source-engine/tier2/beamsegdraw.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

236 lines
7.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "tier2/beamsegdraw.h"
#include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
//
// CBeamSegDraw implementation.
//
//-----------------------------------------------------------------------------
void CBeamSegDraw::Start( IMatRenderContext *pRenderContext, int nSegs, IMaterial *pMaterial, CMeshBuilder *pMeshBuilder, int nMeshVertCount )
{
m_pRenderContext = pRenderContext;
Assert( nSegs >= 2 );
m_nSegsDrawn = 0;
m_nTotalSegs = nSegs;
if ( pMeshBuilder )
{
m_pMeshBuilder = pMeshBuilder;
m_nMeshVertCount = nMeshVertCount;
}
else
{
m_pMeshBuilder = NULL;
m_nMeshVertCount = 0;
IMesh *pMesh = m_pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
m_Mesh.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (nSegs-1) * 2 );
}
}
inline void CBeamSegDraw::ComputeNormal( const Vector &vecCameraPos, const Vector &vStartPos, const Vector &vNextPos, Vector *pNormal )
{
// vTangentY = line vector for beam
Vector vTangentY;
VectorSubtract( vStartPos, vNextPos, vTangentY );
// vDirToBeam = vector from viewer origin to beam
Vector vDirToBeam;
VectorSubtract( vStartPos, vecCameraPos, vDirToBeam );
// Get a vector that is perpendicular to us and perpendicular to the beam.
// This is used to fatten the beam.
CrossProduct( vTangentY, vDirToBeam, *pNormal );
VectorNormalizeFast( *pNormal );
}
inline void CBeamSegDraw::SpecifySeg( const Vector &vecCameraPos, const Vector &vNormal )
{
// SUCKY: Need to do a fair amount more work to get the tangent owing to the averaged normal
Vector vDirToBeam, vTangentY;
VectorSubtract( m_Seg.m_vPos, vecCameraPos, vDirToBeam );
CrossProduct( vDirToBeam, vNormal, vTangentY );
VectorNormalizeFast( vTangentY );
// Build the endpoints.
Vector vPoint1, vPoint2;
VectorMA( m_Seg.m_vPos, m_Seg.m_flWidth*0.5f, vNormal, vPoint1 );
VectorMA( m_Seg.m_vPos, -m_Seg.m_flWidth*0.5f, vNormal, vPoint2 );
if ( m_pMeshBuilder )
{
// Specify the points.
m_pMeshBuilder->Position3fv( vPoint1.Base() );
m_pMeshBuilder->Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
m_pMeshBuilder->TexCoord2f( 0, 0, m_Seg.m_flTexCoord );
m_pMeshBuilder->TexCoord2f( 1, 0, m_Seg.m_flTexCoord );
m_pMeshBuilder->TangentS3fv( vNormal.Base() );
m_pMeshBuilder->TangentT3fv( vTangentY.Base() );
m_pMeshBuilder->AdvanceVertex();
m_pMeshBuilder->Position3fv( vPoint2.Base() );
m_pMeshBuilder->Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
m_pMeshBuilder->TexCoord2f( 0, 1, m_Seg.m_flTexCoord );
m_pMeshBuilder->TexCoord2f( 1, 1, m_Seg.m_flTexCoord );
m_pMeshBuilder->TangentS3fv( vNormal.Base() );
m_pMeshBuilder->TangentT3fv( vTangentY.Base() );
m_pMeshBuilder->AdvanceVertex();
if ( m_nSegsDrawn > 1 )
{
int nBase = ( ( m_nSegsDrawn - 2 ) * 2 ) + m_nMeshVertCount;
m_pMeshBuilder->FastIndex( nBase );
m_pMeshBuilder->FastIndex( nBase + 1 );
m_pMeshBuilder->FastIndex( nBase + 2 );
m_pMeshBuilder->FastIndex( nBase + 1 );
m_pMeshBuilder->FastIndex( nBase + 3 );
m_pMeshBuilder->FastIndex( nBase + 2 );
}
}
else
{
// Specify the points.
m_Mesh.Position3fv( vPoint1.Base() );
m_Mesh.Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
m_Mesh.TexCoord2f( 0, 0, m_Seg.m_flTexCoord );
m_Mesh.TexCoord2f( 1, 0, m_Seg.m_flTexCoord );
m_Mesh.TangentS3fv( vNormal.Base() );
m_Mesh.TangentT3fv( vTangentY.Base() );
m_Mesh.AdvanceVertex();
m_Mesh.Position3fv( vPoint2.Base() );
m_Mesh.Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
m_Mesh.TexCoord2f( 0, 1, m_Seg.m_flTexCoord );
m_Mesh.TexCoord2f( 1, 1, m_Seg.m_flTexCoord );
m_Mesh.TangentS3fv( vNormal.Base() );
m_Mesh.TangentT3fv( vTangentY.Base() );
m_Mesh.AdvanceVertex();
}
}
void CBeamSegDraw::NextSeg( BeamSeg_t *pSeg )
{
Vector vecCameraPos;
m_pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
if ( m_nSegsDrawn > 0 )
{
// Get a vector that is perpendicular to us and perpendicular to the beam.
// This is used to fatten the beam.
Vector vNormal, vAveNormal;
ComputeNormal( vecCameraPos, m_Seg.m_vPos, pSeg->m_vPos, &vNormal );
if ( m_nSegsDrawn > 1 )
{
// Average this with the previous normal
VectorAdd( vNormal, m_vNormalLast, vAveNormal );
vAveNormal *= 0.5f;
VectorNormalizeFast( vAveNormal );
}
else
{
vAveNormal = vNormal;
}
m_vNormalLast = vNormal;
SpecifySeg( vecCameraPos, vAveNormal );
}
m_Seg = *pSeg;
++m_nSegsDrawn;
if( m_nSegsDrawn == m_nTotalSegs )
{
SpecifySeg( vecCameraPos, m_vNormalLast );
}
}
void CBeamSegDraw::End()
{
if ( m_pMeshBuilder )
{
m_pMeshBuilder = NULL;
return;
}
m_Mesh.End( false, true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBeamSegDrawArbitrary::SetNormal( const Vector &normal )
{
m_vNormalLast = normal;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBeamSegDrawArbitrary::NextSeg( BeamSeg_t *pSeg )
{
if ( m_nSegsDrawn > 0 )
{
Vector segDir = ( m_PrevSeg.m_vPos - pSeg->m_vPos );
VectorNormalize( segDir );
Vector normal = CrossProduct( segDir, m_vNormalLast );
SpecifySeg( normal );
}
m_PrevSeg = m_Seg;
m_Seg = *pSeg;
++m_nSegsDrawn;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vNextPos -
//-----------------------------------------------------------------------------
void CBeamSegDrawArbitrary::SpecifySeg( const Vector &vNormal )
{
// Build the endpoints.
Vector vPoint1, vPoint2;
Vector vDelta;
VectorMultiply( vNormal, m_Seg.m_flWidth*0.5f, vDelta );
VectorAdd( m_Seg.m_vPos, vDelta, vPoint1 );
VectorSubtract( m_Seg.m_vPos, vDelta, vPoint2 );
// Specify the points.
Assert( IsFinite(m_Seg.m_vColor.x) && IsFinite(m_Seg.m_vColor.y) && IsFinite(m_Seg.m_vColor.z) && IsFinite(m_Seg.m_flAlpha) );
Assert( (m_Seg.m_vColor.x >= 0.0) && (m_Seg.m_vColor.y >= 0.0) && (m_Seg.m_vColor.z >= 0.0) && (m_Seg.m_flAlpha >= 0.0) );
Assert( (m_Seg.m_vColor.x <= 1.0) && (m_Seg.m_vColor.y <= 1.0) && (m_Seg.m_vColor.z <= 1.0) && (m_Seg.m_flAlpha <= 1.0) );
unsigned char r = FastFToC( m_Seg.m_vColor.x );
unsigned char g = FastFToC( m_Seg.m_vColor.y );
unsigned char b = FastFToC( m_Seg.m_vColor.z );
unsigned char a = FastFToC( m_Seg.m_flAlpha );
m_Mesh.Position3fv( vPoint1.Base() );
m_Mesh.Color4ub( r, g, b, a );
m_Mesh.TexCoord2f( 0, 0, m_Seg.m_flTexCoord );
m_Mesh.TexCoord2f( 1, 0, m_Seg.m_flTexCoord );
m_Mesh.AdvanceVertex();
m_Mesh.Position3fv( vPoint2.Base() );
m_Mesh.Color4ub( r, g, b, a );
m_Mesh.TexCoord2f( 0, 1, m_Seg.m_flTexCoord );
m_Mesh.TexCoord2f( 1, 1, m_Seg.m_flTexCoord );
m_Mesh.AdvanceVertex();
}