source-engine/game/client/warp_overlay.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Screen warp overlay
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "view.h"
#include "c_sun.h"
#include "particles_simple.h"
#include "clienteffectprecachesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectWarp )
CLIENTEFFECT_MATERIAL( "sun/overlay" )
CLIENTEFFECT_REGISTER_END()
//-----------------------------------------------------------------------------
// Purpose: Special draw for the warped overlay
//-----------------------------------------------------------------------------
void CWarpOverlay::Draw( bool bCacheFullSceneState )
{
// Get the vector to the sun.
Vector vToGlow;
if( m_bDirectional )
vToGlow = m_vDirection;
else
vToGlow = m_vPos - CurrentViewOrigin();
VectorNormalize( vToGlow );
float flDot = vToGlow.Dot( CurrentViewForward() );
if( flDot <= g_flOverlayRange )
return;
UpdateGlowObstruction( vToGlow, bCacheFullSceneState );
if( m_flGlowObstructionScale == 0 )
return;
CMatRenderContextPtr pRenderContext( materials );
//FIXME: Allow multiple?
for( int iSprite=0; iSprite < m_nSprites; iSprite++ )
{
CGlowSprite *pSprite = &m_Sprites[iSprite];
// Figure out the color and size to draw it.
float flHorzSize, flVertSize;
Vector vColor;
CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor );
// Setup the basis to draw the sprite.
Vector vBasePt, vUp, vRight;
CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight );
// Draw the sprite.
IMaterial *pMaterial = materials->FindMaterial( "sun/overlay", TEXTURE_GROUP_CLIENT_EFFECTS );
IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pMaterial );
CMeshBuilder builder;
builder.Begin( pMesh, MATERIAL_QUADS, 1 );
Vector vPt;
vPt = vBasePt - vRight + vUp;
builder.Position3fv( vPt.Base() );
builder.Color4f( VectorExpand(vColor), 1 );
builder.TexCoord2f( 0, 0, 1 );
builder.AdvanceVertex();
vPt = vBasePt + vRight + vUp;
builder.Position3fv( vPt.Base() );
builder.Color4f( VectorExpand(vColor), 1 );
builder.TexCoord2f( 0, 1, 1 );
builder.AdvanceVertex();
vPt = vBasePt + vRight - vUp;
builder.Position3fv( vPt.Base() );
builder.Color4f( VectorExpand(vColor), 1 );
builder.TexCoord2f( 0, 1, 0 );
builder.AdvanceVertex();
vPt = vBasePt - vRight - vUp;
builder.Position3fv( vPt.Base() );
builder.Color4f( VectorExpand(vColor), 1 );
builder.TexCoord2f( 0, 0, 0 );
builder.AdvanceVertex();
builder.End( false, true );
}
}