mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 09:03:01 +00:00
171 lines
4.6 KiB
C++
171 lines
4.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "view.h"
|
|
#include "materialsystem/imesh.h"
|
|
#include "fx_quad.h"
|
|
#include "tier0/vprof.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
CFXQuad::CFXQuad( const FXQuadData_t &data )
|
|
|
|
: CClientSideEffect( "Quad" )
|
|
{
|
|
m_FXData = data;
|
|
}
|
|
|
|
CFXQuad::~CFXQuad( void )
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : frametime -
|
|
//-----------------------------------------------------------------------------
|
|
void CFXQuad::Draw( double frametime )
|
|
{
|
|
VPROF_BUDGET( "FX_Quad::Draw", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
|
|
// Update the effect
|
|
Update( frametime );
|
|
|
|
float scaleTimePerc, alphaTimePerc;
|
|
|
|
//Determine the scale
|
|
if ( m_FXData.m_uiFlags & FXQUAD_BIAS_SCALE )
|
|
{
|
|
scaleTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flScaleBias );
|
|
}
|
|
else
|
|
{
|
|
scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
|
|
}
|
|
|
|
float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
|
|
|
|
//Determine the alpha
|
|
if ( m_FXData.m_uiFlags & FXQUAD_BIAS_ALPHA )
|
|
{
|
|
alphaTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flAlphaBias );
|
|
}
|
|
else
|
|
{
|
|
alphaTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
|
|
}
|
|
|
|
float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * alphaTimePerc );
|
|
alpha = clamp( alpha, 0.0f, 1.0f );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
//Bind the material
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
|
|
CMeshBuilder meshBuilder;
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
//Update our roll
|
|
m_FXData.m_flYaw = anglemod( m_FXData.m_flYaw + ( m_FXData.m_flDeltaYaw * frametime ) );
|
|
|
|
Vector pos;
|
|
Vector vRight, vUp;
|
|
|
|
float color[4];
|
|
|
|
color[0] = m_FXData.m_Color[0];
|
|
color[1] = m_FXData.m_Color[1];
|
|
color[2] = m_FXData.m_Color[2];
|
|
|
|
if ( m_FXData.m_uiFlags & FXQUAD_COLOR_FADE )
|
|
{
|
|
color[0] *= alpha;
|
|
color[1] *= alpha;
|
|
color[2] *= alpha;
|
|
}
|
|
|
|
color[3] = alpha;
|
|
|
|
VectorVectors( m_FXData.m_vecNormal, vRight, vUp );
|
|
|
|
Vector rRight, rUp;
|
|
|
|
rRight = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw ) ) );
|
|
rUp = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) );
|
|
|
|
vRight = rRight * ( scale * 0.5f );
|
|
vUp = rUp * ( scale * 0.5f );
|
|
|
|
pos = m_FXData.m_vecOrigin + vRight - vUp;
|
|
|
|
meshBuilder.Position3fv( pos.Base() );
|
|
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
pos = m_FXData.m_vecOrigin - vRight - vUp;
|
|
|
|
meshBuilder.Position3fv( pos.Base() );
|
|
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
pos = m_FXData.m_vecOrigin - vRight + vUp;
|
|
|
|
meshBuilder.Position3fv( pos.Base() );
|
|
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
pos = m_FXData.m_vecOrigin + vRight + vUp;
|
|
|
|
meshBuilder.Position3fv( pos.Base() );
|
|
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CFXQuad::IsActive( void )
|
|
{
|
|
return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFXQuad::Destroy( void )
|
|
{
|
|
//Release the material
|
|
if ( m_FXData.m_pMaterial != NULL )
|
|
{
|
|
m_FXData.m_pMaterial->DecrementReferenceCount();
|
|
m_FXData.m_pMaterial = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : frametime -
|
|
//-----------------------------------------------------------------------------
|
|
void CFXQuad::Update( double frametime )
|
|
{
|
|
m_FXData.m_flLifeTime += frametime;
|
|
}
|