mirror of
https://github.com/alliedmodders/hl2sdk.git
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436 lines
14 KiB
C
436 lines
14 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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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef PARTICLE_UTIL_H
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#define PARTICLE_UTIL_H
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#include "materialsystem/imesh.h"
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#include "particledraw.h"
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#include "particlemgr.h"
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#include "cdll_client_int.h"
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#include "timedevent.h"
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// Lerp between two floating point numbers.
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inline float FLerp(float minVal, float maxVal, float t)
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{
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return minVal + (maxVal - minVal) * t;
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}
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inline Vector VecLerp(const Vector &minVal, const Vector &maxVal, float t)
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{
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return minVal + (maxVal - minVal) * t;
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}
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// Get a random floating point number between the two specified numbers.
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inline float FRand(float minVal, float maxVal)
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{
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return minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
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}
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// Apply velocity and acceleration to position and acceleration to velocity.
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// If you're going to keep acceleration around, you should zero it out after calling this.
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inline void PhysicallySimulate(Vector &pos, Vector &velocity, const Vector &acceleration, const float fTimeDelta)
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{
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pos = pos + (velocity + (acceleration*fTimeDelta*0.5f)) * fTimeDelta;
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velocity = velocity + acceleration * fTimeDelta;
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}
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inline Vector GetGravityVector()
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{
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return Vector(0, 0, -150);
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}
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// Render a quad on the screen where you pass in color and size.
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// Color and alpha range is 0 to 254.9
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// You also get an extra texture coordinate to pass in.
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inline void RenderParticle_Color255SizeSpecularTCoord3(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size,
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const unsigned char *specular,
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const float tCoord
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)
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{
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// Don't render totally transparent particles.
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if( alpha < 0.5f )
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
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// Add the 4 corner vertices.
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pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord );
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pBuilder->Specular3ubv( specular );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1], tCoord );
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pBuilder->Specular3ubv( specular );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1], tCoord );
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pBuilder->Specular3ubv( specular );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord );
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pBuilder->Specular3ubv( specular );
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pBuilder->AdvanceVertex();
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}
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// Render a quad on the screen where you pass in color and size.
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// Color and alpha range is 0 to 254.9
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inline void RenderParticle_Color255Size(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size)
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{
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// Don't render totally transparent particles.
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if( alpha < 0.5f )
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
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// Add the 4 corner vertices.
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pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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}
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// Render a quad on the screen where you pass in color and size.
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// Color and alpha range is 0 to 254.9
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inline void RenderParticle_Color255SizeNormal(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size,
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const Vector &vNormal )
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{
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// Don't render totally transparent particles.
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if( alpha < 0.5f )
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
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// Add the 4 corner vertices.
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pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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}
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// Render a quad on the screen where you pass in color and size.
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// Color and alpha range is 0 to 254.9
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// Angle is in radians.
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inline void RenderParticle_Color255SizeNormalAngle(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size,
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const Vector &vNormal,
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const float angle )
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{
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// Don't render totally transparent particles.
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if( alpha < 0.5f )
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
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float ca = (float)cos(angle);
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float sa = (float)sin(angle);
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// Add the 4 corner vertices.
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pBuilder->Position3f( pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x + (ca - sa) * size, pos.y + (sa + ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x + (ca + sa) * size, pos.y + (sa - ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->Normal3fv( (float*)&vNormal );
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pBuilder->AdvanceVertex();
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}
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// Render a quad on the screen where you pass in color and size.
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inline void RenderParticle_ColorSize(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size
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)
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{
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// Don't render totally transparent particles.
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if( alpha < 0.001f )
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
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// Add the 4 corner vertices.
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pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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}
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inline void RenderParticle_ColorSizeAngle(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size,
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const float angle)
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{
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// Don't render totally transparent particles.
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if(alpha < 0.001f)
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
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float sa, ca;
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SinCos(angle, &sa, &ca );
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pBuilder->Position3f( pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x + (ca - sa) * size, pos.y + (sa + ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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pBuilder->Position3f( pos.x + (ca + sa) * size, pos.y + (sa - ca) * size, pos.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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}
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inline void RenderParticle_ColorSizeAngles(
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ParticleDraw* pDraw,
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const Vector &pos,
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const Vector &color,
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const float alpha,
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const float size,
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const QAngle &angles)
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{
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// Don't render totally transparent particles.
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if(alpha < 0.001f)
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return;
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CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
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if( !pBuilder )
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return;
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unsigned char ubColor[4];
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ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
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ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
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ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
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ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
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Vector vNorm,vWidth,vHeight;
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AngleVectors(angles,&vNorm,&vWidth,&vHeight);
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Vector vVertex = pos;
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pBuilder->Position3f( vVertex.x , vVertex.y , vVertex.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3f( VectorExpand(vNorm) );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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vVertex = vVertex + vWidth*size;
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pBuilder->Position3f( vVertex.x, vVertex.y, vVertex.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3f( VectorExpand(vNorm) );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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vVertex = vVertex + vHeight*size;
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pBuilder->Position3f( vVertex.x, vVertex.y , vVertex.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3f( VectorExpand(vNorm) );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
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pBuilder->AdvanceVertex();
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vVertex = vVertex - vWidth*size;
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pBuilder->Position3f( vVertex.x, vVertex.y, vVertex.z );
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pBuilder->Color4ubv( ubColor );
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pBuilder->Normal3f( VectorExpand(vNorm) );
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pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
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pBuilder->AdvanceVertex();
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}
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inline float GetAlphaDistanceFade(
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const Vector &pos,
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const float fadeNearDist,
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const float fadeFarDist)
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{
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if(-pos.z > fadeFarDist)
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{
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return 1;
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}
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else if(-pos.z > fadeNearDist)
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{
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return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist);
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}
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else
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{
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return 0;
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}
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}
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inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp)
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return Vector(1,1,1);
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#else
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return engine->GetLightForPoint(vPos, bClamp);
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#endif
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}
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#endif
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