source-engine/game/client/c_func_smokevolume.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_smoke_trail.h"
#include "smoke_fog_overlay.h"
#include "engine/IEngineTrace.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_EMISSIVE 0x00000001
// ------------------------------------------------------------------------- //
// Definitions
// ------------------------------------------------------------------------- //
static Vector s_FadePlaneDirections[] =
{
Vector( 1,0,0),
Vector(-1,0,0),
Vector(0, 1,0),
Vector(0,-1,0),
Vector(0,0, 1),
Vector(0,0,-1)
};
#define NUM_FADE_PLANES (sizeof(s_FadePlaneDirections)/sizeof(s_FadePlaneDirections[0]))
// ------------------------------------------------------------------------- //
// Classes
// ------------------------------------------------------------------------- //
class C_FuncSmokeVolume : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_FuncSmokeVolume, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_FuncSmokeVolume();
~C_FuncSmokeVolume();
int IsEmissive( void ) { return ( m_spawnflags & SF_EMISSIVE ); }
private:
class SmokeGrenadeParticle : public Particle
{
public:
float m_RotationFactor;
float m_CurRotation;
float m_FadeAlpha; // Set as it moves around.
unsigned char m_ColorInterp; // Amount between min and max colors.
unsigned char m_Color[4];
};
// C_BaseEntity.
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
// IPrototypeAppEffect.
public:
virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void NotifyRemove();
private:
// The SmokeEmitter represents a grid in 3D space.
class SmokeParticleInfo
{
public:
SmokeGrenadeParticle *m_pParticle;
int m_TradeIndex; // -1 if not exchanging yet.
float m_TradeClock; // How long since they started trading.
float m_TradeDuration; // How long the trade will take to finish.
float m_FadeAlpha; // Calculated from nearby world geometry.
unsigned char m_Color[4];
};
inline int GetSmokeParticleIndex(int x, int y, int z)
{
Assert( IsValidXYZCoords( x, y, z ) );
return z*m_xCount*m_yCount+y*m_xCount+x;
}
inline SmokeParticleInfo *GetSmokeParticleInfo(int x, int y, int z)
{
Assert( IsValidXYZCoords( x, y, z ) );
return &m_pSmokeParticleInfos[GetSmokeParticleIndex(x,y,z)];
}
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inline void GetParticleInfoXYZ(int index, int &x, int &y, int &z)
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{
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Assert( index >= 0 && index < m_xCount * m_yCount * m_zCount );
z = index / (m_xCount*m_yCount);
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int zIndex = z*m_xCount*m_yCount;
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y = (index - zIndex) / m_xCount;
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int yIndex = y*m_xCount;
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x = index - zIndex - yIndex;
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Assert( IsValidXYZCoords( x, y, z ) );
}
inline bool IsValidXYZCoords(int x, int y, int z)
{
return x >= 0 && y >= 0 && z >= 0 && x < m_xCount && y < m_yCount && z < m_zCount;
}
inline Vector GetSmokeParticlePos(int x, int y, int z )
{
return WorldAlignMins() +
Vector( x * m_SpacingRadius * 2 + m_SpacingRadius,
y * m_SpacingRadius * 2 + m_SpacingRadius,
z * m_SpacingRadius * 2 + m_SpacingRadius );
}
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inline Vector GetSmokeParticlePosIndex(int index)
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{
int x, y, z;
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GetParticleInfoXYZ(index, x, y, z);
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return GetSmokeParticlePos(x, y, z);
}
// Start filling the smoke volume
void FillVolume();
private:
// State variables from server.
color32 m_Color1;
color32 m_Color2;
char m_MaterialName[255];
float m_ParticleDrawWidth;
float m_ParticleSpacingDistance;
float m_DensityRampSpeed;
float m_RotationSpeed;
float m_MovementSpeed;
float m_Density;
int m_spawnflags;
private:
C_FuncSmokeVolume( const C_FuncSmokeVolume & );
float m_CurrentDensity;
float m_ParticleRadius;
bool m_bStarted;
PMaterialHandle m_MaterialHandle;
SmokeParticleInfo *m_pSmokeParticleInfos;
int m_xCount, m_yCount, m_zCount;
float m_SpacingRadius;
Vector m_MinColor;
Vector m_MaxColor;
Vector m_vLastOrigin;
QAngle m_vLastAngles;
bool m_bFirstUpdate;
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncSmokeVolume, DT_FuncSmokeVolume, CFuncSmokeVolume )
RecvPropInt( RECVINFO( m_Color1 ), 0, RecvProxy_IntToColor32 ),
RecvPropInt( RECVINFO( m_Color2 ), 0, RecvProxy_IntToColor32 ),
RecvPropString( RECVINFO( m_MaterialName ) ),
RecvPropFloat( RECVINFO( m_ParticleDrawWidth ) ),
RecvPropFloat( RECVINFO( m_ParticleSpacingDistance ) ),
RecvPropFloat( RECVINFO( m_DensityRampSpeed ) ),
RecvPropFloat( RECVINFO( m_RotationSpeed ) ),
RecvPropFloat( RECVINFO( m_MovementSpeed ) ),
RecvPropFloat( RECVINFO( m_Density ) ),
RecvPropInt( RECVINFO( m_spawnflags ) ),
RecvPropDataTable( RECVINFO_DT( m_Collision ), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty) ),
END_RECV_TABLE()
// Helpers.
// ------------------------------------------------------------------------- //
static inline void InterpColor(unsigned char dest[4], unsigned char src1[4], unsigned char src2[4], float percent)
{
dest[0] = (unsigned char)(src1[0] + (src2[0] - src1[0]) * percent);
dest[1] = (unsigned char)(src1[1] + (src2[1] - src1[1]) * percent);
dest[2] = (unsigned char)(src1[2] + (src2[2] - src1[2]) * percent);
}
static inline int GetWorldPointContents(const Vector &vPos)
{
#if defined(PARTICLEPROTOTYPE_APP)
return 0;
#else
return enginetrace->GetPointContents( vPos );
#endif
}
static inline void WorldTraceLine( const Vector &start, const Vector &end, int contentsMask, trace_t *trace )
{
#if defined(PARTICLEPROTOTYPE_APP)
trace->fraction = 1;
#else
UTIL_TraceLine(start, end, contentsMask, NULL, COLLISION_GROUP_NONE, trace);
#endif
}
static inline Vector EngineGetLightForPoint(const Vector &vPos)
{
#if defined(PARTICLEPROTOTYPE_APP)
return Vector(1,1,1);
#else
return engine->GetLightForPoint(vPos, true);
#endif
}
static inline Vector& EngineGetVecRenderOrigin()
{
#if defined(PARTICLEPROTOTYPE_APP)
static Vector dummy(0,0,0);
return dummy;
#else
extern Vector g_vecRenderOrigin;
return g_vecRenderOrigin;
#endif
}
static inline float& EngineGetSmokeFogOverlayAlpha()
{
#if defined(PARTICLEPROTOTYPE_APP)
static float dummy;
return dummy;
#else
return g_SmokeFogOverlayAlpha;
#endif
}
static inline C_BaseEntity* ParticleGetEntity( int index )
{
#if defined(PARTICLEPROTOTYPE_APP)
return NULL;
#else
return cl_entitylist->GetEnt( index );
#endif
}
// ------------------------------------------------------------------------- //
// C_FuncSmokeVolume
// ------------------------------------------------------------------------- //
C_FuncSmokeVolume::C_FuncSmokeVolume()
{
m_bFirstUpdate = true;
m_vLastOrigin.Init();
m_vLastAngles.Init();
m_pSmokeParticleInfos = NULL;
m_SpacingRadius = 0.0f;
m_ParticleRadius = 0.0f;
m_MinColor.Init( 1.0, 1.0, 1.0 );
m_MaxColor.Init( 1.0, 1.0, 1.0 );
}
C_FuncSmokeVolume::~C_FuncSmokeVolume()
{
delete [] m_pSmokeParticleInfos;
}
static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
void C_FuncSmokeVolume::OnDataChanged( DataUpdateType_t updateType )
{
m_MinColor[0] = ( 1.0f / 255.0f ) * m_Color1.r;
m_MinColor[1] = ( 1.0f / 255.0f ) * m_Color1.g;
m_MinColor[2] = ( 1.0f / 255.0f ) * m_Color1.b;
m_MaxColor[0] = ( 1.0f / 255.0f ) * m_Color2.r;
m_MaxColor[1] = ( 1.0f / 255.0f ) * m_Color2.g;
m_MaxColor[2] = ( 1.0f / 255.0f ) * m_Color2.b;
if ( mat_reduceparticles.GetBool() )
{
m_Density *= 0.5f;
m_ParticleSpacingDistance *= 1.5f;
}
m_ParticleRadius = m_ParticleDrawWidth * 0.5f;
m_SpacingRadius = m_ParticleSpacingDistance * 0.5f;
m_ParticleEffect.SetParticleCullRadius( m_ParticleRadius );
// Warning( "m_Density: %f\n", m_Density );
// Warning( "m_MovementSpeed: %f\n", m_MovementSpeed );
if( updateType == DATA_UPDATE_CREATED )
{
Vector size = WorldAlignMaxs() - WorldAlignMins();
m_xCount = 0.5f + ( size.x / ( m_SpacingRadius * 2.0f ) );
m_yCount = 0.5f + ( size.y / ( m_SpacingRadius * 2.0f ) );
m_zCount = 0.5f + ( size.z / ( m_SpacingRadius * 2.0f ) );
m_CurrentDensity = m_Density;
delete [] m_pSmokeParticleInfos;
m_pSmokeParticleInfos = new SmokeParticleInfo[m_xCount * m_yCount * m_zCount];
Start( ParticleMgr(), NULL );
}
BaseClass::OnDataChanged( updateType );
}
void C_FuncSmokeVolume::Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs )
{
if( !pParticleMgr->AddEffect( &m_ParticleEffect, this ) )
return;
m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial( m_MaterialName );
FillVolume();
m_bStarted = true;
}
void C_FuncSmokeVolume::Update( float fTimeDelta )
{
// Update our world space bbox if we've moved at all.
// We do this manually because sometimes people make HUGE bboxes, and if they're constantly changing because their
// particles wander outside the current bounds sometimes, it'll be linking them into all the leaves repeatedly.
const Vector &curOrigin = GetAbsOrigin();
const QAngle &curAngles = GetAbsAngles();
if ( !VectorsAreEqual( curOrigin, m_vLastOrigin, 0.1 ) ||
fabs( curAngles.x - m_vLastAngles.x ) > 0.1 ||
fabs( curAngles.y - m_vLastAngles.y ) > 0.1 ||
fabs( curAngles.z - m_vLastAngles.z ) > 0.1 ||
m_bFirstUpdate )
{
m_bFirstUpdate = false;
m_vLastAngles = curAngles;
m_vLastOrigin = curOrigin;
Vector vWorldMins, vWorldMaxs;
CollisionProp()->WorldSpaceAABB( &vWorldMins, &vWorldMaxs );
vWorldMins -= Vector( m_ParticleRadius, m_ParticleRadius, m_ParticleRadius );
vWorldMaxs += Vector( m_ParticleRadius, m_ParticleRadius, m_ParticleRadius );
m_ParticleEffect.SetBBox( vWorldMins, vWorldMaxs );
}
// lerp m_CurrentDensity towards m_Density at a rate of m_DensityRampSpeed
if( m_CurrentDensity < m_Density )
{
m_CurrentDensity += m_DensityRampSpeed * fTimeDelta;
if( m_CurrentDensity > m_Density )
{
m_CurrentDensity = m_Density;
}
}
else if( m_CurrentDensity > m_Density )
{
m_CurrentDensity -= m_DensityRampSpeed * fTimeDelta;
if( m_CurrentDensity < m_Density )
{
m_CurrentDensity = m_Density;
}
}
if( m_CurrentDensity == 0.0f )
{
return;
}
// This is used to randomize the direction it chooses to move a particle in.
int offsetLookup[3] = {-1,0,1};
float tradeDurationMax = m_ParticleSpacingDistance / ( m_MovementSpeed + 0.1f );
float tradeDurationMin = tradeDurationMax * 0.5f;
if ( IS_NAN( tradeDurationMax ) || IS_NAN( tradeDurationMin ) )
return;
// Warning( "tradeDuration: [%f,%f]\n", tradeDurationMin, tradeDurationMax );
// Update all the moving traders and establish new ones.
int nTotal = m_xCount * m_yCount * m_zCount;
for( int i=0; i < nTotal; i++ )
{
SmokeParticleInfo *pInfo = &m_pSmokeParticleInfos[i];
if(!pInfo->m_pParticle)
continue;
if(pInfo->m_TradeIndex == -1)
{
pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha;
pInfo->m_pParticle->m_Color[0] = pInfo->m_Color[0];
pInfo->m_pParticle->m_Color[1] = pInfo->m_Color[1];
pInfo->m_pParticle->m_Color[2] = pInfo->m_Color[2];
// Is there an adjacent one that's not trading?
int x, y, z;
GetParticleInfoXYZ(i, x, y, z);
int xCountOffset = rand();
int yCountOffset = rand();
int zCountOffset = rand();
bool bFound = false;
for(int xCount=0; xCount < 3 && !bFound; xCount++)
{
for(int yCount=0; yCount < 3 && !bFound; yCount++)
{
for(int zCount=0; zCount < 3; zCount++)
{
int testX = x + offsetLookup[(xCount+xCountOffset) % 3];
int testY = y + offsetLookup[(yCount+yCountOffset) % 3];
int testZ = z + offsetLookup[(zCount+zCountOffset) % 3];
if(testX == x && testY == y && testZ == z)
continue;
if(IsValidXYZCoords(testX, testY, testZ))
{
SmokeParticleInfo *pOther = GetSmokeParticleInfo(testX, testY, testZ);
if(pOther->m_pParticle && pOther->m_TradeIndex == -1)
{
// Ok, this one is looking to trade also.
pInfo->m_TradeIndex = GetSmokeParticleIndex(testX, testY, testZ);
pOther->m_TradeIndex = i;
pInfo->m_TradeClock = pOther->m_TradeClock = 0;
pOther->m_TradeDuration = pInfo->m_TradeDuration = FRand( tradeDurationMin, tradeDurationMax );
bFound = true;
break;
}
}
}
}
}
}
else
{
SmokeParticleInfo *pOther = &m_pSmokeParticleInfos[pInfo->m_TradeIndex];
assert(pOther->m_TradeIndex == i);
// This makes sure the trade only gets updated once per frame.
if(pInfo < pOther)
{
// Increment the trade clock..
pInfo->m_TradeClock = (pOther->m_TradeClock += fTimeDelta);
int x, y, z;
GetParticleInfoXYZ(i, x, y, z);
Vector myPos = GetSmokeParticlePos(x, y, z);
int otherX, otherY, otherZ;
GetParticleInfoXYZ(pInfo->m_TradeIndex, otherX, otherY, otherZ);
Vector otherPos = GetSmokeParticlePos(otherX, otherY, otherZ);
// Is the trade finished?
if(pInfo->m_TradeClock >= pInfo->m_TradeDuration)
{
pInfo->m_TradeIndex = pOther->m_TradeIndex = -1;
pInfo->m_pParticle->m_Pos = otherPos;
pOther->m_pParticle->m_Pos = myPos;
SmokeGrenadeParticle *temp = pInfo->m_pParticle;
pInfo->m_pParticle = pOther->m_pParticle;
pOther->m_pParticle = temp;
}
else
{
// Ok, move them closer.
float percent = (float)cos(pInfo->m_TradeClock * 2 * 1.57079632f / pInfo->m_TradeDuration);
percent = percent * 0.5 + 0.5;
pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * (1 - percent);
pOther->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * percent;
InterpColor(pInfo->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, 1-percent);
InterpColor(pOther->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, percent);
pInfo->m_pParticle->m_Pos = myPos + (otherPos - myPos) * (1 - percent);
pOther->m_pParticle->m_Pos = myPos + (otherPos - myPos) * percent;
}
}
}
}
}
void C_FuncSmokeVolume::RenderParticles( CParticleRenderIterator *pIterator )
{
if ( m_CurrentDensity == 0 )
return;
const SmokeGrenadeParticle *pParticle = (const SmokeGrenadeParticle*)pIterator->GetFirst();
while ( pParticle )
{
Vector renderPos = pParticle->m_Pos;
// Fade out globally.
float alpha = m_CurrentDensity;
// Apply the precalculated fade alpha from world geometry.
alpha *= pParticle->m_FadeAlpha;
// TODO: optimize this whole routine!
Vector color = m_MinColor + (m_MaxColor - m_MinColor) * (pParticle->m_ColorInterp / 255.1f);
if ( IsEmissive() )
{
color.x += pParticle->m_Color[0] / 255.0f;
color.y += pParticle->m_Color[1] / 255.0f;
color.z += pParticle->m_Color[2] / 255.0f;
color.x = clamp( color.x, 0.0f, 1.0f );
color.y = clamp( color.y, 0.0f, 1.0f );
color.z = clamp( color.z, 0.0f, 1.0f );
}
else
{
color.x *= pParticle->m_Color[0] / 255.0f;
color.y *= pParticle->m_Color[1] / 255.0f;
color.z *= pParticle->m_Color[2] / 255.0f;
}
Vector tRenderPos;
TransformParticle( ParticleMgr()->GetModelView(), renderPos, tRenderPos );
float sortKey = 1;//tRenderPos.z;
// If we're reducing particle cost, only render sufficiently opaque particles
if ( ( alpha > 0.05f ) || !mat_reduceparticles.GetBool() )
{
RenderParticle_ColorSizeAngle(
pIterator->GetParticleDraw(),
tRenderPos,
color,
alpha * GetAlphaDistanceFade(tRenderPos, 10, 30), // Alpha
m_ParticleRadius,
pParticle->m_CurRotation
);
}
pParticle = (const SmokeGrenadeParticle*)pIterator->GetNext( sortKey );
}
}
void C_FuncSmokeVolume::SimulateParticles( CParticleSimulateIterator *pIterator )
{
if ( m_CurrentDensity == 0 )
return;
SmokeGrenadeParticle *pParticle = (SmokeGrenadeParticle*)pIterator->GetFirst();
while ( pParticle )
{
pParticle->m_CurRotation += pParticle->m_RotationFactor * ( M_PI / 180.0f ) * m_RotationSpeed * pIterator->GetTimeDelta();
pParticle = (SmokeGrenadeParticle*)pIterator->GetNext();
}
}
void C_FuncSmokeVolume::NotifyRemove()
{
m_xCount = m_yCount = m_zCount = 0;
}
void C_FuncSmokeVolume::FillVolume()
{
Vector vPos;
for(int x=0; x < m_xCount; x++)
{
for(int y=0; y < m_yCount; y++)
{
for(int z=0; z < m_zCount; z++)
{
vPos = GetSmokeParticlePos( x, y, z );
if(SmokeParticleInfo *pInfo = GetSmokeParticleInfo(x,y,z))
{
int contents = GetWorldPointContents(vPos);
if(contents & CONTENTS_SOLID)
{
pInfo->m_pParticle = NULL;
}
else
{
SmokeGrenadeParticle *pParticle =
(SmokeGrenadeParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeGrenadeParticle), m_MaterialHandle);
if(pParticle)
{
pParticle->m_Pos = vPos;
pParticle->m_ColorInterp = (unsigned char)((rand() * 255) / VALVE_RAND_MAX);
pParticle->m_RotationFactor = FRand( -1.0f, 1.0f ); // Rotation factor.
pParticle->m_CurRotation = FRand( -m_RotationSpeed, m_RotationSpeed );
}
#ifdef _DEBUG
int testX, testY, testZ;
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int index = GetSmokeParticleIndex(x,y,z);
GetParticleInfoXYZ(index, testX, testY, testZ);
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assert(testX == x && testY == y && testZ == z);
#endif
Vector vColor = EngineGetLightForPoint(vPos);
pInfo->m_Color[0] = LinearToTexture( vColor.x );
pInfo->m_Color[1] = LinearToTexture( vColor.y );
pInfo->m_Color[2] = LinearToTexture( vColor.z );
// Cast some rays and if it's too close to anything, fade its alpha down.
pInfo->m_FadeAlpha = 1;
for(int i=0; i < NUM_FADE_PLANES; i++)
{
trace_t trace;
WorldTraceLine(vPos, vPos + s_FadePlaneDirections[i] * 100, MASK_SOLID_BRUSHONLY, &trace);
if(trace.fraction < 1.0f)
{
float dist = DotProduct(trace.plane.normal, vPos) - trace.plane.dist;
if(dist < 0)
{
pInfo->m_FadeAlpha = 0;
}
else if(dist < m_ParticleRadius)
{
float alphaScale = dist / m_ParticleRadius;
alphaScale *= alphaScale * alphaScale;
pInfo->m_FadeAlpha *= alphaScale;
}
}
}
pInfo->m_pParticle = pParticle;
pInfo->m_TradeIndex = -1;
}
}
}
}
}
}