source-engine/game/client/fx_quad.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "clientsideeffects.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#ifndef FX_QUAD_H
#define FX_QUAD_H
#ifdef _WIN32
#pragma once
#endif
// Flags
#define FXQUAD_BIAS_SCALE 0x0001 //Bias the scale's interpolation function
#define FXQUAD_BIAS_ALPHA 0x0002 //Bias the alpha's interpolation function
#define FXQUAD_COLOR_FADE 0x0004 //Blend the color towards black via the alpha (overcomes additive ignoring alpha)
struct FXQuadData_t
{
FXQuadData_t( void )
{
m_flLifeTime = 0.0f;
m_flDieTime = 0.0f;
m_uiFlags = 0;
}
void SetFlags( unsigned int flags ) { m_uiFlags |= flags; }
void SetOrigin( const Vector &origin ) { m_vecOrigin = origin; }
void SetNormal( const Vector &normal ) { m_vecNormal = normal; }
void SetScale( float start, float end ) { m_flStartScale = start; m_flEndScale = end; }
void SetAlpha( float start, float end ) { m_flStartAlpha = start; m_flEndAlpha = end; }
void SetLifeTime( float lifetime ) { m_flDieTime = lifetime; }
void SetColor( float r, float g, float b ) { m_Color = Vector( r, g, b ); }
void SetAlphaBias( float bias ) { m_flAlphaBias = bias; }
void SetScaleBias( float bias ) { m_flScaleBias = bias; }
void SetYaw( float yaw, float delta = 0.0f ){ m_flYaw = yaw; m_flDeltaYaw = delta; }
void SetMaterial( const char *shader )
{
m_pMaterial = materials->FindMaterial( shader, TEXTURE_GROUP_CLIENT_EFFECTS );
if ( m_pMaterial != NULL )
{
m_pMaterial->IncrementReferenceCount();
}
}
unsigned int m_uiFlags;
IMaterial *m_pMaterial;
Vector m_vecOrigin;
Vector m_vecNormal;
float m_flStartScale;
float m_flEndScale;
float m_flDieTime;
float m_flLifeTime;
float m_flStartAlpha;
float m_flEndAlpha;
Vector m_Color;
float m_flYaw;
float m_flDeltaYaw;
// Only used with FXQUAD_BIAS_ALPHA and FXQUAD_BIAS_SCALE
float m_flScaleBias;
float m_flAlphaBias;
};
class CFXQuad : public CClientSideEffect
{
public:
CFXQuad( const FXQuadData_t &data );
~CFXQuad( void );
virtual void Draw( double frametime );
virtual bool IsActive( void );
virtual void Destroy( void );
virtual void Update( double frametime );
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protected:
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FXQuadData_t m_FXData;
};
#endif // FX_QUAD_H