mirror of
https://github.com/nillerusr/source-engine.git
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189 lines
5.1 KiB
C++
189 lines
5.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "view.h"
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#include "materialsystem/imesh.h"
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#include "fx_quad.h"
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#include "tier0/vprof.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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static const char g_EffectName[] = "Quad";
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CFXQuad::CFXQuad( const FXQuadData_t &data )
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: CClientSideEffect( g_EffectName )
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{
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m_FXData = data;
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if ( data.m_pMaterial != NULL )
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{
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// If we've got a material, use that as our effectname instead of just "Quad".
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// This should hopefully help narrow down messages like "No room for effect Quad".
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const char *szMaterialName = data.m_pMaterial->GetName();
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if ( szMaterialName )
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SetEffectName( szMaterialName );
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}
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}
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CFXQuad::~CFXQuad( void )
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{
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Destroy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : frametime -
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//-----------------------------------------------------------------------------
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void CFXQuad::Draw( double frametime )
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{
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VPROF_BUDGET( "FX_Quad::Draw", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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// Update the effect
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Update( frametime );
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float scaleTimePerc, alphaTimePerc;
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//Determine the scale
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if ( m_FXData.m_uiFlags & FXQUAD_BIAS_SCALE )
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{
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scaleTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flScaleBias );
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}
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else
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{
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scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
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}
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float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
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//Determine the alpha
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if ( m_FXData.m_uiFlags & FXQUAD_BIAS_ALPHA )
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{
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alphaTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flAlphaBias );
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}
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else
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{
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alphaTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
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}
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float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * alphaTimePerc );
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alpha = clamp( alpha, 0.0f, 1.0f );
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// PASSTIME don't bother if alpha is 0
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if ( alpha == 0 )
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{
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return;
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}
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CMatRenderContextPtr pRenderContext( materials );
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//Bind the material
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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//Update our roll
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m_FXData.m_flYaw = anglemod( m_FXData.m_flYaw + ( m_FXData.m_flDeltaYaw * frametime ) );
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Vector pos;
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Vector vRight, vUp;
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float color[4];
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color[0] = m_FXData.m_Color[0];
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color[1] = m_FXData.m_Color[1];
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color[2] = m_FXData.m_Color[2];
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if ( m_FXData.m_uiFlags & FXQUAD_COLOR_FADE )
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{
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color[0] *= alpha;
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color[1] *= alpha;
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color[2] *= alpha;
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}
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color[3] = alpha;
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VectorVectors( m_FXData.m_vecNormal, vRight, vUp );
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Vector rRight, rUp;
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rRight = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw ) ) );
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rUp = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) );
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vRight = rRight * ( scale * 0.5f );
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vUp = rUp * ( scale * 0.5f );
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pos = m_FXData.m_vecOrigin + vRight - vUp;
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meshBuilder.Position3fv( pos.Base() );
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meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.Color4fv( color );
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meshBuilder.AdvanceVertex();
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pos = m_FXData.m_vecOrigin - vRight - vUp;
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meshBuilder.Position3fv( pos.Base() );
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meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.Color4fv( color );
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meshBuilder.AdvanceVertex();
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pos = m_FXData.m_vecOrigin - vRight + vUp;
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meshBuilder.Position3fv( pos.Base() );
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meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4fv( color );
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meshBuilder.AdvanceVertex();
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pos = m_FXData.m_vecOrigin + vRight + vUp;
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meshBuilder.Position3fv( pos.Base() );
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meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4fv( color );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CFXQuad::IsActive( void )
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{
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return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFXQuad::Destroy( void )
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{
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SetEffectName( g_EffectName );
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//Release the material
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if ( m_FXData.m_pMaterial != NULL )
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{
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m_FXData.m_pMaterial->DecrementReferenceCount();
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m_FXData.m_pMaterial = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : frametime -
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//-----------------------------------------------------------------------------
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void CFXQuad::Update( double frametime )
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{
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m_FXData.m_flLifeTime += frametime;
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}
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