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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/beamdraw.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/beamdraw.h')
| -rw-r--r-- | game/client/beamdraw.h | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/game/client/beamdraw.h b/game/client/beamdraw.h new file mode 100644 index 0000000..3d9921e --- /dev/null +++ b/game/client/beamdraw.h @@ -0,0 +1,173 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// +#if !defined( BEAMDRAW_H ) +#define BEAMDRAW_H +#ifdef _WIN32 +#pragma once +#endif + +#include "materialsystem/imaterial.h" +#include "materialsystem/imesh.h" +#include "mathlib/vector.h" +#include "tier2/beamsegdraw.h" +#include "c_pixel_visibility.h" + +#define NOISE_DIVISIONS 128 + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- + +struct model_t; +struct BeamTrail_t; + +//----------------------------------------------------------------------------- +// Purpose: Beams fill out this data structure +// This is also used for rendering +//----------------------------------------------------------------------------- + +class Beam_t : public CDefaultClientRenderable +{ +public: + Beam_t(); + + // Methods of IClientRenderable + virtual const Vector& GetRenderOrigin( void ); + virtual const QAngle& GetRenderAngles( void ); + virtual const matrix3x4_t &RenderableToWorldTransform(); + virtual void GetRenderBounds( Vector& mins, Vector& maxs ); + virtual bool ShouldDraw( void ); + virtual bool IsTransparent( void ); + virtual int DrawModel( int flags ); + virtual void ComputeFxBlend( ); + virtual int GetFxBlend( ); + + // Resets the beam state + void Reset(); + + // Method to computing the bounding box + void ComputeBounds(); + + // Bounding box... + Vector m_Mins; + Vector m_Maxs; + pixelvis_handle_t *m_queryHandleHalo; + float m_haloProxySize; + + // Data is below.. + + // Next beam in list + Beam_t* next; + + // Type of beam + int type; + int flags; + + // Control points for the beam + int numAttachments; + Vector attachment[MAX_BEAM_ENTS]; + Vector delta; + + // 0 .. 1 over lifetime of beam + float t; + float freq; + + // Time when beam should die + float die; + float width; + float endWidth; + float fadeLength; + float amplitude; + float life; + + // Color + float r, g, b; + float brightness; + + // Speed + float speed; + + // Animation + float frameRate; + float frame; + int segments; + + // Attachment entities for the beam + EHANDLE entity[MAX_BEAM_ENTS]; + int attachmentIndex[MAX_BEAM_ENTS]; + + // Model info + int modelIndex; + int haloIndex; + + float haloScale; + int frameCount; + + float rgNoise[NOISE_DIVISIONS+1]; + + // Popcorn trail for beam follows to use + BeamTrail_t* trail; + + // for TE_BEAMRINGPOINT + float start_radius; + float end_radius; + + // for FBEAM_ONLYNOISEONCE + bool m_bCalculatedNoise; + + float m_flHDRColorScale; + +#ifdef PORTAL + bool m_bDrawInMainRender; + bool m_bDrawInPortalRender; +#endif //#ifdef PORTAL +}; + + +int ScreenTransform( const Vector& point, Vector& screen ); + +void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel, + float frame, int rendermode, const Vector& source, const Vector& delta, + float startWidth, float endWidth, float scale, float freq, float speed, int segments, + int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f ); +void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel, + float frame, int rendermode, const Vector& source, const Vector& delta, + float startWidth, float endWidth, float scale, float freq, float speed, int segments, + int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f ); +void DrawSplineSegs( int noise_divisions, float *prgNoise, + const model_t* beammodel, const model_t* halomodel, float flHaloScale, + float frame, int rendermode, int numAttachments, Vector* attachment, + float startWidth, float endWidth, float scale, float freq, float speed, int segments, + int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f ); +void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f ); +void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source, + float scale, float* color, float flHDRColorScale = 1.0f ); +void DrawDisk( int noise_divisions, float *prgNoise, const model_t* spritemodel, + float frame, int rendermode, const Vector& source, const Vector& delta, + float width, float scale, float freq, float speed, + int segments, float* color, float flHDRColorScale = 1.0f ); +void DrawCylinder( int noise_divisions, float *prgNoise, const model_t* spritemodel, + float frame, int rendermode, const Vector& source, + const Vector& delta, float width, float scale, float freq, + float speed, int segments, float* color, float flHDRColorScale = 1.0f ); +void DrawRing( int noise_divisions, float *prgNoise, void (*pfnNoise)( float *noise, int divs, float scale ), + const model_t* spritemodel, float frame, int rendermode, + const Vector& source, const Vector& delta, float width, float amplitude, + float freq, float speed, int segments, float* color, float flHDRColorScale = 1.0f ); +void DrawBeamFollow( const model_t* spritemodel, BeamTrail_t* pHead, int frame, int rendermode, Vector& delta, + Vector& screen, Vector& screenLast, float die, const Vector& source, + int flags, float width, float amplitude, float freq, float* color, float flHDRColorScale = 1.0f ); + +void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f ); +class CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode ); + +//----------------------------------------------------------------------------- +// Assumes the material has already been bound +//----------------------------------------------------------------------------- +void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color ); + +#endif // BEAMDRAW_H |