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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/particles_new.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/particles_new.h')
| -rw-r--r-- | game/client/particles_new.h | 337 |
1 files changed, 337 insertions, 0 deletions
diff --git a/game/client/particles_new.h b/game/client/particles_new.h new file mode 100644 index 0000000..06d98c9 --- /dev/null +++ b/game/client/particles_new.h @@ -0,0 +1,337 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: provide client-side access to the new particle system, with similar +// usage to CSimpleEmitter +// +// $NoKeywords: $ +//===========================================================================// + +#ifndef PARTICLES_NEW_H +#define PARTICLES_NEW_H +#ifdef _WIN32 +#pragma once +#endif + +#include "particlemgr.h" +#include "particles/particles.h" +#include "particlesphererenderer.h" +#include "smartptr.h" +#include "particles_simple.h" +#include "tier1/utlobjectreference.h" + + +//----------------------------------------------------------------------------- +// Particle effect +//----------------------------------------------------------------------------- +class CNewParticleEffect : public IParticleEffect, public CParticleCollection, public CDefaultClientRenderable +{ +public: + DECLARE_CLASS_NOBASE( CNewParticleEffect ); + DECLARE_REFERENCED_CLASS( CNewParticleEffect ); + +public: + friend class CRefCountAccessor; + + // list management + CNewParticleEffect *m_pNext; + CNewParticleEffect *m_pPrev; + + // Call this before adding a bunch of particles to give it a rough estimate of where + // your particles are for sorting amongst other translucent entities. + void SetSortOrigin( const Vector &vSortOrigin ); + bool ShouldDraw( void ); + virtual bool IsTransparent( void ); + virtual bool IsTwoPass( void ); + virtual bool UsesPowerOfTwoFrameBufferTexture( void ); + virtual bool UsesFullFrameBufferTexture( void ); + const QAngle& GetRenderAngles( void ); + const matrix3x4_t& RenderableToWorldTransform(); + void GetRenderBounds( Vector& mins, Vector& maxs ); + + // check if the new bounds of the particle system needs its client-leaf info needs to be updated + void DetectChanges( void ); + const Vector &GetRenderOrigin( void ); + PMaterialHandle GetPMaterial( const char *name ); + bool RecalculateBoundingBox(); + Particle* AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ); + const char *GetEffectName(); + void SetDontRemove( bool bSet ); + void SetDrawn( bool bDrawn ); + void SetFirstFrameFlag( bool bFirst ); + void SetNeedsBBoxUpdate( bool bNeedsUpdate ); + void SetAutoUpdateBBox( bool bNeedsUpdate ); + void SetRemoveFlag( void ); + bool GetRemoveFlag( void ); + bool GetFirstFrameFlag( void ); + bool GetNeedsBBoxUpdate( void ); + bool GetAutoUpdateBBox( void ); + bool ShouldPerformCullCheck() const; + void MarkShouldPerformCullCheck( bool bEnable ); + CBaseEntity *GetOwner( void ) { return m_hOwner; } + void SetOwner( CBaseEntity *pOwner ) { m_hOwner = pOwner; } + CNewParticleEffect* ReplaceWith( const char *pParticleSystemName ); + + static CSmartPtr<CNewParticleEffect> Create( CBaseEntity *pOwner, const char *pParticleSystemName, + const char *pDebugName = NULL ); + static CSmartPtr<CNewParticleEffect> Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, + const char *pDebugName = NULL ); + virtual int DrawModel( int flags ); + + void DebugDrawBbox ( bool bCulled ); + + // CParticleCollection overrides +public: + void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false ); + void SetDormant( bool bDormant ); + void SetControlPoint( int nWhichPoint, const Vector &v ); + void SetControlPointEntity( int nWhichPoint, CBaseEntity *pEntity ); + void SetControlPointOrientation( int nWhichPoint, const Quaternion &q ); + void SetControlPointOrientation( int nWhichPoint, const Vector &forward, const Vector &right, const Vector &up ); + void SetControlPointForwardVector( int nWhichPoint, const Vector &v ); + void SetControlPointUpVector( int nWhichPoint, const Vector &v ); + void SetControlPointRightVector( int nWhichPoint, const Vector &v ); + + void SetIsViewModelEffect ( bool bIsViewModelEffect ) { m_bViewModelEffect = bIsViewModelEffect; } + bool GetIsViewModelEffect () { return m_bViewModelEffect; } + + FORCEINLINE EHANDLE const &GetControlPointEntity( int nWhichPoint ) + { + return m_hControlPointOwners[ nWhichPoint ]; + } + + +// IParticleEffect overrides +public: + + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) + { + } + virtual void RenderParticles( CParticleRenderIterator *pIterator ) + { + } + + virtual void SetParticleCullRadius( float radius ); + virtual void NotifyRemove( void ); + virtual const Vector & GetSortOrigin( void ); + +// virtual void NotifyDestroyParticle( Particle* pParticle ); + virtual void Update( float flTimeDelta ); + + // All Create() functions should call this so the effect deletes itself + // when it is removed from the particle manager. + void SetDynamicallyAllocated( bool bDynamic = true ); + + virtual bool ShouldSimulate() const { return m_bSimulate; } + virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; } + + int AllocateToolParticleEffectId(); + int GetToolParticleEffectId() const; + CNewParticleEffect( CBaseEntity *pOwner, const char *pEffectName ); + CNewParticleEffect( CBaseEntity *pOwner, CParticleSystemDefinition *pEffect ); + virtual ~CNewParticleEffect(); + +protected: + // Returns nonzero if Release() has been called. + int IsReleased(); + + // Used to track down bugs. + const char *m_pDebugName; + + bool m_bDontRemove : 1; + bool m_bRemove : 1; + bool m_bDrawn : 1; + bool m_bNeedsBBoxUpdate : 1; + bool m_bIsFirstFrame : 1; + bool m_bAutoUpdateBBox : 1; + bool m_bAllocated : 1; + bool m_bSimulate : 1; + bool m_bShouldPerformCullCheck : 1; + + int m_nToolParticleEffectId; + Vector m_vSortOrigin; + EHANDLE m_hOwner; + EHANDLE m_hControlPointOwners[MAX_PARTICLE_CONTROL_POINTS]; + + // holds the min/max bounds used to manage this thing in the client leaf system + Vector m_LastMin; + Vector m_LastMax; + + bool m_bViewModelEffect; + +private: + // Update the reference count. + void AddRef(); + void Release(); + void RecordControlPointOrientation( int nWhichPoint ); + void Construct(); + + int m_RefCount; // When this goes to zero and the effect has no more active + // particles, (and it's dynamically allocated), it will delete itself. + + CNewParticleEffect( const CNewParticleEffect & ); // not defined, not accessible +}; + + +//----------------------------------------------------------------------------- +// Inline methods +//----------------------------------------------------------------------------- +inline int CNewParticleEffect::GetToolParticleEffectId() const +{ + return m_nToolParticleEffectId; +} + +inline int CNewParticleEffect::AllocateToolParticleEffectId() +{ + m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId(); + return m_nToolParticleEffectId; +} + +// Call this before adding a bunch of particles to give it a rough estimate of where +// your particles are for sorting amongst other translucent entities. +inline void CNewParticleEffect::SetSortOrigin( const Vector &vSortOrigin ) +{ + m_vSortOrigin = vSortOrigin; +} + +inline const Vector &CNewParticleEffect::GetSortOrigin( void ) +{ + return m_vSortOrigin; +} + +inline bool CNewParticleEffect::ShouldDraw( void ) +{ + return true; +} + +inline bool CNewParticleEffect::IsTransparent( void ) +{ + return CParticleCollection::IsTranslucent(); +} + +inline const QAngle& CNewParticleEffect::GetRenderAngles( void ) +{ + return vec3_angle; +} + +inline const matrix3x4_t & CNewParticleEffect::RenderableToWorldTransform() +{ + static matrix3x4_t mat; + SetIdentityMatrix( mat ); + PositionMatrix( GetRenderOrigin(), mat ); + return mat; +} + +inline Vector const &CNewParticleEffect::GetRenderOrigin( void ) +{ + return m_vSortOrigin; +} + +inline PMaterialHandle CNewParticleEffect::GetPMaterial(const char *name) +{ + //!! + Assert( 0 ); + return NULL; +} + +inline Particle* CNewParticleEffect::AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ) +{ + //!! + Assert( 0 ); + return NULL; +} + + +inline const char *CNewParticleEffect::GetEffectName() +{ + return GetName(); +} + +inline void CNewParticleEffect::SetDontRemove( bool bSet ) +{ + m_bDontRemove = bSet; +} + +inline void CNewParticleEffect::SetDrawn( bool bDrawn ) +{ + m_bDrawn = bDrawn; +} + +inline void CNewParticleEffect::SetFirstFrameFlag( bool bFirst ) +{ + m_bIsFirstFrame = bFirst; +} + +inline void CNewParticleEffect::SetDynamicallyAllocated( bool bDynamic ) +{ + m_bAllocated = bDynamic; +} + +inline void CNewParticleEffect::SetNeedsBBoxUpdate( bool bNeedsUpdate ) +{ + m_bNeedsBBoxUpdate = bNeedsUpdate; +} + +inline void CNewParticleEffect::SetAutoUpdateBBox( bool bNeedsUpdate ) +{ + m_bAutoUpdateBBox = bNeedsUpdate; +} + +inline void CNewParticleEffect::SetRemoveFlag( void ) +{ + m_bRemove = true; +} + +inline bool CNewParticleEffect::GetRemoveFlag( void ) +{ + return m_bRemove; +} + +inline bool CNewParticleEffect::GetFirstFrameFlag( void ) +{ + return m_bIsFirstFrame; +} + +inline bool CNewParticleEffect::GetNeedsBBoxUpdate( void ) +{ + return m_bNeedsBBoxUpdate; +} + +inline bool CNewParticleEffect::GetAutoUpdateBBox( void ) +{ + return m_bAutoUpdateBBox; +} + +inline bool CNewParticleEffect::ShouldPerformCullCheck() const +{ + return m_bShouldPerformCullCheck; +} + +inline void CNewParticleEffect::MarkShouldPerformCullCheck( bool bEnable ) +{ + m_bShouldPerformCullCheck = bEnable; +} + +inline CSmartPtr<CNewParticleEffect> CNewParticleEffect::Create( CBaseEntity *pOwner, const char *pParticleSystemName, const char *pDebugName ) +{ + CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pParticleSystemName ); + pRet->m_pDebugName = pDebugName ? pDebugName : pParticleSystemName; + pRet->SetDynamicallyAllocated( true ); + return pRet; +} + +inline CSmartPtr<CNewParticleEffect> CNewParticleEffect::Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, const char *pDebugName ) +{ + CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pDef ); + pRet->m_pDebugName = pDebugName ? pDebugName : pDef->GetName(); + pRet->SetDynamicallyAllocated( true ); + return pRet; +} + +//-------------------------------------------------------------------------------- +// If you use an HPARTICLEFFECT instead of a cnewparticleeffect *, you get a pointer +// which will go to null when the effect is deleted +//-------------------------------------------------------------------------------- +typedef CUtlReference<CNewParticleEffect> HPARTICLEFFECT; + + +#endif // PARTICLES_NEW_H |