diff options
Diffstat (limited to 'game/client/fx_sparks.h')
| -rw-r--r-- | game/client/fx_sparks.h | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/game/client/fx_sparks.h b/game/client/fx_sparks.h new file mode 100644 index 0000000..bdfbe43 --- /dev/null +++ b/game/client/fx_sparks.h @@ -0,0 +1,168 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#include "particles_simple.h" +#include "particlemgr.h" +#include "c_pixel_visibility.h" +#include "fx_fleck.h" + +#include "tier0/memdbgon.h" + +#define bitsPARTICLE_TRAIL_VELOCITY_DAMPEN 0x00000001 //Dampen the velocity as the particles move +#define bitsPARTICLE_TRAIL_COLLIDE 0x00000002 //Do collision with simulation +#define bitsPARTICLE_TRAIL_FADE 0x00000004 //Fade away +#define bitsPARTICLE_TRAIL_FADE_IN 0x00000008 //Fade in + +class TrailParticle : public Particle +{ +public: + + Vector m_vecVelocity; + color32 m_color; // Particle color + float m_flDieTime; // How long it lives for. + float m_flLifetime; // How long it has been alive for so far. + float m_flLength; // Length of the tail (in seconds!) + float m_flWidth; // Width of the spark +}; + +inline void Color32ToFloat4( float colorOut[4], const color32 & colorIn ) +{ + colorOut[0] = colorIn.r * (1.0f/255.0f); + colorOut[1] = colorIn.g * (1.0f/255.0f); + colorOut[2] = colorIn.b * (1.0f/255.0f); + colorOut[3] = colorIn.a * (1.0f/255.0f); +} + +inline void FloatToColor32( color32 &out, float r, float g, float b, float a ) +{ + out.r = r * 255; + out.g = g * 255; + out.b = b * 255; + out.a = a * 255; +} + +inline void Float4ToColor32( color32 &out, float colorIn[4] ) +{ + out.r = colorIn[0] * 255; + out.g = colorIn[1] * 255; + out.b = colorIn[2] * 255; + out.a = colorIn[3] * 255; +} + +inline void Color32Init( color32 &out, int r, int g, int b, int a ) +{ + out.r = r; + out.g = g; + out.b = b; + out.a = a; +} +// +// CTrailParticles +// + +class CTrailParticles : public CSimpleEmitter +{ + DECLARE_CLASS( CTrailParticles, CSimpleEmitter ); +public: + CTrailParticles( const char *pDebugName ); + + static CTrailParticles *Create( const char *pDebugName ) { return new CTrailParticles( pDebugName ); } + + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + + //Setup for point emission + virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags, bool bNotCollideable = false ); + + void SetFlag( int flags ) { m_fFlags |= flags; } + void SetVelocityDampen( float dampen ) { m_flVelocityDampen = dampen; } + void SetGravity( float gravity ) { m_ParticleCollision.SetGravity( gravity ); } + void SetCollisionDamped( float dampen ) { m_ParticleCollision.SetCollisionDampen( dampen ); } + void SetAngularCollisionDampen( float dampen ) { m_ParticleCollision.SetAngularCollisionDampen( dampen ); } + + CParticleCollision m_ParticleCollision; + +protected: + + int m_fFlags; + float m_flVelocityDampen; + +private: + CTrailParticles( const CTrailParticles & ); // not defined, not accessible +}; + +// +// Sphere trails +// + +class CSphereTrails : public CSimpleEmitter +{ + DECLARE_CLASS( CSphereTrails, CSimpleEmitter ); +public: + CSphereTrails( const char *pDebugName, const Vector &origin, float innerRadius, float outerRadius, float speed, int entityIndex, int attachment ); + + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void Update( float flTimeDelta ); + virtual void StartRender(); + + void AddStreaks( float count ); + Vector m_particleOrigin; + float m_life; + float m_outerRadius; + float m_innerRadius; + float m_effectSpeed; + float m_streakSpeed; + float m_count; + float m_growth; + int m_entityIndex; + int m_attachment; + PMaterialHandle m_hMaterial; + Vector m_boneOrigin; + float m_dieTime; + +private: + CSphereTrails( const CSphereTrails & ); // not defined, not accessible +}; + + +// Simple glow emitter won't draw any of it's particles until/unless the pixel visibility test succeeds +class CSimpleGlowEmitter : public CSimpleEmitter +{ + DECLARE_CLASS( CSimpleGlowEmitter, CSimpleEmitter ); +public: + CSimpleGlowEmitter( const char *pDebugName, const Vector &sortOrigin, float flDeathTime ); + static CSimpleGlowEmitter *Create( const char *pDebugName, const Vector &sortOrigin, float flDeathTime ); + + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); +protected: + + bool WasTestedInView( unsigned char viewMask ); + bool IsVisibleInView( unsigned char viewMask ); + void SetTestedInView( unsigned char viewMask, bool bTested ); + void SetVisibleInView( unsigned char viewMask, bool bVisible ); + unsigned char CurrentViewMask() const; + + float m_flDeathTime; // How long it has been alive for so far. + float m_startTime; + pixelvis_handle_t m_queryHandle; +private: + unsigned char m_wasTested; + unsigned char m_isVisible; + +private: + CSimpleGlowEmitter( const CSimpleGlowEmitter & ); // not defined, not accessible +}; + +#include "tier0/memdbgoff.h" |