Вопрос Как работает рендер система.

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Хочу написать, но не могу понять, как она работает. По какому принципу. Может кто кинуть пример своих рендер систем (не лв и не симпла), может пойму принцип действия
 
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Чем же сука тебя симпл не устраивает?
Хочу написать, но не могу понять, как она работает. По какому принципу. Может кто кинуть пример своих рендер систем (не лв и не симпла), может пойму принцип действия
Ненавижу имгуи и все что с этим связано, надеюсь кто-нибудь пример с Directx рендером кинет.
Render:
@intrspct
intrspct Initial commit
Latest commit 809decb on 4 Feb

#include "drawing.h"

CDraw g_Draw;

void CDraw::InitFonts()
{
    visualsfont = g_pSurface->CreateFontA();
    keyfont = g_pSurface->CreateFontA();
    tabfont = g_pSurface->CreateFontA();
    espfont = g_pSurface->CreateFontA();
    iconfont = g_pSurface->CreateFontA();
    iconmenu = g_pSurface->CreateFontA();
    indicatorfont = g_pSurface->CreateFontA();

    g_pSurface->SetFontGlyphSet( iconmenu, "undefeated", 22, 500, 0, 0, FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( iconfont, "undefeated", 11, 200, 0, 0, FONTFLAG_DROPSHADOW | FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( visualsfont, "Verdana", 12, 400, 0, 0, FONTFLAG_ANTIALIAS | FONTFLAG_OUTLINE );
    g_pSurface->SetFontGlyphSet( keyfont, "Verdana", 12, 400, 0, 0, FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( tabfont, "Tahoma", 14, 100, 0, 0, FONTFLAG_ANTIALIAS | FONTFLAG_DROPSHADOW );
    g_pSurface->SetFontGlyphSet( espfont, "Verdana", 11, 500, 0, 0, FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( indicatorfont, "Verdana", 21, 1000, 0, 0, FONTFLAG_ANTIALIAS );
}

void CDraw::DrawOutlineRect( int x, int y, int w, int h, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawOutlinedRect( x, y, x + w, y + h );
}

void CDraw::FillRGBA( int x, int y, int w, int h, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawFilledRect( x, y, x + w, y + h );
}

void CDraw::LineRGBA( int x1, int y1, int x2, int y2, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawLine( x1, y1, x2, y2 );
}

void CDraw::DrawRect( int x1, int y1, int x2, int y2, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawFilledRect( x1, y1, x2, y2 );
}

void CDraw::DrawCircle( int x, int y, int radius, int segments, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawOutlinedCircle( x, y, radius, segments );
}

void CDraw::Draw3DCube( Vector* points, int r, int g, int b, int a )
{
    Vector startPos, endPos;

    for( int i = 0; i < 3; i++ )
    {
        if( g_pDebugOverlay->ScreenPosition( points[ i ], startPos ) != 1 )
            if( g_pDebugOverlay->ScreenPosition( points[ i + 1 ], endPos ) != 1 )
                LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );
    }
    if( g_pDebugOverlay->ScreenPosition( points[ 0 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 3 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    for( int i = 4; i < 7; i++ )
    {
        if( g_pDebugOverlay->ScreenPosition( points[ i ], startPos ) != 1 )
            if( g_pDebugOverlay->ScreenPosition( points[ i + 1 ], endPos ) != 1 )
                LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );
    }
    if( g_pDebugOverlay->ScreenPosition( points[ 4 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 7 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 0 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 6 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 1 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 5 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 2 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 4 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 3 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 7 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );
}

void CDraw::Draw3DCube( float scalar, Vector angles, Vector middle_origin, int r, int g, int b, int a )
{
    Vector forward, right, up;
    g_Math.AngleVector( angles, &forward, &right, &up );

    Vector points [ 8 ];
    points [ 0 ] = middle_origin - ( right * scalar ) + ( up * scalar ) - ( forward * scalar ); // BLT
    points [ 1 ] = middle_origin + ( right * scalar ) + ( up * scalar ) - ( forward * scalar ); // BRT
    points [ 2 ] = middle_origin - ( right * scalar ) - ( up * scalar ) - ( forward * scalar ); // BLB
    points [ 3 ] = middle_origin + ( right * scalar ) - ( up * scalar ) - ( forward * scalar ); // BRB

    points [ 4 ] = middle_origin - ( right * scalar ) + ( up * scalar ) + ( forward * scalar ); // FLT
    points [ 5 ] = middle_origin + ( right * scalar ) + ( up * scalar ) + ( forward * scalar ); // FRT
    points [ 6 ] = middle_origin - ( right * scalar ) - ( up * scalar ) + ( forward * scalar ); // FLB
    points [ 7 ] = middle_origin + ( right * scalar ) - ( up * scalar ) + ( forward * scalar ); // FRB

    Vector points_screen [ 8 ];
    for( int i = 0; i < 8; i++ )
        if( !g_pDebugOverlay->ScreenPosition( points [ i ], points_screen [ i ] ) != 1 )
            return;

    g_pSurface->DrawSetColor( r, g, b, a );

    // Back frame
    g_pSurface->DrawLine( points_screen [ 0 ].x, points_screen [ 0 ].y, points_screen [ 1 ].x, points_screen [ 1 ].y );
    g_pSurface->DrawLine( points_screen [ 0 ].x, points_screen [ 0 ].y, points_screen [ 2 ].x, points_screen [ 2 ].y );
    g_pSurface->DrawLine( points_screen [ 3 ].x, points_screen [ 3 ].y, points_screen [ 1 ].x, points_screen [ 1 ].y );
    g_pSurface->DrawLine( points_screen [ 3 ].x, points_screen [ 3 ].y, points_screen [ 2 ].x, points_screen [ 2 ].y );

    // Frame connector
    g_pSurface->DrawLine( points_screen [ 0 ].x, points_screen [ 0 ].y, points_screen [ 4 ].x, points_screen [ 4 ].y );
    g_pSurface->DrawLine( points_screen [ 1 ].x, points_screen [ 1 ].y, points_screen [ 5 ].x, points_screen [ 5 ].y );
    g_pSurface->DrawLine( points_screen [ 2 ].x, points_screen [ 2 ].y, points_screen [ 6 ].x, points_screen [ 6 ].y );
    g_pSurface->DrawLine( points_screen [ 3 ].x, points_screen [ 3 ].y, points_screen [ 7 ].x, points_screen [ 7 ].y );

    // Front frame
    g_pSurface->DrawLine( points_screen [ 4 ].x, points_screen [ 4 ].y, points_screen [ 5 ].x, points_screen [ 5 ].y );
    g_pSurface->DrawLine( points_screen [ 4 ].x, points_screen [ 4 ].y, points_screen [ 6 ].x, points_screen [ 6 ].y );
    g_pSurface->DrawLine( points_screen [ 7 ].x, points_screen [ 7 ].y, points_screen [ 5 ].x, points_screen [ 5 ].y );
    g_pSurface->DrawLine( points_screen [ 7 ].x, points_screen [ 7 ].y, points_screen [ 6 ].x, points_screen [ 6 ].y );
}

void DrawTexturedPoly( int n, Vertex_t* vertice, Color col )
{
    static int texture_id = g_pSurface->CreateNewTextureID( true );
    static unsigned char buf[ 4 ] = { 255, 255, 255, 255 };
    g_pSurface->DrawSetTextureRGBA( texture_id, buf, 1, 1 );
    g_pSurface->DrawSetColor( col.r(), col.g(), col.b(), col.a() );
    g_pSurface->DrawSetTexture( texture_id );
    g_pSurface->DrawTexturedPolygon( n, vertice );
}

void DrawTexturedPoly( int n, VertexCol_t* vertice )
{
    static int texture_id = g_pSurface->CreateNewTextureID( true );
    static unsigned char buf[ 4 ] = { 255, 255, 255, 255 };
    g_pSurface->DrawSetTextureRGBA( texture_id, buf, 1, 1 );
    g_pSurface->DrawSetColor( vertice->m_Col.r(), vertice->m_Col.g(), vertice->m_Col.b(), 255 );
    g_pSurface->DrawSetTexture( texture_id );
    g_pSurface->DrawTexturedPolygon( n, &vertice->m_Vertex );
}

void CDraw::DrawFilledTriangle( Vector2D one, Vector2D two, Vector2D three, int r, int g, int b, int a )
{
    static Vertex_t MouseVt [ 3 ];

    MouseVt [ 0 ].Init( one );
    MouseVt [ 1 ].Init( two );
    MouseVt [ 2 ].Init( three );

    DrawTexturedPoly( 3, MouseVt, Color( r, g, b, a ) );
}

void CDraw::DrawFilledArrow( Vector2D a, Vector2D b, Vector2D c, Vector2D d, Vector2D e, Vector2D f, Vector2D g, int red, int green, int blue, int alpha )
{
    static Vertex_t MouseVt[ 7 ];

    MouseVt[ 0 ].Init( a );
    MouseVt[ 1 ].Init( b );
    MouseVt[ 2 ].Init( c );
    MouseVt[ 3 ].Init( d );
    MouseVt[ 4 ].Init( e );
    MouseVt[ 5 ].Init( f );
    MouseVt[ 6 ].Init( g );

    DrawTexturedPoly( 7, MouseVt, Color( red, green, blue, alpha ) );
}

void CDraw::DrawFilledCircle( Vector2D center, int r, int g, int b, int a, float radius, float points )
{
    std::vector<Vertex_t> vertices;
    float step = ( float ) M_PI * 2.0f / points;

    for( float a = 0; a < ( M_PI * 2.0f ); a += step )
        vertices.push_back( Vertex_t( Vector2D( radius * cosf( a ) + center.x, radius * sinf( a ) + center.y ) ) );

    DrawTexturedPoly( ( int ) points, vertices.data(), Color( r, g, b, a ) );
}

void CDraw::DrawGradient( int x, int y, int w, int h, int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2 )
{
    FillRGBA( x, y, w, h, r1, g1, b1, a1 );

    int r = r2;
    int g = g2;
    int b = b2;

    for( int i = 0; i < h; i++ )
    {
        float flIndex = i, flHeight = h;
        float flAlpha = flIndex / flHeight;

        int iAlpha = flAlpha * 255;

        FillRGBA( x, y + i, w, 1, r, g, b, iAlpha );
    }
}

void CDraw::DrawGradientH( int x, int y, int w, int h, int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2 )
{
    FillRGBA( x, y, w, h, r1, g1, b1, a1 );

    int r = r2;
    int g = g2;
    int b = b2;

    for( int i = 0; i < w; i++ )
    {
        float flIndex = i, flWidth = w;
        float flAlpha = flIndex / flWidth;

        int iAlpha = flAlpha * 255;

        FillRGBA( x + i, y, 2, h, r, g, b, iAlpha );
    }
}

void CDraw::DrawBackGround( int x, int y, int w, int h, int r, int g, int b, int a, int r1, int g1, int b1 )
{
    static int GradientTexture = 0;
    static std::unique_ptr<Color[]> Gradient = nullptr;

    if( !Gradient )
    {
        Gradient = std::make_unique<Color[]>( w * h );

        for( int i = 0; i < w; i++ )
        {
            switch( i % 4 )
            {
            case 0:
                for( int k = 0; k < h; k++ )
                    *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                break;
            case 1:
                for( int k = 0; k < h; k++ )
                {
                    switch( k % 4 )
                    {
                    case 1:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                        break;
                    default:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r1, g1, b1 );
                        break;
                    }
                }
                break;
            case 2:
                for( int k = 0; k < h; k++ )
                    *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                break;
            case 3:
                for( int k = 0; k < h; k++ )
                {
                    switch( k % 4 )
                    {
                    case 3:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                        break;
                    default:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r1, g1, b1 );
                        break;
                    }
                }
                break;
            }
        }

        GradientTexture = g_pSurface->CreateNewTextureID( true );
        g_pSurface->DrawSetTextureRGBA( GradientTexture, Gradient.get(), w, h );
    }

    g_pSurface->DrawSetColor( 255, 255, 255, a );
    g_pSurface->DrawSetTexture( GradientTexture );
    g_pSurface->DrawTexturedRect( x, y, x + w, y + h );
}

void CDraw::DrawColorPalette( int x, int y, int w, int h )
{
    static int GradientTexture = 0;
    static std::unique_ptr<Color[ ]> Gradient = nullptr;

    if( !Gradient )
    {
        Gradient = std::make_unique<Color[ ]>( w * h );

        for( int i = 0; i < w; i++ )
        {
            int div = w / 6;
            int phase = i / div;
            float t = ( i % div ) / ( float ) div;
            int r, g, b;

            switch( phase )
            {
            case( 0 ):
                r = 255;
                g = 255 * t;
                b = 0;
                break;
            case( 1 ):
                r = 255 * ( 1.f - t );
                g = 255;
                b = 0;
                break;
            case( 2 ):
                r = 0;
                g = 255;
                b = 255 * t;
                break;
            case( 3 ):
                r = 0;
                g = 255 * ( 1.f - t );
                b = 255;
                break;
            case( 4 ):
                r = 255 * t;
                g = 0;
                b = 255;
                break;
            case( 5 ):
                r = 255;
                g = 0;
                b = 255 * ( 1.f - t );
                break;
            }

            for( int k = 0; k < h; k++ )
            {
                float sat = k / ( float ) h;
                int _r = r + sat * ( 255 - r );
                int _g = g + sat * ( 255 - g );
                int _b = b + sat * ( 255 - b );

                *reinterpret_cast< Color* >( Gradient.get() + i + k * w ) = Color( _r, _g, _b );
            }
        }

        GradientTexture = g_pSurface->CreateNewTextureID( true );
        g_pSurface->DrawSetTextureRGBA( GradientTexture, Gradient.get(), w, h );
    }

    g_pSurface->DrawSetColor( 255, 255, 255, 255 );
    g_pSurface->DrawSetTexture( GradientTexture );
    g_pSurface->DrawTexturedRect( x, y, x + w, y + h );
}

void CDraw::DrawHealthBar( int x, int y, int w, int h, int r, int g, int b, int a, int health )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    FillRGBA( x + 1, y + h - h * clamp( health, 0, 100 ) / 100 + 1, w - 2, h * clamp( health, 0, 100 ) / 100 - 2, r, g, b, a );

    if( health > 0 && health < 100 )
        DrawString( g_Draw.espfont, false, x - w * 2 - 5, y + h - h * health / 100 - 6, 255, 255, 255, a, "%i", health );
}

void CDraw::DrawKevlarBar( int x, int y, int w, int h, int r, int g, int b, int a, float kev )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    FillRGBA( x + 1, y + 1, w * kev / 100 - 2, h - 2, r, g, b, a );
}

void CDraw::DrawArmorBar( int x, int y, int w, int h, int r, int g, int b, int a, float ammo, int maxammo )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    if( ammo == 0 )
        FillRGBA( x + 1, y + 1, w - 2, h - 2, 255, 50, 0, a );

    FillRGBA( x + 1, y + 1, w * ammo / maxammo - 2, h - 2, r, g, b, a );
}

void CDraw::DrawLBYBar( int x, int y, int w, int h, int r, int g, int b, int a, float time )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    if( time > 0.0 )
        FillRGBA( x + 1, y + 1, w * time / 1.1 - 2, h - 2, r, g, b, a );
    else
        FillRGBA( x + 1, y + 1, w - 2, h - 2, 255, 50, 0, a );
}

void CDraw::DrawFeatureBox( int x, int y, int w, int h, int r, int g, int b, int a, int af, int fr, int fg, int fb, int fa, const char* input, unsigned long font, bool bFill )
{
    CHAR szBuffer[ MAX_PATH ];

    if( !input )
        return;

    vsprintf( szBuffer, input, ( char* ) &input + _INTSIZEOF( input ) );

    g_pSurface->DrawSetTextColor( fr, fg, fb, fa );
    g_pSurface->DrawSetTextFont( font );
    g_pSurface->DrawSetTextPos( x + 15, y - 7 );

    std::wstring wide = stringToWide( std::string( szBuffer ) );

    LineRGBA( x, y, x + 11, y, 70, 70, 70, af );
    LineRGBA( x - 1, y - 1, x + 10, y - 1, 30, 30, 30, a );

    LineRGBA( x, y, x, y + h, 70, 70, 70, af );
    LineRGBA( x - 1, y, x - 1, y + h + 1, 30, 30, 30, a );

    LineRGBA( x + 19 + getWidth( font, szBuffer ), y, x + w, y, 70, 70, 70, af );
    LineRGBA( x + 20 + getWidth( font, szBuffer ), y - 1, x + w + 1, y - 1, 30, 30, 30, a );

    LineRGBA( x, y + h, x + w + 1, y + h, 70, 70, 70, af );
    LineRGBA( x, y + h + 1, x + w + 2, y + h + 1, 30, 30, 30, a );

    LineRGBA( x + w, y, x + w, y + h, 70, 70, 70, af );
    LineRGBA( x + w + 1, y - 1, x + w + 1, y + h + 1, 30, 30, 30, a );

    if( bFill )
        FillRGBA( x + 2, y + 2, w - 3, h - 3, r, g, b, a );

    g_pSurface->DrawPrintText( wide.c_str(), wide.length() );
}

int CDraw::getWidth( unsigned long font, const char* input, ... )
{
    INT iWide = 0;
    INT iTall = 0;
    INT iBufSize = MultiByteToWideChar( CP_UTF8, 0x0, input, -1, NULL, 0 );

    wchar_t* pszUnicode = new wchar_t[ iBufSize ];

    MultiByteToWideChar( CP_UTF8, 0x0, input, -1, pszUnicode, iBufSize );

    g_pSurface->GetTextSize( font, pszUnicode, iWide, iTall );

    delete[ ] pszUnicode;

    return iWide;
}

std::wstring CDraw::stringToWide( const std::string& text )
{
    std::wstring wide( text.length(), L' ' );
    std::copy( text.begin(), text.end(), wide.begin() );

    return wide;
}

void CDraw::DrawStringUnicode( unsigned long font, bool center, int x, int y, int r, int g, int b, int a, const wchar_t* text, ... )
{
    if( text == NULL )
        return;

    if( center )
    {
        int iWide = 0;
        int iTall = 0;
        g_pSurface->GetTextSize( font, text, iWide, iTall );
        x -= iWide / 2;
    }

    g_pSurface->DrawSetTextPos( x, y );
    g_pSurface->DrawSetTextFont( font );
    g_pSurface->DrawSetTextColor( r, g, b, a );
    g_pSurface->DrawPrintText( text, wcslen( text ) );
}

void CDraw::DrawString( unsigned long Font, bool center, int x, int y, int r, int g, int b, int a, const char *input, ... )
{
    CHAR szBuffer[ MAX_PATH ];

    if( !input )
        return;

    vsprintf( szBuffer, input, ( char* )&input + _INTSIZEOF( input ) );


    if( center )
        x -= getWidth( Font, szBuffer ) / 2;

    g_pSurface->DrawSetTextColor( r, g, b, a );
    g_pSurface->DrawSetTextFont( Font );
    g_pSurface->DrawSetTextPos( x, y );

    std::wstring wide = stringToWide( std::string( szBuffer ) );
    g_pSurface->DrawPrintText( wide.c_str(), wide.length() );
}
void CDraw::DrawTile( int x, int y, int w, int h, int r, int g, int b, int a, bool back, int rback, int gback, int bback, int aback )
{
    if( back )
        FillRGBA( x, y, w, h, rback, gback, bback, aback );

    int x2 = x - w, y2 = y - h;

    while( x2 <= x )
    {
        FillRGBA( x2 + w, y, 1, h, r, g, b, a );
        x2 += 8;
    }

    while( y2 <= y )
    {
        FillRGBA( x, y2 + h, w, 1, r, g, b, a );
        y2 += 8;
    }
}

void CDraw::DrawHitMarker( int x, int y, int w, int h, int space, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );

    g_pSurface->DrawLine( x + space, y + space, x + w, y + h );
    g_pSurface->DrawLine( x + space, y - space, x + w, y - h );

    g_pSurface->DrawLine( x - space, y + space, x - w, y + h );
    g_pSurface->DrawLine( x - space, y - space, x - w, y - h );
}

void CDraw::DrawHexagon( int x, int y, int size, float angle, int r, int g, int b, int a )
{
    float flAng = angle;
    float flScale = 2.0 * M_PI / 6;

    int x1 = size * cos( flAng ) + x / 2, y1 = size * sin( flAng ) + y / 2;

    for( int i = 0; i < 6; i++ )
    {
        int x2 = x1, y2 = y1;
        flAng += flScale;
        x1 = size * cos( flAng ) + x / 2;
        y1 = size * sin( flAng ) + y / 2;
        LineRGBA( x2, y2, x1, y1, r, g, b, a );
    }
}

void CDraw::NewMenu( int x, int y, int w, int h, int a )
{
    FillRGBA( x, y, w, h, 40, 40, 40, a );

    FillRGBA( x + 1, y + 1, 3, h - 2, 20, 20, 20, a );
    FillRGBA( x + w - 4, y + 1, 3, h - 2, 20, 20, 20, a );
    FillRGBA( x + 1, y + h - 4, w - 2, 3, 20, 20, 20, a );
    FillRGBA( x + 1, y + 1, w - 2, 20, 20, 20, 20, a );

    DrawOutlineRect( x + 3, y + 20, w - 6, h - 23, 70, 70, 70, clamp( a, 0, 150 ) );
    DrawOutlineRect( x, y, w, h, 30, 30, 30, clamp( a, 0, 150 ) );

    VEngineClient::player_info_t pInfo;

    if( g_pEngine->GetPlayerInfo( g_pEngine->GetLocalPlayer(), &pInfo ) )
        DrawString( visualsfont, true, x + w / 2, y + 3, 200, 200, 200, clamp( a, 0, 150 ), "god %s", pInfo.name );
    else
        DrawString( visualsfont, true, x + w / 2, y + 3, 200, 200, 200, clamp( a, 0, 150 ), "menu name" );

    for( int i = 0; i < 20; i++ )
    {
        FillRGBA( x + i + 5, y + i + 21, 120, 5 / 5, 50, 50, 50, a ); //1
        FillRGBA( x + i + 128, y + i + 21, 140, 5 / 5, 50, 50, 50, a ); //2
        FillRGBA( x + i + 271, y + i + 21, 140, 5 / 5, 50, 50, 50, a ); //3
        FillRGBA( x + i + 414, y + i + 21, 115, 5 / 5, 50, 50, 50, a ); //4
    }

    FillRGBA( x + 5, y + 21, 120, 20, 50, 50, 50, a ); //1
    FillRGBA( x + 434, y + 21, 118, 20, 50, 50, 50, a ); //4

//    DrawBackGround( x + 5, y + 41, w - 10, h - 45, 30, 30, 30, a, 50, 50, 50 );

    LineRGBA( x + 5, y + 21, x + 125, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 4, y + 21, x + 4, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 5, y + 41, x + 144, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 124, y + 21, x + 144, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );

    LineRGBA( x + 128, y + 21, x + 267, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 127, y + 21, x + 147, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 147, y + 41, x + 286, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 267, y + 21, x + 287, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );

    LineRGBA( x + 271, y + 21, x + 410, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 270, y + 21, x + 290, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 290, y + 41, x + 429, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 410, y + 21, x + 430, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );

    LineRGBA( x + 414, y + 21, x + 551, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 413, y + 21, x + 433, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 433, y + 41, x + 551, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 551, y + 21, x + 551, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
}

void CrossProductSDK( const Vector& a, const Vector& b, Vector& result )
{
    CHECK_VALID( a );
    CHECK_VALID( b );
    Assert( &a != &result );
    Assert( &b != &result );
    result.x = a.y*b.z - a.z*b.y;
    result.y = a.z*b.x - a.x*b.z;
    result.z = a.x*b.y - a.y*b.x;
}

FORCEINLINE float DotProduct( const Vector& a, const Vector& b )
{
    CHECK_VALID( a );
    CHECK_VALID( b );
    return( a.x*b.x + a.y*b.y + a.z*b.z );
}

void Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration )
{
    CBaseEntity *player = g_pEntList->GetClientEntity( g_pEngine->GetLocalPlayer() );
    if( !player )
        return;

    // Clip triangles that are far away
    Vector to1 = p1 - player->GetAbsOrigin();
    Vector to2 = p2 - player->GetAbsOrigin();
    Vector to3 = p3 - player->GetAbsOrigin();

    if( ( to1.LengthSqr() > 90000000 ) &&
        ( to2.LengthSqr() > 90000000 ) &&
        ( to3.LengthSqr() > 90000000 ) )
    {
        return;
    }

    // Clip triangles that are behind the client
    Vector clientForward = player->GetEyePosition();

    float  dot1 = DotProduct( clientForward, to1 );
    float  dot2 = DotProduct( clientForward, to2 );
    float  dot3 = DotProduct( clientForward, to3 );

    if( dot1 < 0 && dot2 < 0 && dot3 < 0 )
        return;

    g_pDebugOverlay->AddTriangleOverlay( p1, p2, p3, r, g, b, a, noDepthTest, duration );
}

void HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration )
{
    Vector    lineDir = ( endPos - startPos );
    VectorNormalize( lineDir );
    Vector  upVec = Vector( 0, 0, 1 );
    Vector    sideDir;
    float   radius = width / 2.0;

    CrossProductSDK( lineDir, upVec, sideDir );

    Vector p1 = startPos - sideDir * radius;
    Vector p2 = endPos - lineDir * width - sideDir * radius;
    Vector p3 = endPos - lineDir * width - sideDir * width;
    Vector p4 = endPos;
    Vector p5 = endPos - lineDir * width + sideDir * width;
    Vector p6 = endPos - lineDir * width + sideDir * radius;
    Vector p7 = startPos + sideDir * radius;

    // Outline the arrow
    g_pDebugOverlay->AddLineOverlay( p1, p2, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p2, p3, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p3, p4, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p4, p5, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p5, p6, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p6, p7, r, g, b, noDepthTest, flDuration );

    if( a > 0 )
    {
        // Fill us in with triangles
        Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip
        Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft
        Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration );

        // And backfaces
        Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip
        Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft
        Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration );
    }
}

Vector UTIL_YawToVector( float yaw )
{
    Vector ret;

    ret.z = 0;
    float angle = DEG2RAD( yaw );
    g_Math.SinCos( angle, &ret.y, &ret.x );

    return ret;
}

void CDraw::YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration )
{
    Vector forward = UTIL_YawToVector( yaw );

    HorzArrow( startPos, startPos + forward * length, width, r, g, b, a, noDepthTest, flDuration );
}

void CDraw::DirectionTriangle( Vector2D center, float flYaw, float flDistCenter, float flLength, int r, int g, int b, int a )
{
    Vector2D vSlope = { sin( DEG2RAD( -flYaw ) ), -cos( DEG2RAD( flYaw ) ) };
    Vector2D vDirection = vSlope * flLength;
    Vector2D vStart = center + ( vSlope * flDistCenter );
    Vector2D vEnd = vStart + ( vDirection );

    float flLeft = flYaw - 1;
    Vector2D vLSlope = { sin( DEG2RAD( -flLeft ) ), -cos( DEG2RAD( flLeft ) ) };
    Vector2D vLStart = center + ( vLSlope * flDistCenter );

    float flRight = flYaw + 1;
    Vector2D vRSlope = { sin( DEG2RAD( -flRight ) ), -cos( DEG2RAD( flRight ) ) };
    Vector2D vRStart = center + ( vRSlope * flDistCenter );

    g_Draw.DrawFilledTriangle( vLStart, vRStart, vEnd, r, g, b, a );
}

/*std::vector <int> Resolution( std::string szName )
{
    std::ifstream in( szName );
    unsigned int uiWidth, uiHeight;
    in.seekg( 16 );
    in.read( ( char* )&uiWidth, 4 );
    in.read( ( char* )&uiHeight, 4 );
    uiWidth = ntohl( uiWidth );
    uiHeight = ntohl( uiHeight );
    std::vector <int> vReturn;
    vReturn.push_back( uiWidth );
    vReturn.push_back( uiHeight );
    return vReturn;
}
unsigned char* ImageID( const char* cFile, int w, int h )
{
    std::vector <unsigned char> cImage;
    unsigned char* cSize = new unsigned char[ cImage.size() ];
    std::copy( cImage.begin(), cImage.end(), cSize );
    cImage.clear();
    return cSize;
}
void ConvertToChar( std::string& szStr, char cArray[ ], size_t tSize )
{
    strcpy_s( cArray, tSize, szStr.c_str() );
    return;
}
CTexture::CTexture( std::string szName )
{
    std::vector <int> iResolution = Resolution( szName );
    
    iWidth = iResolution[ 0 ];
    iHeight = iResolution[ 1 ];
    char cName[ MAX_PATH ];
    ConvertToChar( szName, cName, MAX_PATH );
    cImageID = ImageID( cName, iWidth, iHeight );
    iLast = 0;
}
void CTexture::Draw( int x, int y, int x1, int y1 )
{
    bool bValid = false;
    unsigned int iTexture;
    if( iLast == 0 || g_pSurface->IsTextureIDValid( iLast ) )
    {
        iTexture = g_pSurface->CreateNewTextureID( true );
        if( iTexture )
            return;
        g_pSurface->DrawSetTextureRGBA( iTexture, cImageID, iWidth, iHeight );
        if( g_pSurface->IsTextureIDValid( iTexture ) )
            bValid = true;
        iLast = iTexture;
    }
    else
        iTexture = iLast;
    g_pSurface->DrawSetColor( 255, 255, 255, 255 );
    g_pSurface->DrawSetTexture( iTexture );
    g_pSurface->DrawTexturedRect( x, y, x1, y1 );
}
 
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Чем же сука тебя симпл не устраивает?

Ненавижу имгуи и все что с этим связано, надеюсь кто-нибудь пример с Directx рендером кинет.
Render:
@intrspct
intrspct Initial commit
Latest commit 809decb on 4 Feb

#include "drawing.h"

CDraw g_Draw;

void CDraw::InitFonts()
{
    visualsfont = g_pSurface->CreateFontA();
    keyfont = g_pSurface->CreateFontA();
    tabfont = g_pSurface->CreateFontA();
    espfont = g_pSurface->CreateFontA();
    iconfont = g_pSurface->CreateFontA();
    iconmenu = g_pSurface->CreateFontA();
    indicatorfont = g_pSurface->CreateFontA();

    g_pSurface->SetFontGlyphSet( iconmenu, "undefeated", 22, 500, 0, 0, FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( iconfont, "undefeated", 11, 200, 0, 0, FONTFLAG_DROPSHADOW | FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( visualsfont, "Verdana", 12, 400, 0, 0, FONTFLAG_ANTIALIAS | FONTFLAG_OUTLINE );
    g_pSurface->SetFontGlyphSet( keyfont, "Verdana", 12, 400, 0, 0, FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( tabfont, "Tahoma", 14, 100, 0, 0, FONTFLAG_ANTIALIAS | FONTFLAG_DROPSHADOW );
    g_pSurface->SetFontGlyphSet( espfont, "Verdana", 11, 500, 0, 0, FONTFLAG_ANTIALIAS );
    g_pSurface->SetFontGlyphSet( indicatorfont, "Verdana", 21, 1000, 0, 0, FONTFLAG_ANTIALIAS );
}

void CDraw::DrawOutlineRect( int x, int y, int w, int h, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawOutlinedRect( x, y, x + w, y + h );
}

void CDraw::FillRGBA( int x, int y, int w, int h, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawFilledRect( x, y, x + w, y + h );
}

void CDraw::LineRGBA( int x1, int y1, int x2, int y2, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawLine( x1, y1, x2, y2 );
}

void CDraw::DrawRect( int x1, int y1, int x2, int y2, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawFilledRect( x1, y1, x2, y2 );
}

void CDraw::DrawCircle( int x, int y, int radius, int segments, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );
    g_pSurface->DrawOutlinedCircle( x, y, radius, segments );
}

void CDraw::Draw3DCube( Vector* points, int r, int g, int b, int a )
{
    Vector startPos, endPos;

    for( int i = 0; i < 3; i++ )
    {
        if( g_pDebugOverlay->ScreenPosition( points[ i ], startPos ) != 1 )
            if( g_pDebugOverlay->ScreenPosition( points[ i + 1 ], endPos ) != 1 )
                LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );
    }
    if( g_pDebugOverlay->ScreenPosition( points[ 0 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 3 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    for( int i = 4; i < 7; i++ )
    {
        if( g_pDebugOverlay->ScreenPosition( points[ i ], startPos ) != 1 )
            if( g_pDebugOverlay->ScreenPosition( points[ i + 1 ], endPos ) != 1 )
                LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );
    }
    if( g_pDebugOverlay->ScreenPosition( points[ 4 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 7 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 0 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 6 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 1 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 5 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 2 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 4 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );

    if( g_pDebugOverlay->ScreenPosition( points[ 3 ], startPos ) != 1 )
        if( g_pDebugOverlay->ScreenPosition( points[ 7 ], endPos ) != 1 )
            LineRGBA( startPos.x, startPos.y, endPos.x, endPos.y, r, g, b, a );
}

void CDraw::Draw3DCube( float scalar, Vector angles, Vector middle_origin, int r, int g, int b, int a )
{
    Vector forward, right, up;
    g_Math.AngleVector( angles, &forward, &right, &up );

    Vector points [ 8 ];
    points [ 0 ] = middle_origin - ( right * scalar ) + ( up * scalar ) - ( forward * scalar ); // BLT
    points [ 1 ] = middle_origin + ( right * scalar ) + ( up * scalar ) - ( forward * scalar ); // BRT
    points [ 2 ] = middle_origin - ( right * scalar ) - ( up * scalar ) - ( forward * scalar ); // BLB
    points [ 3 ] = middle_origin + ( right * scalar ) - ( up * scalar ) - ( forward * scalar ); // BRB

    points [ 4 ] = middle_origin - ( right * scalar ) + ( up * scalar ) + ( forward * scalar ); // FLT
    points [ 5 ] = middle_origin + ( right * scalar ) + ( up * scalar ) + ( forward * scalar ); // FRT
    points [ 6 ] = middle_origin - ( right * scalar ) - ( up * scalar ) + ( forward * scalar ); // FLB
    points [ 7 ] = middle_origin + ( right * scalar ) - ( up * scalar ) + ( forward * scalar ); // FRB

    Vector points_screen [ 8 ];
    for( int i = 0; i < 8; i++ )
        if( !g_pDebugOverlay->ScreenPosition( points [ i ], points_screen [ i ] ) != 1 )
            return;

    g_pSurface->DrawSetColor( r, g, b, a );

    // Back frame
    g_pSurface->DrawLine( points_screen [ 0 ].x, points_screen [ 0 ].y, points_screen [ 1 ].x, points_screen [ 1 ].y );
    g_pSurface->DrawLine( points_screen [ 0 ].x, points_screen [ 0 ].y, points_screen [ 2 ].x, points_screen [ 2 ].y );
    g_pSurface->DrawLine( points_screen [ 3 ].x, points_screen [ 3 ].y, points_screen [ 1 ].x, points_screen [ 1 ].y );
    g_pSurface->DrawLine( points_screen [ 3 ].x, points_screen [ 3 ].y, points_screen [ 2 ].x, points_screen [ 2 ].y );

    // Frame connector
    g_pSurface->DrawLine( points_screen [ 0 ].x, points_screen [ 0 ].y, points_screen [ 4 ].x, points_screen [ 4 ].y );
    g_pSurface->DrawLine( points_screen [ 1 ].x, points_screen [ 1 ].y, points_screen [ 5 ].x, points_screen [ 5 ].y );
    g_pSurface->DrawLine( points_screen [ 2 ].x, points_screen [ 2 ].y, points_screen [ 6 ].x, points_screen [ 6 ].y );
    g_pSurface->DrawLine( points_screen [ 3 ].x, points_screen [ 3 ].y, points_screen [ 7 ].x, points_screen [ 7 ].y );

    // Front frame
    g_pSurface->DrawLine( points_screen [ 4 ].x, points_screen [ 4 ].y, points_screen [ 5 ].x, points_screen [ 5 ].y );
    g_pSurface->DrawLine( points_screen [ 4 ].x, points_screen [ 4 ].y, points_screen [ 6 ].x, points_screen [ 6 ].y );
    g_pSurface->DrawLine( points_screen [ 7 ].x, points_screen [ 7 ].y, points_screen [ 5 ].x, points_screen [ 5 ].y );
    g_pSurface->DrawLine( points_screen [ 7 ].x, points_screen [ 7 ].y, points_screen [ 6 ].x, points_screen [ 6 ].y );
}

void DrawTexturedPoly( int n, Vertex_t* vertice, Color col )
{
    static int texture_id = g_pSurface->CreateNewTextureID( true );
    static unsigned char buf[ 4 ] = { 255, 255, 255, 255 };
    g_pSurface->DrawSetTextureRGBA( texture_id, buf, 1, 1 );
    g_pSurface->DrawSetColor( col.r(), col.g(), col.b(), col.a() );
    g_pSurface->DrawSetTexture( texture_id );
    g_pSurface->DrawTexturedPolygon( n, vertice );
}

void DrawTexturedPoly( int n, VertexCol_t* vertice )
{
    static int texture_id = g_pSurface->CreateNewTextureID( true );
    static unsigned char buf[ 4 ] = { 255, 255, 255, 255 };
    g_pSurface->DrawSetTextureRGBA( texture_id, buf, 1, 1 );
    g_pSurface->DrawSetColor( vertice->m_Col.r(), vertice->m_Col.g(), vertice->m_Col.b(), 255 );
    g_pSurface->DrawSetTexture( texture_id );
    g_pSurface->DrawTexturedPolygon( n, &vertice->m_Vertex );
}

void CDraw::DrawFilledTriangle( Vector2D one, Vector2D two, Vector2D three, int r, int g, int b, int a )
{
    static Vertex_t MouseVt [ 3 ];

    MouseVt [ 0 ].Init( one );
    MouseVt [ 1 ].Init( two );
    MouseVt [ 2 ].Init( three );

    DrawTexturedPoly( 3, MouseVt, Color( r, g, b, a ) );
}

void CDraw::DrawFilledArrow( Vector2D a, Vector2D b, Vector2D c, Vector2D d, Vector2D e, Vector2D f, Vector2D g, int red, int green, int blue, int alpha )
{
    static Vertex_t MouseVt[ 7 ];

    MouseVt[ 0 ].Init( a );
    MouseVt[ 1 ].Init( b );
    MouseVt[ 2 ].Init( c );
    MouseVt[ 3 ].Init( d );
    MouseVt[ 4 ].Init( e );
    MouseVt[ 5 ].Init( f );
    MouseVt[ 6 ].Init( g );

    DrawTexturedPoly( 7, MouseVt, Color( red, green, blue, alpha ) );
}

void CDraw::DrawFilledCircle( Vector2D center, int r, int g, int b, int a, float radius, float points )
{
    std::vector<Vertex_t> vertices;
    float step = ( float ) M_PI * 2.0f / points;

    for( float a = 0; a < ( M_PI * 2.0f ); a += step )
        vertices.push_back( Vertex_t( Vector2D( radius * cosf( a ) + center.x, radius * sinf( a ) + center.y ) ) );

    DrawTexturedPoly( ( int ) points, vertices.data(), Color( r, g, b, a ) );
}

void CDraw::DrawGradient( int x, int y, int w, int h, int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2 )
{
    FillRGBA( x, y, w, h, r1, g1, b1, a1 );

    int r = r2;
    int g = g2;
    int b = b2;

    for( int i = 0; i < h; i++ )
    {
        float flIndex = i, flHeight = h;
        float flAlpha = flIndex / flHeight;

        int iAlpha = flAlpha * 255;

        FillRGBA( x, y + i, w, 1, r, g, b, iAlpha );
    }
}

void CDraw::DrawGradientH( int x, int y, int w, int h, int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2 )
{
    FillRGBA( x, y, w, h, r1, g1, b1, a1 );

    int r = r2;
    int g = g2;
    int b = b2;

    for( int i = 0; i < w; i++ )
    {
        float flIndex = i, flWidth = w;
        float flAlpha = flIndex / flWidth;

        int iAlpha = flAlpha * 255;

        FillRGBA( x + i, y, 2, h, r, g, b, iAlpha );
    }
}

void CDraw::DrawBackGround( int x, int y, int w, int h, int r, int g, int b, int a, int r1, int g1, int b1 )
{
    static int GradientTexture = 0;
    static std::unique_ptr<Color[]> Gradient = nullptr;

    if( !Gradient )
    {
        Gradient = std::make_unique<Color[]>( w * h );

        for( int i = 0; i < w; i++ )
        {
            switch( i % 4 )
            {
            case 0:
                for( int k = 0; k < h; k++ )
                    *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                break;
            case 1:
                for( int k = 0; k < h; k++ )
                {
                    switch( k % 4 )
                    {
                    case 1:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                        break;
                    default:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r1, g1, b1 );
                        break;
                    }
                }
                break;
            case 2:
                for( int k = 0; k < h; k++ )
                    *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                break;
            case 3:
                for( int k = 0; k < h; k++ )
                {
                    switch( k % 4 )
                    {
                    case 3:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r, g, b );
                        break;
                    default:
                        *( Color* )( Gradient.get() + i + k * w ) = Color( r1, g1, b1 );
                        break;
                    }
                }
                break;
            }
        }

        GradientTexture = g_pSurface->CreateNewTextureID( true );
        g_pSurface->DrawSetTextureRGBA( GradientTexture, Gradient.get(), w, h );
    }

    g_pSurface->DrawSetColor( 255, 255, 255, a );
    g_pSurface->DrawSetTexture( GradientTexture );
    g_pSurface->DrawTexturedRect( x, y, x + w, y + h );
}

void CDraw::DrawColorPalette( int x, int y, int w, int h )
{
    static int GradientTexture = 0;
    static std::unique_ptr<Color[ ]> Gradient = nullptr;

    if( !Gradient )
    {
        Gradient = std::make_unique<Color[ ]>( w * h );

        for( int i = 0; i < w; i++ )
        {
            int div = w / 6;
            int phase = i / div;
            float t = ( i % div ) / ( float ) div;
            int r, g, b;

            switch( phase )
            {
            case( 0 ):
                r = 255;
                g = 255 * t;
                b = 0;
                break;
            case( 1 ):
                r = 255 * ( 1.f - t );
                g = 255;
                b = 0;
                break;
            case( 2 ):
                r = 0;
                g = 255;
                b = 255 * t;
                break;
            case( 3 ):
                r = 0;
                g = 255 * ( 1.f - t );
                b = 255;
                break;
            case( 4 ):
                r = 255 * t;
                g = 0;
                b = 255;
                break;
            case( 5 ):
                r = 255;
                g = 0;
                b = 255 * ( 1.f - t );
                break;
            }

            for( int k = 0; k < h; k++ )
            {
                float sat = k / ( float ) h;
                int _r = r + sat * ( 255 - r );
                int _g = g + sat * ( 255 - g );
                int _b = b + sat * ( 255 - b );

                *reinterpret_cast< Color* >( Gradient.get() + i + k * w ) = Color( _r, _g, _b );
            }
        }

        GradientTexture = g_pSurface->CreateNewTextureID( true );
        g_pSurface->DrawSetTextureRGBA( GradientTexture, Gradient.get(), w, h );
    }

    g_pSurface->DrawSetColor( 255, 255, 255, 255 );
    g_pSurface->DrawSetTexture( GradientTexture );
    g_pSurface->DrawTexturedRect( x, y, x + w, y + h );
}

void CDraw::DrawHealthBar( int x, int y, int w, int h, int r, int g, int b, int a, int health )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    FillRGBA( x + 1, y + h - h * clamp( health, 0, 100 ) / 100 + 1, w - 2, h * clamp( health, 0, 100 ) / 100 - 2, r, g, b, a );

    if( health > 0 && health < 100 )
        DrawString( g_Draw.espfont, false, x - w * 2 - 5, y + h - h * health / 100 - 6, 255, 255, 255, a, "%i", health );
}

void CDraw::DrawKevlarBar( int x, int y, int w, int h, int r, int g, int b, int a, float kev )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    FillRGBA( x + 1, y + 1, w * kev / 100 - 2, h - 2, r, g, b, a );
}

void CDraw::DrawArmorBar( int x, int y, int w, int h, int r, int g, int b, int a, float ammo, int maxammo )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    if( ammo == 0 )
        FillRGBA( x + 1, y + 1, w - 2, h - 2, 255, 50, 0, a );

    FillRGBA( x + 1, y + 1, w * ammo / maxammo - 2, h - 2, r, g, b, a );
}

void CDraw::DrawLBYBar( int x, int y, int w, int h, int r, int g, int b, int a, float time )
{
    FillRGBA( x, y, w, h, 0, 0, 0, clamp( a, 0, 150 ) );

    if( time > 0.0 )
        FillRGBA( x + 1, y + 1, w * time / 1.1 - 2, h - 2, r, g, b, a );
    else
        FillRGBA( x + 1, y + 1, w - 2, h - 2, 255, 50, 0, a );
}

void CDraw::DrawFeatureBox( int x, int y, int w, int h, int r, int g, int b, int a, int af, int fr, int fg, int fb, int fa, const char* input, unsigned long font, bool bFill )
{
    CHAR szBuffer[ MAX_PATH ];

    if( !input )
        return;

    vsprintf( szBuffer, input, ( char* ) &input + _INTSIZEOF( input ) );

    g_pSurface->DrawSetTextColor( fr, fg, fb, fa );
    g_pSurface->DrawSetTextFont( font );
    g_pSurface->DrawSetTextPos( x + 15, y - 7 );

    std::wstring wide = stringToWide( std::string( szBuffer ) );

    LineRGBA( x, y, x + 11, y, 70, 70, 70, af );
    LineRGBA( x - 1, y - 1, x + 10, y - 1, 30, 30, 30, a );

    LineRGBA( x, y, x, y + h, 70, 70, 70, af );
    LineRGBA( x - 1, y, x - 1, y + h + 1, 30, 30, 30, a );

    LineRGBA( x + 19 + getWidth( font, szBuffer ), y, x + w, y, 70, 70, 70, af );
    LineRGBA( x + 20 + getWidth( font, szBuffer ), y - 1, x + w + 1, y - 1, 30, 30, 30, a );

    LineRGBA( x, y + h, x + w + 1, y + h, 70, 70, 70, af );
    LineRGBA( x, y + h + 1, x + w + 2, y + h + 1, 30, 30, 30, a );

    LineRGBA( x + w, y, x + w, y + h, 70, 70, 70, af );
    LineRGBA( x + w + 1, y - 1, x + w + 1, y + h + 1, 30, 30, 30, a );

    if( bFill )
        FillRGBA( x + 2, y + 2, w - 3, h - 3, r, g, b, a );

    g_pSurface->DrawPrintText( wide.c_str(), wide.length() );
}

int CDraw::getWidth( unsigned long font, const char* input, ... )
{
    INT iWide = 0;
    INT iTall = 0;
    INT iBufSize = MultiByteToWideChar( CP_UTF8, 0x0, input, -1, NULL, 0 );

    wchar_t* pszUnicode = new wchar_t[ iBufSize ];

    MultiByteToWideChar( CP_UTF8, 0x0, input, -1, pszUnicode, iBufSize );

    g_pSurface->GetTextSize( font, pszUnicode, iWide, iTall );

    delete[ ] pszUnicode;

    return iWide;
}

std::wstring CDraw::stringToWide( const std::string& text )
{
    std::wstring wide( text.length(), L' ' );
    std::copy( text.begin(), text.end(), wide.begin() );

    return wide;
}

void CDraw::DrawStringUnicode( unsigned long font, bool center, int x, int y, int r, int g, int b, int a, const wchar_t* text, ... )
{
    if( text == NULL )
        return;

    if( center )
    {
        int iWide = 0;
        int iTall = 0;
        g_pSurface->GetTextSize( font, text, iWide, iTall );
        x -= iWide / 2;
    }

    g_pSurface->DrawSetTextPos( x, y );
    g_pSurface->DrawSetTextFont( font );
    g_pSurface->DrawSetTextColor( r, g, b, a );
    g_pSurface->DrawPrintText( text, wcslen( text ) );
}

void CDraw::DrawString( unsigned long Font, bool center, int x, int y, int r, int g, int b, int a, const char *input, ... )
{
    CHAR szBuffer[ MAX_PATH ];

    if( !input )
        return;

    vsprintf( szBuffer, input, ( char* )&input + _INTSIZEOF( input ) );


    if( center )
        x -= getWidth( Font, szBuffer ) / 2;

    g_pSurface->DrawSetTextColor( r, g, b, a );
    g_pSurface->DrawSetTextFont( Font );
    g_pSurface->DrawSetTextPos( x, y );

    std::wstring wide = stringToWide( std::string( szBuffer ) );
    g_pSurface->DrawPrintText( wide.c_str(), wide.length() );
}
void CDraw::DrawTile( int x, int y, int w, int h, int r, int g, int b, int a, bool back, int rback, int gback, int bback, int aback )
{
    if( back )
        FillRGBA( x, y, w, h, rback, gback, bback, aback );

    int x2 = x - w, y2 = y - h;

    while( x2 <= x )
    {
        FillRGBA( x2 + w, y, 1, h, r, g, b, a );
        x2 += 8;
    }

    while( y2 <= y )
    {
        FillRGBA( x, y2 + h, w, 1, r, g, b, a );
        y2 += 8;
    }
}

void CDraw::DrawHitMarker( int x, int y, int w, int h, int space, int r, int g, int b, int a )
{
    g_pSurface->DrawSetColor( r, g, b, a );

    g_pSurface->DrawLine( x + space, y + space, x + w, y + h );
    g_pSurface->DrawLine( x + space, y - space, x + w, y - h );

    g_pSurface->DrawLine( x - space, y + space, x - w, y + h );
    g_pSurface->DrawLine( x - space, y - space, x - w, y - h );
}

void CDraw::DrawHexagon( int x, int y, int size, float angle, int r, int g, int b, int a )
{
    float flAng = angle;
    float flScale = 2.0 * M_PI / 6;

    int x1 = size * cos( flAng ) + x / 2, y1 = size * sin( flAng ) + y / 2;

    for( int i = 0; i < 6; i++ )
    {
        int x2 = x1, y2 = y1;
        flAng += flScale;
        x1 = size * cos( flAng ) + x / 2;
        y1 = size * sin( flAng ) + y / 2;
        LineRGBA( x2, y2, x1, y1, r, g, b, a );
    }
}

void CDraw::NewMenu( int x, int y, int w, int h, int a )
{
    FillRGBA( x, y, w, h, 40, 40, 40, a );

    FillRGBA( x + 1, y + 1, 3, h - 2, 20, 20, 20, a );
    FillRGBA( x + w - 4, y + 1, 3, h - 2, 20, 20, 20, a );
    FillRGBA( x + 1, y + h - 4, w - 2, 3, 20, 20, 20, a );
    FillRGBA( x + 1, y + 1, w - 2, 20, 20, 20, 20, a );

    DrawOutlineRect( x + 3, y + 20, w - 6, h - 23, 70, 70, 70, clamp( a, 0, 150 ) );
    DrawOutlineRect( x, y, w, h, 30, 30, 30, clamp( a, 0, 150 ) );

    VEngineClient::player_info_t pInfo;

    if( g_pEngine->GetPlayerInfo( g_pEngine->GetLocalPlayer(), &pInfo ) )
        DrawString( visualsfont, true, x + w / 2, y + 3, 200, 200, 200, clamp( a, 0, 150 ), "god %s", pInfo.name );
    else
        DrawString( visualsfont, true, x + w / 2, y + 3, 200, 200, 200, clamp( a, 0, 150 ), "menu name" );

    for( int i = 0; i < 20; i++ )
    {
        FillRGBA( x + i + 5, y + i + 21, 120, 5 / 5, 50, 50, 50, a ); //1
        FillRGBA( x + i + 128, y + i + 21, 140, 5 / 5, 50, 50, 50, a ); //2
        FillRGBA( x + i + 271, y + i + 21, 140, 5 / 5, 50, 50, 50, a ); //3
        FillRGBA( x + i + 414, y + i + 21, 115, 5 / 5, 50, 50, 50, a ); //4
    }

    FillRGBA( x + 5, y + 21, 120, 20, 50, 50, 50, a ); //1
    FillRGBA( x + 434, y + 21, 118, 20, 50, 50, 50, a ); //4

//    DrawBackGround( x + 5, y + 41, w - 10, h - 45, 30, 30, 30, a, 50, 50, 50 );

    LineRGBA( x + 5, y + 21, x + 125, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 4, y + 21, x + 4, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 5, y + 41, x + 144, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 124, y + 21, x + 144, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );

    LineRGBA( x + 128, y + 21, x + 267, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 127, y + 21, x + 147, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 147, y + 41, x + 286, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 267, y + 21, x + 287, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );

    LineRGBA( x + 271, y + 21, x + 410, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 270, y + 21, x + 290, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 290, y + 41, x + 429, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 410, y + 21, x + 430, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );

    LineRGBA( x + 414, y + 21, x + 551, y + 21, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 413, y + 21, x + 433, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 433, y + 41, x + 551, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
    LineRGBA( x + 551, y + 21, x + 551, y + 41, 30, 30, 30, clamp( a, 0, 200 ) );
}

void CrossProductSDK( const Vector& a, const Vector& b, Vector& result )
{
    CHECK_VALID( a );
    CHECK_VALID( b );
    Assert( &a != &result );
    Assert( &b != &result );
    result.x = a.y*b.z - a.z*b.y;
    result.y = a.z*b.x - a.x*b.z;
    result.z = a.x*b.y - a.y*b.x;
}

FORCEINLINE float DotProduct( const Vector& a, const Vector& b )
{
    CHECK_VALID( a );
    CHECK_VALID( b );
    return( a.x*b.x + a.y*b.y + a.z*b.z );
}

void Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration )
{
    CBaseEntity *player = g_pEntList->GetClientEntity( g_pEngine->GetLocalPlayer() );
    if( !player )
        return;

    // Clip triangles that are far away
    Vector to1 = p1 - player->GetAbsOrigin();
    Vector to2 = p2 - player->GetAbsOrigin();
    Vector to3 = p3 - player->GetAbsOrigin();

    if( ( to1.LengthSqr() > 90000000 ) &&
        ( to2.LengthSqr() > 90000000 ) &&
        ( to3.LengthSqr() > 90000000 ) )
    {
        return;
    }

    // Clip triangles that are behind the client
    Vector clientForward = player->GetEyePosition();

    float  dot1 = DotProduct( clientForward, to1 );
    float  dot2 = DotProduct( clientForward, to2 );
    float  dot3 = DotProduct( clientForward, to3 );

    if( dot1 < 0 && dot2 < 0 && dot3 < 0 )
        return;

    g_pDebugOverlay->AddTriangleOverlay( p1, p2, p3, r, g, b, a, noDepthTest, duration );
}

void HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration )
{
    Vector    lineDir = ( endPos - startPos );
    VectorNormalize( lineDir );
    Vector  upVec = Vector( 0, 0, 1 );
    Vector    sideDir;
    float   radius = width / 2.0;

    CrossProductSDK( lineDir, upVec, sideDir );

    Vector p1 = startPos - sideDir * radius;
    Vector p2 = endPos - lineDir * width - sideDir * radius;
    Vector p3 = endPos - lineDir * width - sideDir * width;
    Vector p4 = endPos;
    Vector p5 = endPos - lineDir * width + sideDir * width;
    Vector p6 = endPos - lineDir * width + sideDir * radius;
    Vector p7 = startPos + sideDir * radius;

    // Outline the arrow
    g_pDebugOverlay->AddLineOverlay( p1, p2, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p2, p3, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p3, p4, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p4, p5, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p5, p6, r, g, b, noDepthTest, flDuration );
    g_pDebugOverlay->AddLineOverlay( p6, p7, r, g, b, noDepthTest, flDuration );

    if( a > 0 )
    {
        // Fill us in with triangles
        Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip
        Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft
        Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration );

        // And backfaces
        Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip
        Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft
        Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration );
    }
}

Vector UTIL_YawToVector( float yaw )
{
    Vector ret;

    ret.z = 0;
    float angle = DEG2RAD( yaw );
    g_Math.SinCos( angle, &ret.y, &ret.x );

    return ret;
}

void CDraw::YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration )
{
    Vector forward = UTIL_YawToVector( yaw );

    HorzArrow( startPos, startPos + forward * length, width, r, g, b, a, noDepthTest, flDuration );
}

void CDraw::DirectionTriangle( Vector2D center, float flYaw, float flDistCenter, float flLength, int r, int g, int b, int a )
{
    Vector2D vSlope = { sin( DEG2RAD( -flYaw ) ), -cos( DEG2RAD( flYaw ) ) };
    Vector2D vDirection = vSlope * flLength;
    Vector2D vStart = center + ( vSlope * flDistCenter );
    Vector2D vEnd = vStart + ( vDirection );

    float flLeft = flYaw - 1;
    Vector2D vLSlope = { sin( DEG2RAD( -flLeft ) ), -cos( DEG2RAD( flLeft ) ) };
    Vector2D vLStart = center + ( vLSlope * flDistCenter );

    float flRight = flYaw + 1;
    Vector2D vRSlope = { sin( DEG2RAD( -flRight ) ), -cos( DEG2RAD( flRight ) ) };
    Vector2D vRStart = center + ( vRSlope * flDistCenter );

    g_Draw.DrawFilledTriangle( vLStart, vRStart, vEnd, r, g, b, a );
}

/*std::vector <int> Resolution( std::string szName )
{
    std::ifstream in( szName );
    unsigned int uiWidth, uiHeight;
    in.seekg( 16 );
    in.read( ( char* )&uiWidth, 4 );
    in.read( ( char* )&uiHeight, 4 );
    uiWidth = ntohl( uiWidth );
    uiHeight = ntohl( uiHeight );
    std::vector <int> vReturn;
    vReturn.push_back( uiWidth );
    vReturn.push_back( uiHeight );
    return vReturn;
}
unsigned char* ImageID( const char* cFile, int w, int h )
{
    std::vector <unsigned char> cImage;
    unsigned char* cSize = new unsigned char[ cImage.size() ];
    std::copy( cImage.begin(), cImage.end(), cSize );
    cImage.clear();
    return cSize;
}
void ConvertToChar( std::string& szStr, char cArray[ ], size_t tSize )
{
    strcpy_s( cArray, tSize, szStr.c_str() );
    return;
}
CTexture::CTexture( std::string szName )
{
    std::vector <int> iResolution = Resolution( szName );
   
    iWidth = iResolution[ 0 ];
    iHeight = iResolution[ 1 ];
    char cName[ MAX_PATH ];
    ConvertToChar( szName, cName, MAX_PATH );
    cImageID = ImageID( cName, iWidth, iHeight );
    iLast = 0;
}
void CTexture::Draw( int x, int y, int x1, int y1 )
{
    bool bValid = false;
    unsigned int iTexture;
    if( iLast == 0 || g_pSurface->IsTextureIDValid( iLast ) )
    {
        iTexture = g_pSurface->CreateNewTextureID( true );
        if( iTexture )
            return;
        g_pSurface->DrawSetTextureRGBA( iTexture, cImageID, iWidth, iHeight );
        if( g_pSurface->IsTextureIDValid( iTexture ) )
            bValid = true;
        iLast = iTexture;
    }
    else
        iTexture = iLast;
    g_pSurface->DrawSetColor( 255, 255, 255, 255 );
    g_pSurface->DrawSetTexture( iTexture );
    g_pSurface->DrawTexturedRect( x, y, x1, y1 );
}
Чем же тебя имгуевские дравлисты не устроили? Или тебе хочется руками всё триангулировать и лееры свои писать?
 
Сверху Снизу