1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-22 17:47:38 +08:00
hl2sdk/game/client/particle_util.h
2013-06-26 15:22:04 -07:00

436 lines
14 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef PARTICLE_UTIL_H
#define PARTICLE_UTIL_H
#include "materialsystem/imesh.h"
#include "particledraw.h"
#include "particlemgr.h"
#include "cdll_client_int.h"
#include "timedevent.h"
// Lerp between two floating point numbers.
inline float FLerp(float minVal, float maxVal, float t)
{
return minVal + (maxVal - minVal) * t;
}
inline Vector VecLerp(const Vector &minVal, const Vector &maxVal, float t)
{
return minVal + (maxVal - minVal) * t;
}
// Get a random floating point number between the two specified numbers.
inline float FRand(float minVal, float maxVal)
{
return minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
}
// Apply velocity and acceleration to position and acceleration to velocity.
// If you're going to keep acceleration around, you should zero it out after calling this.
inline void PhysicallySimulate(Vector &pos, Vector &velocity, const Vector &acceleration, const float fTimeDelta)
{
pos = pos + (velocity + (acceleration*fTimeDelta*0.5f)) * fTimeDelta;
velocity = velocity + acceleration * fTimeDelta;
}
inline Vector GetGravityVector()
{
return Vector(0, 0, -150);
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
// You also get an extra texture coordinate to pass in.
inline void RenderParticle_Color255SizeSpecularTCoord3(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size,
const unsigned char *specular,
const float tCoord
)
{
// Don't render totally transparent particles.
if( alpha < 0.5f )
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
// Add the 4 corner vertices.
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord );
pBuilder->Specular3ubv( specular );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1], tCoord );
pBuilder->Specular3ubv( specular );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1], tCoord );
pBuilder->Specular3ubv( specular );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord );
pBuilder->Specular3ubv( specular );
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
inline void RenderParticle_Color255Size(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size)
{
// Don't render totally transparent particles.
if( alpha < 0.5f )
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
// Add the 4 corner vertices.
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
inline void RenderParticle_Color255SizeNormal(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size,
const Vector &vNormal )
{
// Don't render totally transparent particles.
if( alpha < 0.5f )
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
// Add the 4 corner vertices.
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
// Angle is in radians.
inline void RenderParticle_Color255SizeNormalAngle(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size,
const Vector &vNormal,
const float angle )
{
// Don't render totally transparent particles.
if( alpha < 0.5f )
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
float ca = (float)cos(angle);
float sa = (float)sin(angle);
// Add the 4 corner vertices.
pBuilder->Position3f( pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x + (ca - sa) * size, pos.y + (sa + ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x + (ca + sa) * size, pos.y + (sa - ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->Normal3fv( (float*)&vNormal );
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
inline void RenderParticle_ColorSize(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size
)
{
// Don't render totally transparent particles.
if( alpha < 0.001f )
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
// Add the 4 corner vertices.
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
}
inline void RenderParticle_ColorSizeAngle(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size,
const float angle)
{
// Don't render totally transparent particles.
if(alpha < 0.001f)
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
float sa, ca;
SinCos(angle, &sa, &ca );
pBuilder->Position3f( pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x + (ca - sa) * size, pos.y + (sa + ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
pBuilder->Position3f( pos.x + (ca + sa) * size, pos.y + (sa - ca) * size, pos.z );
pBuilder->Color4ubv( ubColor );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
}
inline void RenderParticle_ColorSizeAngles(
ParticleDraw* pDraw,
const Vector &pos,
const Vector &color,
const float alpha,
const float size,
const QAngle &angles)
{
// Don't render totally transparent particles.
if(alpha < 0.001f)
return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if( !pBuilder )
return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
Vector vNorm,vWidth,vHeight;
AngleVectors(angles,&vNorm,&vWidth,&vHeight);
Vector vVertex = pos;
pBuilder->Position3f( vVertex.x , vVertex.y , vVertex.z );
pBuilder->Color4ubv( ubColor );
pBuilder->Normal3f( VectorExpand(vNorm) );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
vVertex = vVertex + vWidth*size;
pBuilder->Position3f( vVertex.x, vVertex.y, vVertex.z );
pBuilder->Color4ubv( ubColor );
pBuilder->Normal3f( VectorExpand(vNorm) );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
vVertex = vVertex + vHeight*size;
pBuilder->Position3f( vVertex.x, vVertex.y , vVertex.z );
pBuilder->Color4ubv( ubColor );
pBuilder->Normal3f( VectorExpand(vNorm) );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
pBuilder->AdvanceVertex();
vVertex = vVertex - vWidth*size;
pBuilder->Position3f( vVertex.x, vVertex.y, vVertex.z );
pBuilder->Color4ubv( ubColor );
pBuilder->Normal3f( VectorExpand(vNorm) );
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
pBuilder->AdvanceVertex();
}
inline float GetAlphaDistanceFade(
const Vector &pos,
const float fadeNearDist,
const float fadeFarDist)
{
if(-pos.z > fadeFarDist)
{
return 1;
}
else if(-pos.z > fadeNearDist)
{
return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist);
}
else
{
return 0;
}
}
inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp)
{
#if defined(PARTICLEPROTOTYPE_APP)
return Vector(1,1,1);
#else
return engine->GetLightForPoint(vPos, bClamp);
#endif
}
#endif