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Diffstat (limited to 'game/client/clientsideeffects_test.cpp')
| -rw-r--r-- | game/client/clientsideeffects_test.cpp | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/game/client/clientsideeffects_test.cpp b/game/client/clientsideeffects_test.cpp new file mode 100644 index 0000000..8d1e385 --- /dev/null +++ b/game/client/clientsideeffects_test.cpp @@ -0,0 +1,316 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "engine/IEngineSound.h" +#include "view.h" + +#include "fx_line.h" +#include "fx_discreetline.h" +#include "fx_quad.h" +#include "clientsideeffects.h" + +#include "SoundEmitterSystem/isoundemittersystembase.h" +#include "tier0/vprof.h" +#include "collisionutils.h" +#include "clienteffectprecachesystem.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//FIXME: All these functions will be moved out to FX_Main.CPP or a individual folder + +CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectsTest ) +CLIENTEFFECT_MATERIAL( "effects/spark" ) +CLIENTEFFECT_MATERIAL( "effects/gunshiptracer" ) +CLIENTEFFECT_MATERIAL( "effects/bluespark" ) +CLIENTEFFECT_REGISTER_END() + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &data - +//----------------------------------------------------------------------------- +void FX_AddLine( const FXLineData_t &data ) +{ + CFXLine *t = new CFXLine( "Line", data ); + assert( t ); + + //Throw it into the list + clienteffects->AddEffect( t ); +} + +/* +================================================== +FX_AddStaticLine +================================================== +*/ + +void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags ) +{ + CFXStaticLine *t = new CFXStaticLine( "StaticLine", start, end, scale, life, materialName, flags ); + assert( t ); + + //Throw it into the list + clienteffects->AddEffect( t ); +} + +/* +================================================== +FX_AddDiscreetLine +================================================== +*/ + +void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader ) +{ + CFXDiscreetLine *t = new CFXDiscreetLine( "Line", start, direction, velocity, length, clipLength, scale, life, shader ); + assert( t ); + + //Throw it into the list + clienteffects->AddEffect( t ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void FX_AddQuad( const FXQuadData_t &data ) +{ + CFXQuad *quad = new CFXQuad( data ); + + Assert( quad != NULL ); + + clienteffects->AddEffect( quad ); +} +//----------------------------------------------------------------------------- +// Purpose: Parameter heavy version +//----------------------------------------------------------------------------- +void FX_AddQuad( const Vector &origin, + const Vector &normal, + float startSize, + float endSize, + float sizeBias, + float startAlpha, + float endAlpha, + float alphaBias, + float yaw, + float deltaYaw, + const Vector &color, + float lifeTime, + const char *shader, + unsigned int flags ) +{ + FXQuadData_t data; + + //Setup the data + data.SetAlpha( startAlpha, endAlpha ); + data.SetScale( startSize, endSize ); + data.SetFlags( flags ); + data.SetMaterial( shader ); + data.SetNormal( normal ); + data.SetOrigin( origin ); + data.SetLifeTime( lifeTime ); + data.SetColor( color[0], color[1], color[2] ); + data.SetScaleBias( sizeBias ); + data.SetAlphaBias( alphaBias ); + data.SetYaw( yaw, deltaYaw ); + + //Output it + FX_AddQuad( data ); +} + +//----------------------------------------------------------------------------- +// Purpose: Creates a test effect +//----------------------------------------------------------------------------- +void CreateTestEffect( void ) +{ + //NOTENOTE: Add any test effects here + //FX_BulletPass( NULL, NULL ); +} + + +/* +================================================== +FX_PlayerTracer +================================================== +*/ + +#define TRACER_BASE_OFFSET 8 + +void FX_PlayerTracer( Vector& start, Vector& end ) +{ + VPROF_BUDGET( "FX_PlayerTracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); + Vector shotDir, dStart, dEnd; + float length; + + //Find the direction of the tracer + VectorSubtract( end, start, shotDir ); + length = VectorNormalize( shotDir ); + + //We don't want to draw them if they're too close to us + if ( length < 256 ) + return; + + //Randomly place the tracer along this line, with a random length + VectorMA( start, TRACER_BASE_OFFSET + random->RandomFloat( -24.0f, 64.0f ), shotDir, dStart ); + VectorMA( dStart, ( length * random->RandomFloat( 0.1f, 0.6f ) ), shotDir, dEnd ); + + //Create the line + CFXStaticLine *t; + const char *materialName; + + //materialName = ( random->RandomInt( 0, 1 ) ) ? "effects/tracer_middle" : "effects/tracer_middle2"; + materialName = "effects/spark"; + + t = new CFXStaticLine( "Tracer", dStart, dEnd, random->RandomFloat( 0.5f, 0.75f ), 0.01f, materialName, 0 ); + assert( t ); + + //Throw it into the list + clienteffects->AddEffect( t ); +} + +/* +================================================== +FX_Tracer +================================================== +*/ +// Tracer must be this close to be considered for hearing +#define TRACER_MAX_HEAR_DIST (6*12) +#define TRACER_SOUND_TIME_MIN 0.1f +#define TRACER_SOUND_TIME_MAX 0.1f + + +class CBulletWhizTimer : public CAutoGameSystem +{ +public: + CBulletWhizTimer( char const *name ) : CAutoGameSystem( name ) + { + } + + void LevelInitPreEntity() + { + m_nextWhizTime = 0; + } + + float m_nextWhizTime; +}; + +// Client-side tracking for whiz noises +CBulletWhizTimer g_BulletWhiz( "CBulletWhizTimer" ); + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &vecStart - +// &vecDir - +// iTracerType - +//----------------------------------------------------------------------------- +#define LISTENER_HEIGHT 24 + +void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType ) +{ + const char *pszSoundName = NULL; + float flWhizDist = TRACER_MAX_HEAR_DIST; + float flMinWhizTime = TRACER_SOUND_TIME_MIN; + float flMaxWhizTime = TRACER_SOUND_TIME_MAX; + Vector vecListenOrigin = MainViewOrigin(); + switch( iTracerType ) + { + case TRACER_TYPE_DEFAULT: + { + pszSoundName = "Bullets.DefaultNearmiss"; + flWhizDist = 24; + + Ray_t bullet, listener; + bullet.Init( start, end ); + + Vector vecLower = vecListenOrigin; + vecLower.z -= LISTENER_HEIGHT; + listener.Init( vecListenOrigin, vecLower ); + + float s, t; + IntersectRayWithRay( bullet, listener, s, t ); + t = clamp( t, 0.f, 1.f ); + vecListenOrigin.z -= t * LISTENER_HEIGHT; + } + break; + + case TRACER_TYPE_GUNSHIP: + pszSoundName = "Bullets.GunshipNearmiss"; + break; + + case TRACER_TYPE_STRIDER: + pszSoundName = "Bullets.StriderNearmiss"; + break; + + case TRACER_TYPE_WATERBULLET: + pszSoundName = "Underwater.BulletImpact"; + flWhizDist = 48; + flMinWhizTime = 0.3f; + flMaxWhizTime = 0.6f; + break; + + default: + return; + } + + if( !pszSoundName ) + return; + + // Is it time yet? + float dt = g_BulletWhiz.m_nextWhizTime - gpGlobals->curtime; + if ( dt > 0 ) + return; + + // Did the thing pass close enough to our head? + float vDist = CalcDistanceSqrToLineSegment( vecListenOrigin, start, end ); + if ( vDist >= (flWhizDist * flWhizDist) ) + return; + + CSoundParameters params; + if( C_BaseEntity::GetParametersForSound( pszSoundName, params, NULL ) ) + { + // Get shot direction + Vector shotDir; + VectorSubtract( end, start, shotDir ); + VectorNormalize( shotDir ); + + CLocalPlayerFilter filter; + enginesound->EmitSound( filter, SOUND_FROM_WORLD, CHAN_STATIC, params.soundname, + params.volume, SNDLVL_TO_ATTN(params.soundlevel), 0, params.pitch, 0, &start, &shotDir, NULL); + } + + // FIXME: This has a bad behavior when both bullet + strider shots are whizzing by at the same time + // Could use different timers for the different types. + + // Don't play another bullet whiz for this client until this time has run out + g_BulletWhiz.m_nextWhizTime = gpGlobals->curtime + random->RandomFloat( flMinWhizTime, flMaxWhizTime ); +} + + +void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz ) +{ + VPROF_BUDGET( "FX_Tracer", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); + //Don't make small tracers + float dist; + Vector dir; + + VectorSubtract( end, start, dir ); + dist = VectorNormalize( dir ); + + // Don't make short tracers. + if ( dist >= 256 ) + { + float length = random->RandomFloat( 64.0f, 128.0f ); + float life = ( dist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well + + //Add it + FX_AddDiscreetLine( start, dir, velocity, length, dist, random->RandomFloat( 0.75f, 0.9f ), life, "effects/spark" ); + } + + if( makeWhiz ) + { + FX_TracerSound( start, end, TRACER_TYPE_DEFAULT ); + } +} |