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