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https://github.com/alliedmodders/hl2sdk.git
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167 lines
4.6 KiB
C++
167 lines
4.6 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "clientsideeffects.h"
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#include "fx_staticline.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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CFXStaticLine
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==================================================
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*/
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CFXStaticLine::CFXStaticLine( const char *name, const Vector& start, const Vector& end, float scale, float life, const char *shader, unsigned int flags )
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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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//Fill in the rest of the fields
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m_vecStart = start;
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m_vecEnd = end;
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m_uiFlags = flags;
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m_fLife = life;
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m_fScale = scale * 0.5f;
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}
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CFXStaticLine::~CFXStaticLine( void )
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{
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Destroy();
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}
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//==================================================
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// Purpose: Draw the primitive
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// Input: frametime - the time, this frame
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//==================================================
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void CFXStaticLine::Draw( double frametime )
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{
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Vector lineDir, viewDir, cross;
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Vector tmp;
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// Update the effect
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Update( frametime );
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// Get the proper orientation for the line
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VectorSubtract( m_vecEnd, m_vecStart, lineDir );
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VectorSubtract( m_vecEnd, CurrentViewOrigin(), viewDir );
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cross = lineDir.Cross( viewDir );
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VectorNormalize( cross );
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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_pMaterial );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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bool flipVertical = (m_uiFlags & FXSTATICLINE_FLIP_VERTICAL) != 0;
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bool flipHorizontal = (m_uiFlags & FXSTATICLINE_FLIP_HORIZONTAL ) != 0;
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//Setup our points
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VectorMA( m_vecStart, -m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.Normal3fv( cross.Base() );
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if (flipHorizontal)
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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else if (flipVertical)
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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else
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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VectorMA( m_vecStart, m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.Normal3fv( cross.Base() );
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if (flipHorizontal)
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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else if (flipVertical)
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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else
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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VectorMA( m_vecEnd, m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.Normal3fv( cross.Base() );
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if (flipHorizontal)
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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else if (flipVertical)
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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else
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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.AdvanceVertex();
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VectorMA( m_vecEnd, -m_fScale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.Normal3fv( cross.Base() );
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if (flipHorizontal)
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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else if (flipVertical)
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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else
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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.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: Returns whether or not the effect is still active
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// Output: true if active
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//==================================================
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bool CFXStaticLine::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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// Purpose: Destroy the effect and its local resources
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//==================================================
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void CFXStaticLine::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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// Purpose: Perform any necessary updates
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// Input: frametime - the time, this frame
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//==================================================
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void CFXStaticLine::Update( double frametime )
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{
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m_fLife -= frametime;
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}
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