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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/game/client/fx_discreetline.cpp
2013-06-26 15:22:04 -07:00

289 lines
8.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "fx_discreetline.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
/*
==================================================
CFXLine
==================================================
*/
CFXDiscreetLine::CFXDiscreetLine( const char *name, const Vector& start, const Vector& direction,
float velocity, float length, float clipLength, float scale, float life, const char *shader )
: CClientSideEffect( name )
{
assert( materials );
if ( materials == NULL )
return;
// Create a material...
m_pMaterial = materials->FindMaterial( shader, TEXTURE_GROUP_CLIENT_EFFECTS );
m_pMaterial->IncrementReferenceCount();
m_vecOrigin = start;
m_vecDirection = direction;
m_fVelocity = velocity;
m_fClipLength = clipLength;
m_fScale = scale;
m_fLife = life;
m_fStartTime = 0.0f;
m_fLength = length;
}
CFXDiscreetLine::~CFXDiscreetLine( void )
{
Destroy();
}
// Does extra calculations to make them more visible over distance
ConVar tracer_extra( "tracer_extra", "1" );
/*
==================================================
Draw
==================================================
*/
void CFXDiscreetLine::Draw( double frametime )
{
Vector lineDir, viewDir, cross;
Vector vecEnd, vecStart;
Vector tmp;
// Update the effect
Update( frametime );
// Calculate our distance along our path
float sDistance = m_fVelocity * m_fStartTime;
float eDistance = sDistance - m_fLength;
//Clip to start
sDistance = MAX( 0.0f, sDistance );
eDistance = MAX( 0.0f, eDistance );
if ( ( sDistance == 0.0f ) && ( eDistance == 0.0f ) )
return;
// Clip it
if ( m_fClipLength != 0.0f )
{
sDistance = MIN( sDistance, m_fClipLength );
eDistance = MIN( eDistance, m_fClipLength );
}
// Get our delta to calculate the tc offset
float dDistance = fabs( sDistance - eDistance );
float dTotal = ( m_fLength != 0.0f ) ? m_fLength : 0.01f;
float fOffset = ( dDistance / dTotal );
// Find our points along our path
VectorMA( m_vecOrigin, sDistance, m_vecDirection, vecEnd );
VectorMA( m_vecOrigin, eDistance, m_vecDirection, vecStart );
//Setup our info for drawing the line
VectorSubtract( vecEnd, vecStart, lineDir );
VectorSubtract( vecEnd, CurrentViewOrigin(), viewDir );
cross = lineDir.Cross( viewDir );
VectorNormalize( cross );
CMeshBuilder meshBuilder;
IMesh *pMesh;
CMatRenderContextPtr pRenderContext( materials );
// Better, more visible tracers
if ( tracer_extra.GetBool() )
{
float flScreenWidth = ScreenWidth();
float flHalfScreenWidth = flScreenWidth * 0.5f;
float zCoord = CurrentViewForward().Dot( vecStart - CurrentViewOrigin() );
float flScreenSpaceWidth = m_fScale * flHalfScreenWidth / zCoord;
float flAlpha;
float flScale;
if ( flScreenSpaceWidth < 0.5f )
{
flAlpha = RemapVal( flScreenSpaceWidth, 0.25f, 2.0f, 0.3f, 1.0f );
flAlpha = clamp( flAlpha, 0.25f, 1.0f );
flScale = 0.5f * zCoord / flHalfScreenWidth;
}
else
{
flAlpha = 1.0f;
flScale = m_fScale;
}
//Bind the material
pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial );
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 2 );
float color = (int) 255.0f * flAlpha;
//FIXME: for now no coloration
VectorMA( vecStart, -flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecStart, flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecEnd, flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, fOffset );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecEnd, -flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, fOffset );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
flScale = flScale * 2.0f;
color = (int) 64.0f * flAlpha;
// Soft outline
VectorMA( vecStart, -flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecStart, flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecEnd, flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, fOffset );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecEnd, -flScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, fOffset );
meshBuilder.Color4ub( color, color, color, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
}
else
{
//Bind the material
pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial );
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
//FIXME: for now no coloration
VectorMA( vecStart, -m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecStart, m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecEnd, m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, fOffset );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( vecEnd, -m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, fOffset );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
/*
==================================================
IsActive
==================================================
*/
bool CFXDiscreetLine::IsActive( void )
{
return ( m_fLife > 0.0 ) ? true : false;
}
/*
==================================================
Destroy
==================================================
*/
void CFXDiscreetLine::Destroy( void )
{
//Release the material
if ( m_pMaterial != NULL )
{
m_pMaterial->DecrementReferenceCount();
m_pMaterial = NULL;
}
}
/*
==================================================
Update
==================================================
*/
void CFXDiscreetLine::Update( double frametime )
{
m_fStartTime += frametime;
m_fLife -= frametime;
//Move our end points
//VectorMA( m_vecStart, frametime, m_vecStartVelocity, m_vecStart );
//VectorMA( m_vecEnd, frametime, m_vecStartVelocity, m_vecEnd );
}