mirror of
https://github.com/alliedmodders/hl2sdk.git
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289 lines
8.0 KiB
C++
289 lines
8.0 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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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 "fx_discreetline.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imesh.h"
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#include "view.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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/*
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==================================================
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CFXLine
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==================================================
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*/
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CFXDiscreetLine::CFXDiscreetLine( const char *name, const Vector& start, const Vector& direction,
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float velocity, float length, float clipLength, float scale, float life, const char *shader )
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: CClientSideEffect( name )
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{
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assert( materials );
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if ( materials == NULL )
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return;
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// Create a material...
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m_pMaterial = materials->FindMaterial( shader, TEXTURE_GROUP_CLIENT_EFFECTS );
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m_pMaterial->IncrementReferenceCount();
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m_vecOrigin = start;
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m_vecDirection = direction;
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m_fVelocity = velocity;
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m_fClipLength = clipLength;
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m_fScale = scale;
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m_fLife = life;
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m_fStartTime = 0.0f;
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m_fLength = length;
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}
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CFXDiscreetLine::~CFXDiscreetLine( void )
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{
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Destroy();
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}
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// Does extra calculations to make them more visible over distance
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ConVar tracer_extra( "tracer_extra", "1" );
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/*
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==================================================
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Draw
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==================================================
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*/
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void CFXDiscreetLine::Draw( double frametime )
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{
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Vector lineDir, viewDir, cross;
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Vector vecEnd, vecStart;
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Vector tmp;
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// Update the effect
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Update( frametime );
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// Calculate our distance along our path
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float sDistance = m_fVelocity * m_fStartTime;
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float eDistance = sDistance - m_fLength;
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//Clip to start
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sDistance = MAX( 0.0f, sDistance );
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eDistance = MAX( 0.0f, eDistance );
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if ( ( sDistance == 0.0f ) && ( eDistance == 0.0f ) )
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return;
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// Clip it
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if ( m_fClipLength != 0.0f )
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{
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sDistance = MIN( sDistance, m_fClipLength );
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eDistance = MIN( eDistance, m_fClipLength );
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}
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// Get our delta to calculate the tc offset
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float dDistance = fabs( sDistance - eDistance );
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float dTotal = ( m_fLength != 0.0f ) ? m_fLength : 0.01f;
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float fOffset = ( dDistance / dTotal );
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// Find our points along our path
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VectorMA( m_vecOrigin, sDistance, m_vecDirection, vecEnd );
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VectorMA( m_vecOrigin, eDistance, m_vecDirection, vecStart );
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//Setup our info for drawing the line
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VectorSubtract( vecEnd, vecStart, lineDir );
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VectorSubtract( vecEnd, CurrentViewOrigin(), viewDir );
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cross = lineDir.Cross( viewDir );
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VectorNormalize( cross );
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CMeshBuilder meshBuilder;
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IMesh *pMesh;
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CMatRenderContextPtr pRenderContext( materials );
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// Better, more visible tracers
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if ( tracer_extra.GetBool() )
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{
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float flScreenWidth = ScreenWidth();
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float flHalfScreenWidth = flScreenWidth * 0.5f;
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float zCoord = CurrentViewForward().Dot( vecStart - CurrentViewOrigin() );
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float flScreenSpaceWidth = m_fScale * flHalfScreenWidth / zCoord;
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float flAlpha;
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float flScale;
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if ( flScreenSpaceWidth < 0.5f )
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{
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flAlpha = RemapVal( flScreenSpaceWidth, 0.25f, 2.0f, 0.3f, 1.0f );
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flAlpha = clamp( flAlpha, 0.25f, 1.0f );
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flScale = 0.5f * zCoord / flHalfScreenWidth;
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}
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else
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{
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flAlpha = 1.0f;
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flScale = m_fScale;
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}
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//Bind the material
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pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial );
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 2 );
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float color = (int) 255.0f * flAlpha;
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//FIXME: for now no coloration
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VectorMA( vecStart, -flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecStart, flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecEnd, flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, fOffset );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecEnd, -flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, fOffset );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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flScale = flScale * 2.0f;
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color = (int) 64.0f * flAlpha;
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// Soft outline
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VectorMA( vecStart, -flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecStart, flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecEnd, flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, fOffset );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecEnd, -flScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, fOffset );
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meshBuilder.Color4ub( color, color, color, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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}
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else
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{
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//Bind the material
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pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial );
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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//FIXME: for now no coloration
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VectorMA( vecStart, -m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecStart, m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecEnd, m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, fOffset );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( vecEnd, -m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, fOffset );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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/*
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==================================================
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IsActive
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==================================================
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*/
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bool CFXDiscreetLine::IsActive( void )
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{
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return ( m_fLife > 0.0 ) ? true : false;
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}
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/*
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==================================================
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Destroy
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==================================================
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*/
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void CFXDiscreetLine::Destroy( void )
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{
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//Release the material
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if ( m_pMaterial != NULL )
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{
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m_pMaterial->DecrementReferenceCount();
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m_pMaterial = NULL;
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}
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}
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/*
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==================================================
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Update
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==================================================
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*/
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void CFXDiscreetLine::Update( double frametime )
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{
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m_fStartTime += frametime;
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m_fLife -= frametime;
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//Move our end points
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//VectorMA( m_vecStart, frametime, m_vecStartVelocity, m_vecStart );
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//VectorMA( m_vecEnd, frametime, m_vecStartVelocity, m_vecEnd );
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}
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