mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
167 lines
4.7 KiB
C++
167 lines
4.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Implements the Effects API
|
|
// Created: YWB 9/5/2000
|
|
//
|
|
//===========================================================================//
|
|
|
|
|
|
#include "quakedef.h"
|
|
#include "r_efx.h"
|
|
#include "r_efxextern.h"
|
|
#include "r_local.h"
|
|
#include "cl_main.h"
|
|
#include "decal.h"
|
|
#include "client.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
// Effects API object.
|
|
static CVEfx efx;
|
|
|
|
// Engine internal accessor to effects api ( see cl_parsetent.cpp, etc. )
|
|
CVEfx *g_pEfx = &efx;
|
|
|
|
extern CClientState cl;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CVEfx::Draw_DecalIndexFromName( char *name )
|
|
{
|
|
bool found = false;
|
|
return ::Draw_DecalIndexFromName( name, &found );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Retrieve decal texture name from decal by index
|
|
//-----------------------------------------------------------------------------
|
|
const char *CVEfx::Draw_DecalNameFromIndex( int nIndex )
|
|
{
|
|
return ::Draw_DecalNameFromIndex( nIndex );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : textureIndex -
|
|
// entity -
|
|
// modelIndex -
|
|
// position -
|
|
// flags -
|
|
//-----------------------------------------------------------------------------
|
|
void CVEfx::DecalShoot( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags)
|
|
{
|
|
color32 white = {255,255,255,255};
|
|
DecalColorShoot( textureIndex, entity, model, model_origin, model_angles, position, saxis, flags, white );
|
|
}
|
|
|
|
void CVEfx::DecalColorShoot( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
|
|
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor)
|
|
{
|
|
Vector localPosition = position;
|
|
if ( entity ) // Not world?
|
|
{
|
|
matrix3x4_t matrix;
|
|
AngleMatrix( model_angles, model_origin, matrix );
|
|
VectorITransform( position, matrix, localPosition );
|
|
}
|
|
|
|
::R_DecalShoot( textureIndex, entity, model, localPosition, saxis, flags, rgbaColor, NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *material -
|
|
// userdata -
|
|
// entity -
|
|
// *model -
|
|
// position -
|
|
// *saxis -
|
|
// flags -
|
|
// &rgbaColor -
|
|
//-----------------------------------------------------------------------------
|
|
void CVEfx::PlayerDecalShoot( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
|
|
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor )
|
|
{
|
|
Vector localPosition = position;
|
|
if ( entity ) // Not world?
|
|
{
|
|
matrix3x4_t matrix;
|
|
AngleMatrix( model_angles, model_origin, matrix );
|
|
VectorITransform( position, matrix, localPosition );
|
|
}
|
|
|
|
R_PlayerDecalShoot( material, userdata, entity, model, position, saxis, flags, rgbaColor );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : key -
|
|
// Output : dlight_t
|
|
//-----------------------------------------------------------------------------
|
|
dlight_t *CVEfx::CL_AllocDlight( int key )
|
|
{
|
|
return ::CL_AllocDlight( key );
|
|
}
|
|
|
|
int CVEfx::CL_GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] )
|
|
{
|
|
int nOut = 0;
|
|
if ( g_bActiveDlights )
|
|
{
|
|
for ( int i=0; i < MAX_DLIGHTS; i++ )
|
|
{
|
|
if ( r_dlightactive & (1 << i) )
|
|
{
|
|
pList[nOut++] = &cl_dlights[i];
|
|
}
|
|
}
|
|
}
|
|
return nOut;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : key -
|
|
// Output : dlight_t
|
|
//-----------------------------------------------------------------------------
|
|
dlight_t *CVEfx::CL_AllocElight( int key )
|
|
{
|
|
return ::CL_AllocElight( key );
|
|
}
|
|
|
|
|
|
// Given an elight key, find it. Does not search ordinary dlights. May return NULL.
|
|
dlight_t *CVEfx::GetElightByKey( int key )
|
|
{
|
|
if ( g_bActiveElights )
|
|
{
|
|
for ( unsigned int i = 0 ; i < MAX_ELIGHTS ; ++i )
|
|
{
|
|
// if the keys match...
|
|
if (cl_elights[i].key == key)
|
|
{
|
|
// then if the light is active, return it. If it's died,
|
|
// return NULL.
|
|
if ( cl_elights[i].die > cl.GetTime() )
|
|
{
|
|
return cl_elights + i;
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we are down here, we found nothing, or no lights were active
|
|
return NULL;
|
|
}
|
|
|
|
// Expose it to the client .dll
|
|
EXPOSE_SINGLE_INTERFACE( CVEfx, IVEfx, VENGINE_EFFECTS_INTERFACE_VERSION );
|