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void SetAiming(bool aiming) { aiming_ = aiming; }
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void SetAimType(bool crosshair, bool scope) { aim_crosshair_ = crosshair; aim_scope_ = scope; }
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void Update(float time);
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void Update(float time);
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void Recalculate(collision::DynamicsWorld* world);
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void Recalculate(collision::DynamicsWorld* world);
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@ -27,6 +28,11 @@ public:
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glm::mat4 GetViewMatrix() const;
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glm::mat4 GetViewMatrix() const;
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float GetAimFactor() const { return aim_factor_; }
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float GetAimFactor() const { return aim_factor_; }
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bool ShouldDrawCrosshair() const;
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bool ShouldDrawScope() const;
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float GetFov() const;
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private:
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private:
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const glm::mat4* character_transform_ = nullptr;
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const glm::mat4* character_transform_ = nullptr;
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const glm::mat4* rideable_transform_ = nullptr;
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const glm::mat4* rideable_transform_ = nullptr;
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@ -37,6 +43,9 @@ private:
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bool aiming_ = false;
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bool aiming_ = false;
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float aim_factor_ = 0.0f;
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float aim_factor_ = 0.0f;
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bool aim_crosshair_ = false;
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bool aim_scope_ = false;
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glm::vec3 eye_;
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glm::vec3 eye_;
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glm::vec3 forward_;
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glm::vec3 forward_;
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@ -9,6 +9,8 @@ using CameraFlags = uint8_t;
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enum CameraFlag : CameraFlags
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enum CameraFlag : CameraFlags
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{
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{
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CAM_AIMING = 1,
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CAM_AIMING = 1,
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CAM_AIM_CROSSHAIR = 2,
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CAM_AIM_SCOPE = 4,
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};
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};
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struct CameraInfo
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struct CameraInfo
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@ -486,5 +486,6 @@ void game::Player::SendMenuMsgs()
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void game::Player::UpdateCamera()
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void game::Player::UpdateCamera()
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{
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{
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camera_controller_.SetAiming(camera_info_.flags & CAM_AIMING);
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camera_controller_.SetAiming(camera_info_.flags & CAM_AIMING);
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camera_controller_.SetAimType(camera_info_.flags & CAM_AIM_CROSSHAIR, camera_info_.flags & CAM_AIM_SCOPE);
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camera_controller_.Update(1.0f / 25.0f);
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camera_controller_.Update(1.0f / 25.0f);
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}
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}
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@ -171,6 +171,8 @@ void game::PlayerCharacter::OnHeldItemChanged()
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{
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{
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const auto& item = GetHeldItem();
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const auto& item = GetHeldItem();
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hud_data_.held_item = item ? item->def->name : "";
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hud_data_.held_item = item ? item->def->name : "";
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// UpdatePlayerCamera(); // might be required?
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}
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}
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bool game::PlayerCharacter::HaveAmmo(const std::string& ammo_name)
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bool game::PlayerCharacter::HaveAmmo(const std::string& ammo_name)
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@ -230,6 +232,22 @@ void game::PlayerCharacter::UpdatePlayerCamera()
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if (GetAiming())
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if (GetAiming())
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camera_info.flags |= CAM_AIMING;
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camera_info.flags |= CAM_AIMING;
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assets::ItemAimType aim_type = assets::AIMTYPE_NONE;
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const auto& held_item = GetHeldItem();
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if (held_item)
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{
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aim_type = held_item->def->aim_type;
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}
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if (aim_type != assets::AIMTYPE_NONE)
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{
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camera_info.flags |= CAM_AIM_CROSSHAIR;
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if (aim_type == assets::AIMTYPE_SCOPE)
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{
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camera_info.flags |= CAM_AIM_SCOPE;
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}
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}
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player_->SetCamera(camera_info);
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player_->SetCamera(camera_info);
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}
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}
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@ -112,6 +112,7 @@ void game::view::CharacterView::Update(const UpdateInfo& info)
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if (item_)
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if (item_)
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{
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{
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item_node_.UpdateMatrix();
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item_node_.UpdateMatrix();
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fire_snd_node_.UpdateMatrix();
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}
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}
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}
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}
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@ -373,6 +374,9 @@ void game::view::CharacterView::SetItem(const std::string& item_name)
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item_node_.parent = bone_node ? bone_node : &root_;
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item_node_.parent = bone_node ? bone_node : &root_;
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item_node_.local = item_->bone_offset;
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item_node_.local = item_->bone_offset;
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fire_snd_node_.parent = &item_node_;
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fire_snd_node_.local.position = glm::vec3(0.0f, 0.1f, 0.0f);
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// snd
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// snd
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if (!item_->fire_snd.empty())
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if (!item_->fire_snd.empty())
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{
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{
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@ -386,7 +390,6 @@ void game::view::CharacterView::SetItem(const std::string& item_name)
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auto loc = item_->model->GetLocation(item_->fire_fx_loc);
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auto loc = item_->model->GetLocation(item_->fire_fx_loc);
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fire_fx_offset_ = loc ? loc->position : glm::vec3(0.0f);
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fire_fx_offset_ = loc ? loc->position : glm::vec3(0.0f);
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}
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}
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}
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}
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void game::view::CharacterView::DrawItem(const DrawArgs& args)
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void game::view::CharacterView::DrawItem(const DrawArgs& args)
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@ -411,7 +414,7 @@ void game::view::CharacterView::FireItem()
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if (fire_snd_)
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if (fire_snd_)
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{
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{
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auto snd = audioplayer_.PlaySound(fire_snd_, &item_node_);
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auto snd = audioplayer_.PlaySound(fire_snd_, &fire_snd_node_);
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// snd->SetPosition(item_node_.GetGlobalPosition());
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// snd->SetPosition(item_node_.GetGlobalPosition());
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}
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}
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@ -84,6 +84,7 @@ private:
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std::string item_name_;
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std::string item_name_;
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TransformNode item_node_;
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TransformNode item_node_;
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TransformNode fire_snd_node_;
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std::shared_ptr<const assets::Item> item_;
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std::shared_ptr<const assets::Item> item_;
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std::shared_ptr<const audio::Sound> fire_snd_;
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std::shared_ptr<const audio::Sound> fire_snd_;
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std::shared_ptr<const assets::Effect> fire_fx_;
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std::shared_ptr<const assets::Effect> fire_fx_;
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@ -84,6 +84,10 @@ void game::view::ClientSession::Input(game::PlayerInputType in, bool pressed, bo
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void game::view::ClientSession::ProcessMouseMove(float delta_yaw, float delta_pitch)
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void game::view::ClientSession::ProcessMouseMove(float delta_yaw, float delta_pitch)
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{
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{
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auto sens_mult = glm::mix(1.0f, 0.3f, camera_controller_.GetAimFactor());
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auto sens_mult = glm::mix(1.0f, 0.3f, camera_controller_.GetAimFactor());
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if (camera_controller_.ShouldDrawScope())
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{
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sens_mult = 0.1f;
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}
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float yaw = glm::mod(camera_controller_.GetYaw() + delta_yaw * sens_mult, glm::two_pi<float>());
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float yaw = glm::mod(camera_controller_.GetYaw() + delta_yaw * sens_mult, glm::two_pi<float>());
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@ -303,10 +307,19 @@ void game::view::ClientSession::UpdateCamera(const UpdateInfo& info)
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camera_controller_.SetRideableTransform(rideable ? &rideable->GetRoot().matrix : nullptr);
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camera_controller_.SetRideableTransform(rideable ? &rideable->GetRoot().matrix : nullptr);
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camera_controller_.SetAiming(camera_info_.flags & CAM_AIMING);
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camera_controller_.SetAiming(camera_info_.flags & CAM_AIMING);
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camera_controller_.SetAimType(camera_info_.flags & CAM_AIM_CROSSHAIR, camera_info_.flags & CAM_AIM_SCOPE);
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camera_controller_.Update(info.delta_time);
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camera_controller_.Update(info.delta_time);
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camera_controller_.Recalculate(world_.get());
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camera_controller_.Recalculate(world_.get());
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hud_.SetDisplayCrosshair(camera_controller_.GetAimFactor() >= 0.5f);
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hud_.SetDisplayCrosshair(camera_controller_.ShouldDrawCrosshair());
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hud_.SetDisplayScope(camera_controller_.ShouldDrawScope());
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// hide character if scope
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if (character)
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{
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character->SetVisible(!camera_controller_.ShouldDrawScope());
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}
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}
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}
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void game::view::ClientSession::DrawWorld(gfx::DrawList& dlist, gfx::DrawListParams& params, gui::Context& gui)
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void game::view::ClientSession::DrawWorld(gfx::DrawList& dlist, gfx::DrawListParams& params, gui::Context& gui)
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@ -317,7 +330,7 @@ void game::view::ClientSession::DrawWorld(gfx::DrawList& dlist, gfx::DrawListPar
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const float farplane = 3000.0f;
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const float farplane = 3000.0f;
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, farplane);
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glm::mat4 proj = glm::perspective(glm::radians(camera_controller_.GetFov() * 0.5f), aspect, 0.1f, farplane);
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glm::mat4 view = camera_controller_.GetViewMatrix();
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glm::mat4 view = camera_controller_.GetViewMatrix();
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params.view_proj = proj * view;
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params.view_proj = proj * view;
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@ -45,6 +45,9 @@ public:
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Sphere GetBoundingSphere() const { return Sphere{root_.GetGlobalPosition(), radius_}; }
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Sphere GetBoundingSphere() const { return Sphere{root_.GetGlobalPosition(), radius_}; }
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const TransformNode& GetRoot() const { return root_; }
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const TransformNode& GetRoot() const { return root_; }
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void SetVisible(bool visible) { visible_ = visible; }
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bool IsVisible() const { return visible_; }
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virtual ~EntityView() = default;
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virtual ~EntityView() = default;
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protected:
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protected:
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@ -66,6 +69,7 @@ protected:
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EntityView* parent_ = nullptr;
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EntityView* parent_ = nullptr;
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float radius_ = 1.0f;
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float radius_ = 1.0f;
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bool visible_ = true;
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audio::Player audioplayer_;
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audio::Player audioplayer_;
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@ -106,8 +106,13 @@ void game::view::WorldView::Draw(const DrawArgs& args)
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for (const auto& [entnum, ent] : ents_)
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for (const auto& [entnum, ent] : ents_)
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{
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{
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if (args.frustum.IsSphereVisible(ent->GetBoundingSphere()))
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if (!ent->IsVisible())
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ent->Draw(args);
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continue;
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if (!args.frustum.IsSphereVisible(ent->GetBoundingSphere()))
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continue;
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ent->Draw(args);
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}
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}
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DrawBeams(args);
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DrawBeams(args);
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@ -25,6 +25,13 @@ void gui::Context::DrawRect(const glm::vec2& p0, const glm::vec2& p1, uint32_t c
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PushRect(p0, glm::vec2(0.0f), p1, glm::vec2(1.0f), color);
|
PushRect(p0, glm::vec2(0.0f), p1, glm::vec2(1.0f), color);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void gui::Context::DrawRectUV(const glm::vec2& p0, const glm::vec2& p1, const glm::vec2& uv0, const glm::vec2& uv1,
|
||||||
|
uint32_t color, const gfx::Texture* texture)
|
||||||
|
{
|
||||||
|
BeginTexture(texture ? texture : white_tex_.get());
|
||||||
|
PushRect(p0, uv0, p1, uv1, color);
|
||||||
|
}
|
||||||
|
|
||||||
static uint32_t DecodeUTF8Codepoint(const char*& p, const char* end)
|
static uint32_t DecodeUTF8Codepoint(const char*& p, const char* end)
|
||||||
{
|
{
|
||||||
if (p == end)
|
if (p == end)
|
||||||
|
|||||||
@ -35,6 +35,7 @@ public:
|
|||||||
void Begin(const glm::vec2& viewport_size);
|
void Begin(const glm::vec2& viewport_size);
|
||||||
|
|
||||||
void DrawRect(const glm::vec2& p0, const glm::vec2& p1, uint32_t color, const gfx::Texture* texture = nullptr);
|
void DrawRect(const glm::vec2& p0, const glm::vec2& p1, uint32_t color, const gfx::Texture* texture = nullptr);
|
||||||
|
void DrawRectUV(const glm::vec2& p0, const glm::vec2& p1, const glm::vec2& uv0, const glm::vec2& uv1, uint32_t color, const gfx::Texture* texture);
|
||||||
|
|
||||||
glm::vec2 MeasureText(std::string_view text);
|
glm::vec2 MeasureText(std::string_view text);
|
||||||
void DrawText(std::string_view text, const glm::vec2& pos, uint32_t color = 0xFFFFFFFF, float scale = 1.0f);
|
void DrawText(std::string_view text, const glm::vec2& pos, uint32_t color = 0xFFFFFFFF, float scale = 1.0f);
|
||||||
|
|||||||
@ -23,6 +23,7 @@ static uint32_t COLOR_ERROR = 0xFF7777FF;
|
|||||||
gui::PlayerHud::PlayerHud(const float& time) : time_(time)
|
gui::PlayerHud::PlayerHud(const float& time) : time_(time)
|
||||||
{
|
{
|
||||||
crosshair_texture_ = assets::CacheManager::GetTexture("data/crosshair.png");
|
crosshair_texture_ = assets::CacheManager::GetTexture("data/crosshair.png");
|
||||||
|
scope_texture_ = assets::CacheManager::GetTexture("data/scope.png");
|
||||||
|
|
||||||
UpdateWeaponSlotsText();
|
UpdateWeaponSlotsText();
|
||||||
}
|
}
|
||||||
@ -73,8 +74,9 @@ void gui::PlayerHud::Update(float delta_time)
|
|||||||
|
|
||||||
void gui::PlayerHud::Draw(Context& ctx) const
|
void gui::PlayerHud::Draw(Context& ctx) const
|
||||||
{
|
{
|
||||||
DrawPain(ctx);
|
|
||||||
DrawCrosshair(ctx);
|
DrawCrosshair(ctx);
|
||||||
|
DrawScope(ctx);
|
||||||
|
DrawPain(ctx);
|
||||||
DrawHealthBar(ctx);
|
DrawHealthBar(ctx);
|
||||||
DrawItemInfo(ctx);
|
DrawItemInfo(ctx);
|
||||||
DrawUseTarget(ctx);
|
DrawUseTarget(ctx);
|
||||||
@ -102,6 +104,22 @@ void gui::PlayerHud::UpdateWeaponSlotsText()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint32_t gui::PlayerHud::GetCrosshairColor() const
|
||||||
|
{
|
||||||
|
glm::vec3 color(1.0f);
|
||||||
|
if (damage_dealt_factor_ > 0.01f)
|
||||||
|
{
|
||||||
|
color = glm::mix(color, glm::vec3(0.3f), damage_dealt_factor_);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (damage_dealt_kill_factor_ > 0.01f)
|
||||||
|
{
|
||||||
|
color = glm::mix(color, glm::vec3(1.0f, 0.1f, 0.1f), damage_dealt_kill_factor_);
|
||||||
|
}
|
||||||
|
|
||||||
|
return glm::packUnorm4x8(glm::vec4(color, 1.0f));
|
||||||
|
}
|
||||||
|
|
||||||
void gui::PlayerHud::DrawPain(Context& ctx) const
|
void gui::PlayerHud::DrawPain(Context& ctx) const
|
||||||
{
|
{
|
||||||
if (damage_received_factor_ <= 0.01f)
|
if (damage_received_factor_ <= 0.01f)
|
||||||
@ -116,17 +134,6 @@ void gui::PlayerHud::DrawCrosshair(Context& ctx) const
|
|||||||
if (!display_crosshair_)
|
if (!display_crosshair_)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
glm::vec3 color(1.0f);
|
|
||||||
if (damage_dealt_factor_ > 0.01f)
|
|
||||||
{
|
|
||||||
color = glm::mix(color, glm::vec3(0.3f), damage_dealt_factor_);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (damage_dealt_kill_factor_ > 0.01f)
|
|
||||||
{
|
|
||||||
color = glm::mix(color, glm::vec3(1.0f, 0.1f, 0.1f), damage_dealt_kill_factor_);
|
|
||||||
}
|
|
||||||
|
|
||||||
const float crosshair_size = 32.0f;
|
const float crosshair_size = 32.0f;
|
||||||
|
|
||||||
auto& viewport_size = ctx.GetViewportSize();
|
auto& viewport_size = ctx.GetViewportSize();
|
||||||
@ -134,7 +141,41 @@ void gui::PlayerHud::DrawCrosshair(Context& ctx) const
|
|||||||
auto p0 = viewport_size * 0.5f - crosshair_size * 0.5f;
|
auto p0 = viewport_size * 0.5f - crosshair_size * 0.5f;
|
||||||
auto p1 = p0 + crosshair_size;
|
auto p1 = p0 + crosshair_size;
|
||||||
|
|
||||||
ctx.DrawRect(p0, p1, glm::packUnorm4x8(glm::vec4(color, 1.0f)), crosshair_texture_.get());
|
ctx.DrawRect(p0, p1, GetCrosshairColor(), crosshair_texture_.get());
|
||||||
|
}
|
||||||
|
|
||||||
|
void gui::PlayerHud::DrawScope(Context& ctx) const
|
||||||
|
{
|
||||||
|
if (!display_scope_)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glm::vec2 p0(0.0f);
|
||||||
|
glm::vec2 size = ctx.GetViewportSize();
|
||||||
|
|
||||||
|
if (size.x < size.y)
|
||||||
|
{
|
||||||
|
p0.y += (size.y - size.x) * 0.5f;
|
||||||
|
size.y = size.x;
|
||||||
|
ctx.DrawRect(glm::vec2(0.0f), glm::vec2(p0.x + size.x, p0.y + 2.0f), 0xFF000000);
|
||||||
|
ctx.DrawRect(glm::vec2(p0.x, p0.y + size.y - 2.0f), ctx.GetViewportSize(), 0xFF000000);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
p0.x += (size.x - size.y) * 0.5f;
|
||||||
|
size.x = size.y;
|
||||||
|
ctx.DrawRect(glm::vec2(0.0f), glm::vec2(p0.x + 2.0f, p0.y + size.y), 0xFF000000);
|
||||||
|
ctx.DrawRect(glm::vec2(p0.x + size.x - 2.0f, p0.y), ctx.GetViewportSize(), 0xFF000000);
|
||||||
|
}
|
||||||
|
|
||||||
|
p0 = glm::floor(p0);
|
||||||
|
size = glm::floor(size);
|
||||||
|
|
||||||
|
// glm::vec2 p1 = p0 + size * 0.5f;
|
||||||
|
glm::vec2 p2 = p0 + size;
|
||||||
|
|
||||||
|
auto color = GetCrosshairColor();
|
||||||
|
ctx.DrawRect(p0, p2, color, scope_texture_.get());
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void gui::PlayerHud::DrawHealthBar(Context& ctx) const
|
void gui::PlayerHud::DrawHealthBar(Context& ctx) const
|
||||||
|
|||||||
@ -21,6 +21,7 @@ public:
|
|||||||
void SetUseTargetData(std::string text, std::string error_text, float delay);
|
void SetUseTargetData(std::string text, std::string error_text, float delay);
|
||||||
|
|
||||||
void SetDisplayCrosshair(bool show) { display_crosshair_ = show; }
|
void SetDisplayCrosshair(bool show) { display_crosshair_ = show; }
|
||||||
|
void SetDisplayScope(bool show) { display_scope_ = show; }
|
||||||
void ShowDamageReceived();
|
void ShowDamageReceived();
|
||||||
void ShowDamageDealt(bool kill);
|
void ShowDamageDealt(bool kill);
|
||||||
|
|
||||||
@ -32,8 +33,11 @@ public:
|
|||||||
private:
|
private:
|
||||||
void UpdateWeaponSlotsText();
|
void UpdateWeaponSlotsText();
|
||||||
|
|
||||||
|
uint32_t GetCrosshairColor() const;
|
||||||
|
|
||||||
void DrawPain(Context& ctx) const;
|
void DrawPain(Context& ctx) const;
|
||||||
void DrawCrosshair(Context& ctx) const;
|
void DrawCrosshair(Context& ctx) const;
|
||||||
|
void DrawScope(Context& ctx) const;
|
||||||
void DrawHealthBar(Context& ctx) const;
|
void DrawHealthBar(Context& ctx) const;
|
||||||
void DrawItemInfo(Context& ctx) const;
|
void DrawItemInfo(Context& ctx) const;
|
||||||
void DrawUseTarget(Context& ctx) const;
|
void DrawUseTarget(Context& ctx) const;
|
||||||
@ -44,6 +48,7 @@ private:
|
|||||||
|
|
||||||
// resources
|
// resources
|
||||||
std::shared_ptr<const gfx::Texture> crosshair_texture_;
|
std::shared_ptr<const gfx::Texture> crosshair_texture_;
|
||||||
|
std::shared_ptr<const gfx::Texture> scope_texture_;
|
||||||
|
|
||||||
// general
|
// general
|
||||||
float health_ = 0.0f;
|
float health_ = 0.0f;
|
||||||
@ -67,6 +72,7 @@ private:
|
|||||||
|
|
||||||
// crosshair & events
|
// crosshair & events
|
||||||
bool display_crosshair_ = false;
|
bool display_crosshair_ = false;
|
||||||
|
bool display_scope_ = false;
|
||||||
float damage_received_factor_ = 0.0f;
|
float damage_received_factor_ = 0.0f;
|
||||||
float damage_dealt_factor_ = 0.0f;
|
float damage_dealt_factor_ = 0.0f;
|
||||||
float damage_dealt_kill_factor_ = 0.0f;
|
float damage_dealt_kill_factor_ = 0.0f;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user