diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/beamdraw.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/beamdraw.cpp')
| -rw-r--r-- | mp/src/game/client/beamdraw.cpp | 3052 |
1 files changed, 1526 insertions, 1526 deletions
diff --git a/mp/src/game/client/beamdraw.cpp b/mp/src/game/client/beamdraw.cpp index 27a27cd2..2bba8efe 100644 --- a/mp/src/game/client/beamdraw.cpp +++ b/mp/src/game/client/beamdraw.cpp @@ -1,1526 +1,1526 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-
-#include "cbase.h"
-#include "beamdraw.h"
-#include "enginesprite.h"
-#include "iviewrender_beams.h"
-#include "view.h"
-#include "iviewrender.h"
-#include "engine/ivmodelinfo.h"
-#include "fx_line.h"
-#include "materialsystem/imaterialvar.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern ConVar r_drawsprites;
-extern ConVar r_DrawBeams;
-
-static IMaterial *g_pBeamWireframeMaterial;
-
-//-----------------------------------------------------------------------------
-// Purpose: Retrieve sprite object and set it up for rendering
-// Input : *pSpriteModel -
-// frame -
-// rendermode -
-// Output : CEngineSprite
-//-----------------------------------------------------------------------------
-CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode )
-{
- CEngineSprite *psprite;
- IMaterial *material;
-
- psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( pSpriteModel );
- Assert( psprite );
-
- material = psprite->GetMaterial( (RenderMode_t)rendermode, frame );
- if( !material )
- return NULL;
-
- CMatRenderContextPtr pRenderContext( materials );
- if ( ShouldDrawInWireFrameMode() || r_DrawBeams.GetInt() == 2 )
- {
- if ( !g_pBeamWireframeMaterial )
- g_pBeamWireframeMaterial = materials->FindMaterial( "shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER );
- pRenderContext->Bind( g_pBeamWireframeMaterial, NULL );
- return psprite;
- }
-
- pRenderContext->Bind( material );
- return psprite;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : pMaterial -
-// source -
-// color -
-//-----------------------------------------------------------------------------
-void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale )
-{
- static unsigned int nHDRColorScaleCache = 0;
- Vector point, screen;
-
- if( pMaterial )
- {
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- CMatRenderContextPtr pRenderContext( materials );
- IMesh* pMesh = pRenderContext->GetDynamicMesh( );
-
- CMeshBuilder meshBuilder;
- meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
-
- // Transform source into screen space
- ScreenTransform( source, screen );
-
- meshBuilder.Color3fv (color);
- meshBuilder.TexCoord2f (0, 0, 1);
- VectorMA (source, -scale, CurrentViewUp(), point);
- VectorMA (point, -scale, CurrentViewRight(), point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color3fv (color);
- meshBuilder.TexCoord2f (0, 0, 0);
- VectorMA (source, scale, CurrentViewUp(), point);
- VectorMA (point, -scale, CurrentViewRight(), point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color3fv (color);
- meshBuilder.TexCoord2f (0, 1, 0);
- VectorMA (source, scale, CurrentViewUp(), point);
- VectorMA (point, scale, CurrentViewRight(), point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color3fv (color);
- meshBuilder.TexCoord2f (0, 1, 1);
- VectorMA (source, -scale, CurrentViewUp(), point);
- VectorMA (point, scale, CurrentViewRight(), point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-//-----------------------------------------------------------------------------
-// Assumes the material has already been bound
-//-----------------------------------------------------------------------------
-void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color )
-{
- unsigned char pColor[4] = { color.r, color.g, color.b, color.a };
-
- // Generate half-widths
- flWidth *= 0.5f;
- flHeight *= 0.5f;
-
- // Compute direction vectors for the sprite
- Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 );
- VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd );
- float flDist = VectorNormalize( fwd );
- if (flDist >= 1e-3)
- {
- CrossProduct( CurrentViewUp(), fwd, right );
- flDist = VectorNormalize( right );
- if (flDist >= 1e-3)
- {
- CrossProduct( fwd, right, up );
- }
- else
- {
- // In this case, fwd == g_vecVUp, it's right above or
- // below us in screen space
- CrossProduct( fwd, CurrentViewRight(), up );
- VectorNormalize( up );
- CrossProduct( up, fwd, right );
- }
- }
-
- CMeshBuilder meshBuilder;
- Vector point;
- CMatRenderContextPtr pRenderContext( materials );
- IMesh* pMesh = pRenderContext->GetDynamicMesh( );
-
- meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
-
- meshBuilder.Color4ubv (pColor);
- meshBuilder.TexCoord2f (0, 0, 1);
- VectorMA (vecOrigin, -flHeight, up, point);
- VectorMA (point, -flWidth, right, point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color4ubv (pColor);
- meshBuilder.TexCoord2f (0, 0, 0);
- VectorMA (vecOrigin, flHeight, up, point);
- VectorMA (point, -flWidth, right, point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color4ubv (pColor);
- meshBuilder.TexCoord2f (0, 1, 0);
- VectorMA (vecOrigin, flHeight, up, point);
- VectorMA (point, flWidth, right, point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color4ubv (pColor);
- meshBuilder.TexCoord2f (0, 1, 1);
- VectorMA (vecOrigin, -flHeight, up, point);
- VectorMA (point, flWidth, right, point);
- meshBuilder.Position3fv (point.Base());
- meshBuilder.AdvanceVertex();
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-
-//-----------------------------------------------------------------------------
-// Compute vectors perpendicular to the beam
-//-----------------------------------------------------------------------------
-static void ComputeBeamPerpendicular( const Vector &vecBeamDelta, Vector *pPerp )
-{
- // Direction in worldspace of the center of the beam
- Vector vecBeamCenter = vecBeamDelta;
- VectorNormalize( vecBeamCenter );
-
- CrossProduct( CurrentViewForward(), vecBeamCenter, *pPerp );
- VectorNormalize( *pPerp );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : noise_divisions -
-// *prgNoise -
-// *spritemodel -
-// frame -
-// rendermode -
-// source -
-// delta -
-// flags -
-// *color -
-// fadescale -
-//-----------------------------------------------------------------------------
-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 )
-{
- int i, noiseIndex, noiseStep;
- float div, length, fraction, factor, vLast, vStep, brightness;
-
- Assert( fadeLength >= 0.0f );
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- if ( segments < 2 )
- return;
-
- IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- static unsigned int nHDRColorScaleCache = 0;
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- length = VectorLength( delta );
- float flMaxWidth = MAX(startWidth, endWidth) * 0.5f;
- div = 1.0 / (segments-1);
-
- if ( length*div < flMaxWidth * 1.414 )
- {
- // Here, we have too many segments; we could get overlap... so lets have less segments
- segments = (int)(length / (flMaxWidth * 1.414)) + 1;
- if ( segments < 2 )
- {
- segments = 2;
- }
- }
-
- if ( segments > noise_divisions ) // UNDONE: Allow more segments?
- {
- segments = noise_divisions;
- }
-
- div = 1.0 / (segments-1);
- length *= 0.01;
-
- // UNDONE: Expose texture length scale factor to control "fuzziness"
-
- if ( flags & FBEAM_NOTILE )
- {
- // Don't tile
- vStep = div;
- }
- else
- {
- // Texture length texels per space pixel
- vStep = length*div;
- }
-
- // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
- vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
-
- if ( flags & FBEAM_SINENOISE )
- {
- if ( segments < 16 )
- {
- segments = 16;
- div = 1.0 / (segments-1);
- }
- scale *= 100;
- length = segments * (1.0/10);
- }
- else
- {
- scale *= length;
- }
-
- // Iterator to resample noise waveform (it needs to be generated in powers of 2)
- noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f);
- noiseIndex = 0;
-
- if ( flags & FBEAM_SINENOISE )
- {
- noiseIndex = 0;
- }
-
- brightness = 1.0;
- if ( flags & FBEAM_SHADEIN )
- {
- brightness = 0;
- }
-
- // What fraction of beam should be faded
- Assert( fadeLength >= 0.0f );
- float fadeFraction = fadeLength/ delta.Length();
-
- // BUGBUG: This code generates NANs when fadeFraction is zero! REVIST!
- fadeFraction = clamp(fadeFraction,1.e-6f,1.f);
-
- // Choose two vectors that are perpendicular to the beam
- Vector perp1;
- ComputeBeamPerpendicular( delta, &perp1 );
-
- // Specify all the segments.
- CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
- CBeamSegDraw segDraw;
- segDraw.Start( pRenderContext, segments, NULL );
-
- for ( i = 0; i < segments; i++ )
- {
- Assert( noiseIndex < (noise_divisions<<16) );
- BeamSeg_t curSeg;
- curSeg.m_flAlpha = 1;
-
- fraction = i * div;
-
- // Fade in our out beam to fadeLength
-
- if ( (flags & FBEAM_SHADEIN) && (flags & FBEAM_SHADEOUT) )
- {
- if (fraction < 0.5)
- {
- brightness = 2*(fraction/fadeFraction);
- }
- else
- {
- brightness = 2*(1.0 - (fraction/fadeFraction));
- }
- }
- else if ( flags & FBEAM_SHADEIN )
- {
- brightness = fraction/fadeFraction;
- }
- else if ( flags & FBEAM_SHADEOUT )
- {
- brightness = 1.0 - (fraction/fadeFraction);
- }
-
- // clamps
- if (brightness < 0 )
- {
- brightness = 0;
- }
- else if (brightness > 1)
- {
- brightness = 1;
- }
-
- VectorScale( *((Vector*)color), brightness, curSeg.m_vColor );
-
- // UNDONE: Make this a spline instead of just a line?
- VectorMA( source, fraction, delta, curSeg.m_vPos );
-
- // Distort using noise
- if ( scale != 0 )
- {
- factor = prgNoise[noiseIndex>>16] * scale;
- if ( flags & FBEAM_SINENOISE )
- {
- float s, c;
- SinCos( fraction*M_PI*length + freq, &s, &c );
- VectorMA( curSeg.m_vPos, factor * s, CurrentViewUp(), curSeg.m_vPos );
- // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
- VectorMA( curSeg.m_vPos, factor * c, CurrentViewRight(), curSeg.m_vPos );
- }
- else
- {
- VectorMA( curSeg.m_vPos, factor, perp1, curSeg.m_vPos );
- }
- }
-
- // Specify the next segment.
- if( endWidth == startWidth )
- {
- curSeg.m_flWidth = startWidth * 2;
- }
- else
- {
- curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2;
- }
-
- curSeg.m_flTexCoord = vLast;
- segDraw.NextSeg( &curSeg );
-
-
- vLast += vStep; // Advance texture scroll (v axis only)
- noiseIndex += noiseStep;
- }
-
- segDraw.End();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CalcSegOrigin( Vector *vecOut, int iPoint, int noise_divisions, float *prgNoise,
- const Vector &source, const Vector& delta, const Vector &perp, int segments,
- float freq, float scale, float fraction, int flags )
-{
- Assert( segments > 1 );
-
- float factor;
- float length = VectorLength( delta ) * 0.01;
- float div = 1.0 / (segments-1);
-
- // Iterator to resample noise waveform (it needs to be generated in powers of 2)
- int noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f);
- int noiseIndex = (iPoint) * noiseStep;
-
- // Sine noise beams have different length calculations
- if ( flags & FBEAM_SINENOISE )
- {
- length = segments * (1.0/10);
- noiseIndex = 0;
- }
-
- // UNDONE: Make this a spline instead of just a line?
- VectorMA( source, fraction, delta, *vecOut );
-
- // Distort using noise
- if ( scale != 0 )
- {
- factor = prgNoise[noiseIndex>>16] * scale;
- if ( flags & FBEAM_SINENOISE )
- {
- float s, c;
- SinCos( fraction*M_PI*length + freq, &s, &c );
- VectorMA( *vecOut, factor * s, MainViewUp(), *vecOut );
- // Rotate the noise along the perpendicular axis a bit to keep the bolt from looking diagonal
- VectorMA( *vecOut, factor * c, MainViewRight(), *vecOut );
- }
- else
- {
- VectorMA( *vecOut, factor, perp, *vecOut );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : noise_divisions -
-// *prgNoise -
-// *spritemodel -
-// frame -
-// rendermode -
-// source -
-// delta -
-// flags -
-// *color -
-// fadescale -
-//-----------------------------------------------------------------------------
-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 )
-{
- int i;
- float div, length, fraction, vLast, vStep, brightness;
-
- Assert( fadeLength >= 0.0f );
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- if ( segments < 2 )
- return;
-
- IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- static unsigned int nHDRColorScaleCache = 0;
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- if ( segments > noise_divisions ) // UNDONE: Allow more segments?
- segments = noise_divisions;
-
- length = VectorLength( delta ) * 0.01;
- div = 1.0 / (segments-1);
-
- // UNDONE: Expose texture length scale factor to control "fuzziness"
- vStep = length*div; // Texture length texels per space pixel
-
- // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
- vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
-
- brightness = 1.0;
- if ( flags & FBEAM_SHADEIN )
- brightness = 0;
-
- // What fraction of beam should be faded
- Assert( fadeLength >= 0.0f );
- float fadeFraction = fadeLength/ delta.Length();
-
- // BUGBUG: This code generates NANs when fadeFraction is zero! REVIST!
- fadeFraction = clamp(fadeFraction,1.e-6f,1.f);
-
- Vector perp;
- ComputeBeamPerpendicular( delta, &perp );
-
- // Specify all the segments.
- CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
- CBeamSegDraw segDraw;
- segDraw.Start( pRenderContext, segments, NULL );
-
- // Keep track of how many times we've branched
- int iBranches = 0;
-
- Vector vecStart, vecEnd;
- float flWidth = 0;
- float flEndWidth = 0;
-
- for ( i = 0; i < segments; i++ )
- {
- BeamSeg_t curSeg;
- curSeg.m_flAlpha = 1;
-
- fraction = i * div;
-
- // Fade in our out beam to fadeLength
-
- if ( (flags & FBEAM_SHADEIN) && (flags & FBEAM_SHADEOUT) )
- {
- if (fraction < 0.5)
- {
- brightness = 2*(fraction/fadeFraction);
- }
- else
- {
- brightness = 2*(1.0 - (fraction/fadeFraction));
- }
- }
- else if ( flags & FBEAM_SHADEIN )
- {
- brightness = fraction/fadeFraction;
- }
- else if ( flags & FBEAM_SHADEOUT )
- {
- brightness = 1.0 - (fraction/fadeFraction);
- }
-
- // clamps
- if (brightness < 0 )
- {
- brightness = 0;
- }
- else if (brightness > 1)
- {
- brightness = 1;
- }
-
- VectorScale( *((Vector*)color), brightness, curSeg.m_vColor );
-
- CalcSegOrigin( &curSeg.m_vPos, i, noise_divisions, prgNoise, source, delta, perp, segments, freq, scale, fraction, flags );
-
- // Specify the next segment.
- if( endWidth == startWidth )
- curSeg.m_flWidth = startWidth * 2;
- else
- curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2;
-
- // Reduce the width by the current number of branches we've had
- for ( int j = 0; i < iBranches; j++ )
- {
- curSeg.m_flWidth *= 0.5;
- }
-
- curSeg.m_flTexCoord = vLast;
-
- segDraw.NextSeg( &curSeg );
-
- vLast += vStep; // Advance texture scroll (v axis only)
-
- // Now see if we'd like to branch here
- // For now, always branch at the midpoint.
- // We could branch randomly, and multiple times per beam
- if ( i == (segments * 0.5) )
- {
- // Figure out what the new width would be
- // Halve the width because the beam is breaking in two, and halve it again because width is doubled above
- flWidth = curSeg.m_flWidth * 0.25;
- if ( flWidth > 1 )
- {
- iBranches++;
-
- // Get an endpoint for the new branch
- vecStart = curSeg.m_vPos;
- vecEnd = source + delta + (MainViewUp() * 32) + (MainViewRight() * 32);
- vecEnd -= vecStart;
-
- // Reduce the end width by the current number of branches we've had
- flEndWidth = endWidth;
- for ( int j = 0; i < iBranches; j++ )
- {
- flEndWidth *= 0.5;
- }
- }
- }
- }
-
- segDraw.End();
-
- // If we branched, draw the new beam too
- if ( iBranches )
- {
- DrawTeslaSegs( noise_divisions, prgNoise, spritemodel, frame, rendermode,
- vecStart, vecEnd, flWidth, flEndWidth, scale, freq, speed, segments,
- flags, color, fadeLength, flHDRColorScale );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : noise_divisions -
-// *prgNoise -
-// *beammodel -
-// *halomodel -
-// flHaloScale -
-// startWidth -
-// endWidth -
-// scale -
-// freq -
-// speed -
-// segments -
-// * -
-//-----------------------------------------------------------------------------
-
-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 )
-{
- int noiseIndex, noiseStep;
- float div, length, fraction, factor, vLast, vStep, brightness;
- float scaledColor[3];
-
- model_t *beamsprite = ( model_t *)beammodel;
- model_t *halosprite = ( model_t *)halomodel;
-
- CEngineSprite *pBeamSprite = Draw_SetSpriteTexture( beamsprite, frame, rendermode );
- if ( !pBeamSprite )
- return;
-
- // Figure out the number of segments.
- if ( segments < 2 )
- return;
-
- IMaterial *pMaterial = pBeamSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- static unsigned int nHDRColorScaleCache = 0;
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- if ( segments > noise_divisions ) // UNDONE: Allow more segments?
- segments = noise_divisions;
-
- if ( flags & FBEAM_SINENOISE )
- {
- if ( segments < 16 )
- segments = 16;
- }
-
-
- IMaterial *pBeamMaterial = pBeamSprite->GetMaterial( (RenderMode_t)rendermode );
- CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
- CBeamSegDraw segDraw;
- segDraw.Start( pRenderContext, (segments-1)*(numAttachments-1), pBeamMaterial );
-
- CEngineSprite *pHaloSprite = (CEngineSprite *)modelinfo->GetModelExtraData( halosprite );
- IMaterial *pHaloMaterial = NULL;
- if ( pHaloSprite )
- {
- pHaloMaterial = pHaloSprite->GetMaterial( kRenderGlow );
- }
-
- //-----------------------------------------------------------
- // Calculate widthStep if start and end width are different
- //-----------------------------------------------------------
- float widthStep;
- if (startWidth != endWidth)
- {
- widthStep = (endWidth - startWidth)/numAttachments;
- }
- else
- {
- widthStep = 0;
- }
-
- // Calculate total length of beam
- float flBeamLength = (attachment[0]-attachment[numAttachments-1]).Length();
-
- // What fraction of beam should be faded
- float fadeFraction = fadeLength/flBeamLength;
- if (fadeFraction > 1)
- {
- fadeFraction = 1;
- }
- //---------------------------------------------------------------
- // Go through each attachment drawing spline beams between them
- //---------------------------------------------------------------
- Vector vLastPoint(0,0,0);
- Vector pPre; // attachment point before the current beam
- Vector pStart; // start of current beam
- Vector pEnd; // end of current beam
- Vector pNext; // attachment point after the current beam
-
- for (int j=0;j<numAttachments-1;j++)
- {
- if (j==0)
- {
- VectorCopy(attachment[0],pPre);
- VectorCopy(pPre,vLastPoint);
- }
- else
- {
- VectorCopy(attachment[j-1],pPre);
- }
-
- VectorCopy(attachment[j], pStart);
- VectorCopy(attachment[j+1], pEnd);
-
- if (j+2 >= numAttachments-1)
- {
- VectorCopy(attachment[j+1],pNext);
- }
- else
- {
- VectorCopy(attachment[j+2],pNext);
- }
-
- Vector vDelta;
- VectorSubtract(pEnd,pStart,vDelta);
- length = VectorLength( vDelta ) * 0.01;
- if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
- length = 0.5;
- div = 1.0 / (segments-1);
-
- // UNDONE: Expose texture length scale factor to control "fuzziness"
- vStep = length*div; // Texture length texels per space pixel
-
- // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
- vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
-
- if ( flags & FBEAM_SINENOISE )
- {
- scale = scale * 100;
- length = segments * (1.0/10);
- }
- else
- scale = scale * length;
-
- // -----------------------------------------------------------------------------
- // Iterator to resample noise waveform (it needs to be generated in powers of 2)
- // -----------------------------------------------------------------------------
- noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f);
- noiseIndex = noiseStep;
-
- if ( flags & FBEAM_SINENOISE )
- noiseIndex = 0;
-
- brightness = 1.0;
- if ( flags & FBEAM_SHADEIN )
- brightness = 0;
-
- BeamSeg_t seg;
- seg.m_flAlpha = 1;
-
- VectorScale( color, brightness, scaledColor );
- seg.m_vColor.Init( scaledColor[0], scaledColor[1], scaledColor[2] );
-
-
- // -------------------------------------------------
- // Calc start and end widths for this segment
- // -------------------------------------------------
- float startSegWidth = startWidth + (widthStep*j);
- float endSegWidth = startWidth + (widthStep*(j+1));
-
- // -------------------------------------------------
- // Now draw each segment
- // -------------------------------------------------
- float fBestFraction = -1;
- float bestDot = 0;
- for (int i = 1; i < segments; i++ )
- {
- fraction = i * div;
-
- // Fade in our out beam to fadeLength
- // BUG BUG: should be based on total lengh of beam not this particular fraction
- if ( flags & FBEAM_SHADEIN )
- {
- brightness = fraction/fadeFraction;
- if (brightness > 1)
- {
- brightness = 1;
- }
- }
- else if ( flags & FBEAM_SHADEOUT )
- {
- float fadeFraction = fadeLength/length;
- brightness = 1.0 - (fraction/fadeFraction);
- if (brightness < 0)
- {
- brightness = 0;
- }
- }
-
- // -----------------------------------------------------------
- // Calculate spline position
- // -----------------------------------------------------------
- Vector vTarget(0,0,0);
-
- Catmull_Rom_Spline(pPre, pStart, pEnd, pNext, fraction, vTarget );
-
- seg.m_vPos[0] = vTarget.x;
- seg.m_vPos[1] = vTarget.y;
- seg.m_vPos[2] = vTarget.z;
-
- // --------------------------------------------------------------
- // Keep track of segment most facing the player for halo effect
- // --------------------------------------------------------------
- if (pHaloMaterial)
- {
- Vector vBeamDir1;
- VectorSubtract(seg.m_vPos,vLastPoint,vBeamDir1);
- VectorNormalize(vBeamDir1);
-
- Vector vLookDir;
- VectorSubtract(CurrentViewOrigin(),seg.m_vPos,vLookDir);
- VectorNormalize(vLookDir);
-
- float dotpr = fabs(DotProduct(vBeamDir1,vLookDir));
- static float thresh = 0.85;
- if (dotpr > thresh && dotpr > bestDot)
- {
- bestDot = dotpr;
- fBestFraction = fraction;
- }
- VectorCopy(seg.m_vPos,vLastPoint);
- }
-
-
- // ----------------------
- // Distort using noise
- // ----------------------
- if ( scale != 0 )
- {
- factor = prgNoise[noiseIndex>>16] * scale;
- if ( flags & FBEAM_SINENOISE )
- {
- float s, c;
- SinCos( fraction*M_PI*length + freq, &s, &c );
- VectorMA( seg.m_vPos, factor * s, CurrentViewUp(), seg.m_vPos );
- // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
- VectorMA( seg.m_vPos, factor * c, CurrentViewRight(), seg.m_vPos );
- }
- else
- {
- VectorMA( seg.m_vPos, factor, CurrentViewUp(), seg.m_vPos );
- // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
- factor = prgNoise[noiseIndex>>16] * scale * cos(fraction*M_PI*3+freq);
- VectorMA( seg.m_vPos, factor, CurrentViewRight(), seg.m_vPos );
- }
- }
-
-
- // Scale width if non-zero spread
- if (startWidth != endWidth)
- seg.m_flWidth = ((fraction*(endSegWidth-startSegWidth))+startSegWidth)*2;
- else
- seg.m_flWidth = startWidth*2;
-
- seg.m_flTexCoord = vLast;
- segDraw.NextSeg( &seg );
-
- vLast += vStep; // Advance texture scroll (v axis only)
- noiseIndex += noiseStep;
- }
-
-
- // --------------------------------------------------------------
- // Draw halo on segment most facing the player
- // --------------------------------------------------------------
- if (false&&pHaloMaterial)
- {
- Vector vHaloPos(0,0,0);
- if (bestDot != 0)
- {
- Catmull_Rom_Spline(pPre, pStart, pEnd, pNext, fBestFraction, vHaloPos);
- }
- else
- {
- Vector vBeamDir1;
- VectorSubtract(pStart,pEnd,vBeamDir1);
- VectorNormalize(vBeamDir1);
-
- Vector vLookDir;
- VectorSubtract(CurrentViewOrigin(),pStart,vLookDir);
- VectorNormalize(vLookDir);
-
- bestDot = fabs(DotProduct(vBeamDir1,vLookDir));
- static float thresh = 0.85;
- if (bestDot > thresh)
- {
- fBestFraction = 0.5;
- VectorAdd(pStart,pEnd,vHaloPos);
- VectorScale(vHaloPos,0.5,vHaloPos);
- }
- }
- if (fBestFraction > 0)
- {
- float fade = pow(bestDot,60);
- if (fade > 1.0) fade = 1.0;
- float haloColor[3];
- VectorScale( color, fade, haloColor );
- pRenderContext->Bind(pHaloMaterial);
- float curWidth = (fBestFraction*(endSegWidth-startSegWidth))+startSegWidth;
- DrawHalo(pHaloMaterial,vHaloPos,flHaloScale*curWidth/endWidth,haloColor, flHDRColorScale);
- }
- }
- }
-
- segDraw.End();
-
- // ------------------------
- // Draw halo at end of beam
- // ------------------------
- if (pHaloMaterial)
- {
- pRenderContext->Bind(pHaloMaterial);
- DrawHalo(pHaloMaterial,pEnd,flHaloScale,scaledColor, flHDRColorScale);
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *spritemodel -
-// frame -
-// rendermode -
-// source -
-// scale -
-// *color -
-//-----------------------------------------------------------------------------
-void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode,
- const Vector& source, float scale, float* color, float flHDRColorScale )
-{
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- DrawHalo( pSprite->GetMaterial( (RenderMode_t)rendermode ), source, scale, color, flHDRColorScale );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : noise_divisions -
-// *prgNoise -
-// *spritemodel -
-// frame -
-// rendermode -
-// source -
-// delta -
-// width -
-// scale -
-// freq -
-// speed -
-// segments -
-// *color -
-//-----------------------------------------------------------------------------
-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 )
-{
- int i;
- float div, length, fraction, vLast, vStep;
- Vector point;
- float w;
- static unsigned int nHDRColorScaleCache = 0;
-
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- if ( segments < 2 )
- return;
-
- IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- if ( segments > noise_divisions ) // UNDONE: Allow more segments?
- segments = noise_divisions;
-
- length = VectorLength( delta ) * 0.01;
- if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
- length = 0.5;
- div = 1.0 / (segments-1);
-
- // UNDONE: Expose texture length scale factor to control "fuzziness"
- vStep = length*div; // Texture length texels per space pixel
-
- // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
- vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
- scale = scale * length;
-
- w = freq * delta[2];
-
- CMatRenderContextPtr pRenderContext( materials );
- IMesh* pMesh = pRenderContext->GetDynamicMesh( );
-
- CMeshBuilder meshBuilder;
- meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments - 1) * 2 );
-
- // NOTE: We must force the degenerate triangles to be on the edge
- for ( i = 0; i < segments; i++ )
- {
- float s, c;
- fraction = i * div;
-
- point[0] = source[0];
- point[1] = source[1];
- point[2] = source[2];
-
- meshBuilder.Color3fv( color );
- meshBuilder.TexCoord2f( 0, 1.0, vLast );
- meshBuilder.Position3fv( point.Base() );
- meshBuilder.AdvanceVertex();
-
- SinCos( fraction * 2 * M_PI, &s, &c );
- point[0] = s * w + source[0];
- point[1] = c * w + source[1];
- point[2] = source[2];
-
- meshBuilder.Color3fv( color );
- meshBuilder.TexCoord2f( 0, 0.0, vLast );
- meshBuilder.Position3fv( point.Base() );
- meshBuilder.AdvanceVertex();
-
- vLast += vStep; // Advance texture scroll (v axis only)
- }
-
- meshBuilder.End( );
- pMesh->Draw();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : noise_divisions -
-// *prgNoise -
-// *spritemodel -
-// frame -
-// rendermode -
-// source -
-// delta -
-// width -
-// scale -
-// freq -
-// speed -
-// segments -
-// *color -
-//-----------------------------------------------------------------------------
-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 )
-{
- int i;
- float div, length, fraction, vLast, vStep;
- Vector point;
-
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- if ( segments < 2 )
- return;
-
- IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- static unsigned int nHDRColorScaleCache = 0;
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- if ( segments > noise_divisions ) // UNDONE: Allow more segments?
- segments = noise_divisions;
-
- length = VectorLength( delta ) * 0.01;
- if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
- length = 0.5;
- div = 1.0 / (segments-1);
-
- // UNDONE: Expose texture length scale factor to control "fuzziness"
- vStep = length*div; // Texture length texels per space pixel
-
- // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
- vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
- scale = scale * length;
-
- CMatRenderContextPtr pRenderContext( materials );
- IMesh* pMesh = pRenderContext->GetDynamicMesh( );
-
- CMeshBuilder meshBuilder;
- meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments - 1) * 2 );
-
- float radius = delta[2];
- for ( i = 0; i < segments; i++ )
- {
- float s, c;
- fraction = i * div;
- SinCos( fraction * 2 * M_PI, &s, &c );
-
- point[0] = s * freq * radius + source[0];
- point[1] = c * freq * radius + source[1];
- point[2] = source[2] + width;
-
- meshBuilder.Color3f( 0.0f, 0.0f, 0.0f );
- meshBuilder.TexCoord2f( 0, 1.0f, vLast );
- meshBuilder.Position3fv( point.Base() );
- meshBuilder.AdvanceVertex();
-
- point[0] = s * freq * (radius + width) + source[0];
- point[1] = c * freq * (radius + width) + source[1];
- point[2] = source[2] - width;
-
- meshBuilder.Color3fv( color );
- meshBuilder.TexCoord2f( 0, 0.0f, vLast );
- meshBuilder.Position3fv( point.Base() );
- meshBuilder.AdvanceVertex();
-
- vLast += vStep; // Advance texture scroll (v axis only)
- }
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : noise_divisions -
-// *prgNoise -
-// (*pfnNoise -
-//-----------------------------------------------------------------------------
-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 )
-{
- int i, j, noiseIndex, noiseStep;
- float div, length, fraction, factor, vLast, vStep;
- Vector last1, last2, point, screen, screenLast(0,0,0), tmp, normal;
- Vector center, xaxis, yaxis, zaxis;
- float radius, x, y, scale;
- Vector d;
-
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- static unsigned int nHDRColorScaleCache = 0;
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- VectorCopy( delta, d );
-
- if ( segments < 2 )
- return;
-
- segments = segments * M_PI;
-
- if ( segments > noise_divisions * 8 ) // UNDONE: Allow more segments?
- segments = noise_divisions * 8;
-
- length = VectorLength( d ) * 0.01 * M_PI;
- if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
- length = 0.5;
- div = 1.0 / (segments-1);
-
- // UNDONE: Expose texture length scale factor to control "fuzziness"
- vStep = length*div/8.0; // Texture length texels per space pixel
-
- // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
- vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
- scale = amplitude * length / 8.0;
-
- // Iterator to resample noise waveform (it needs to be generated in powers of 2)
- noiseStep = (int)((noise_divisions-1) * div * 65536.0) * 8;
- noiseIndex = 0;
-
- VectorScale( d, 0.5, d );
- VectorAdd( source, d, center );
- zaxis[0] = 0; zaxis[1] = 0; zaxis[2] = 1;
-
- VectorCopy( d, xaxis );
- radius = VectorLength( xaxis );
-
- // cull beamring
- // --------------------------------
- // Compute box center +/- radius
- last1[0] = radius;
- last1[1] = radius;
- last1[2] = scale;
- VectorAdd( center, last1, tmp ); // maxs
- VectorSubtract( center, last1, screen ); // mins
-
- // Is that box in PVS && frustum?
- if ( !engine->IsBoxVisible( screen, tmp ) || engine->CullBox( screen, tmp ) )
- {
- return;
- }
-
- yaxis[0] = xaxis[1]; yaxis[1] = -xaxis[0]; yaxis[2] = 0;
- VectorNormalize( yaxis );
- VectorScale( yaxis, radius, yaxis );
-
- j = segments / 8;
-
- CMatRenderContextPtr pRenderContext( materials );
- IMesh* pMesh = pRenderContext->GetDynamicMesh( );
-
- CMeshBuilder meshBuilder;
- meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments) * 2 );
-
- for ( i = 0; i < segments + 1; i++ )
- {
- fraction = i * div;
- SinCos( fraction * 2 * M_PI, &x, &y );
-
- point[0] = xaxis[0] * x + yaxis[0] * y + center[0];
- point[1] = xaxis[1] * x + yaxis[1] * y + center[1];
- point[2] = xaxis[2] * x + yaxis[2] * y + center[2];
-
- // Distort using noise
- if ( scale != 0.0f )
- {
- factor = prgNoise[(noiseIndex>>16) & 0x7F] * scale;
- VectorMA( point, factor, CurrentViewUp(), point );
-
- // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
- factor = prgNoise[(noiseIndex>>16) & 0x7F] * scale * cos(fraction*M_PI*3*8+freq);
- VectorMA( point, factor, CurrentViewRight(), point );
- }
-
- // Transform point into screen space
- ScreenTransform( point, screen );
-
- if (i != 0)
- {
- // Build world-space normal to screen-space direction vector
- VectorSubtract( screen, screenLast, tmp );
- // We don't need Z, we're in screen space
- tmp[2] = 0;
- VectorNormalize( tmp );
- VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x)
- VectorMA( normal, -tmp[1], CurrentViewRight(), normal );
-
- // Make a wide line
- VectorMA( point, width, normal, last1 );
- VectorMA( point, -width, normal, last2 );
-
- vLast += vStep; // Advance texture scroll (v axis only)
- meshBuilder.Color3fv( color );
- meshBuilder.TexCoord2f( 0, 1.0f, vLast );
- meshBuilder.Position3fv( last2.Base() );
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Color3fv( color );
- meshBuilder.TexCoord2f( 0, 0.0f, vLast );
- meshBuilder.Position3fv( last1.Base() );
- meshBuilder.AdvanceVertex();
- }
- VectorCopy( screen, screenLast );
- noiseIndex += noiseStep;
-
- j--;
- if (j == 0 && amplitude != 0 )
- {
- j = segments / 8;
- (*pfnNoise)( prgNoise, noise_divisions, 1.0f );
- }
- }
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : spritemodel -
-// *pHead -
-// delta -
-// *screen -
-// *screenLast -
-// die -
-// source -
-// flags -
-// width -
-// amplitude -
-// freq -
-// *color -
-//-----------------------------------------------------------------------------
-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 )
-{
- float fraction;
- float div;
- float vLast = 0.0;
- float vStep = 1.0;
- Vector last1, last2, tmp, normal;
- float scaledColor[3];
-
- CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode );
- if ( !pSprite )
- return;
-
- IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode );
- if( pMaterial )
- {
- static unsigned int nHDRColorScaleCache = 0;
- IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
- if( pHDRColorScaleVar )
- {
- pHDRColorScaleVar->SetFloatValue( flHDRColorScale );
- }
- }
-
- // UNDONE: This won't work, screen and screenLast must be extrapolated here to fix the
- // first beam segment for this trail
-
- // Build world-space normal to screen-space direction vector
- VectorSubtract( screen, screenLast, tmp );
- // We don't need Z, we're in screen space
- tmp[2] = 0;
- VectorNormalize( tmp );
- VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x)
- VectorMA( normal, -tmp[1], CurrentViewRight(), normal );
-
- // Make a wide line
- VectorMA( delta, width, normal, last1 );
- VectorMA( delta, -width, normal, last2 );
-
- div = 1.0 / amplitude;
- fraction = ( die - gpGlobals->curtime ) * div;
- unsigned char nColor[3];
-
- VectorScale( color, fraction, scaledColor );
- nColor[0] = (unsigned char)clamp( (int)(scaledColor[0] * 255.0f), 0, 255 );
- nColor[1] = (unsigned char)clamp( (int)(scaledColor[1] * 255.0f), 0, 255 );
- nColor[2] = (unsigned char)clamp( (int)(scaledColor[2] * 255.0f), 0, 255 );
-
- // need to count the segments
- int count = 0;
- BeamTrail_t* pTraverse = pHead;
- while ( pTraverse )
- {
- ++count;
- pTraverse = pTraverse->next;
- }
-
- CMatRenderContextPtr pRenderContext( materials );
- IMesh* pMesh = pRenderContext->GetDynamicMesh( );
-
- CMeshBuilder meshBuilder;
- meshBuilder.Begin( pMesh, MATERIAL_QUADS, count );
-
- while (pHead)
- {
- // Msg("%.2f ", fraction );
- meshBuilder.Position3fv( last1.Base() );
- meshBuilder.Color3ubv( nColor );
- meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Position3fv( last2.Base() );
- meshBuilder.Color3ubv( nColor );
- meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
- meshBuilder.AdvanceVertex();
-
- // Transform point into screen space
- ScreenTransform( pHead->org, screen );
- // Build world-space normal to screen-space direction vector
- VectorSubtract( screen, screenLast, tmp );
- // We don't need Z, we're in screen space
- tmp[2] = 0;
- VectorNormalize( tmp );
- VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x)
- VectorMA( normal, -tmp[1], CurrentViewRight(), normal );
-
- // Make a wide line
- VectorMA( pHead->org, width, normal, last1 );
- VectorMA( pHead->org, -width, normal, last2 );
-
- vLast += vStep; // Advance texture scroll (v axis only)
-
- if (pHead->next != NULL)
- {
- fraction = (pHead->die - gpGlobals->curtime) * div;
- VectorScale( color, fraction, scaledColor );
- nColor[0] = (unsigned char)clamp( (int)(scaledColor[0] * 255.0f), 0, 255 );
- nColor[1] = (unsigned char)clamp( (int)(scaledColor[1] * 255.0f), 0, 255 );
- nColor[2] = (unsigned char)clamp( (int)(scaledColor[2] * 255.0f), 0, 255 );
- }
- else
- {
- fraction = 0.0;
- nColor[0] = nColor[1] = nColor[2] = 0;
- }
-
- meshBuilder.Position3fv( last2.Base() );
- meshBuilder.Color3ubv( nColor );
- meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
- meshBuilder.AdvanceVertex();
-
- meshBuilder.Position3fv( last1.Base() );
- meshBuilder.Color3ubv( nColor );
- meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
- meshBuilder.AdvanceVertex();
-
- VectorCopy( screen, screenLast );
-
- pHead = pHead->next;
- }
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-
-/*
-P0 = start
-P1 = control
-P2 = end
-P(t) = (1-t)^2 * P0 + 2t(1-t)*P1 + t^2 * P2
-*/
-void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale )
-{
- int subdivisions = 16;
-
- CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
- CBeamSegDraw beamDraw;
- beamDraw.Start( pRenderContext, subdivisions+1, NULL );
-
- BeamSeg_t seg;
- seg.m_flAlpha = 1.0;
- seg.m_flWidth = width;
-
- float t = 0;
- float u = fmod( scrollOffset, 1 );
- float dt = 1.0 / (float)subdivisions;
- for( int i = 0; i <= subdivisions; i++, t += dt )
- {
- float omt = (1-t);
- float p0 = omt*omt;
- float p1 = 2*t*omt;
- float p2 = t*t;
-
- seg.m_vPos = p0 * start + p1 * control + p2 * end;
- seg.m_flTexCoord = u - t;
- if ( i == 0 || i == subdivisions )
- {
- // HACK: fade out the ends a bit
- seg.m_vColor = vec3_origin;
- }
- else
- {
- seg.m_vColor = color;
- }
- beamDraw.NextSeg( &seg );
- }
-
- beamDraw.End();
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + + +#include "cbase.h" +#include "beamdraw.h" +#include "enginesprite.h" +#include "iviewrender_beams.h" +#include "view.h" +#include "iviewrender.h" +#include "engine/ivmodelinfo.h" +#include "fx_line.h" +#include "materialsystem/imaterialvar.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern ConVar r_drawsprites; +extern ConVar r_DrawBeams; + +static IMaterial *g_pBeamWireframeMaterial; + +//----------------------------------------------------------------------------- +// Purpose: Retrieve sprite object and set it up for rendering +// Input : *pSpriteModel - +// frame - +// rendermode - +// Output : CEngineSprite +//----------------------------------------------------------------------------- +CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode ) +{ + CEngineSprite *psprite; + IMaterial *material; + + psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( pSpriteModel ); + Assert( psprite ); + + material = psprite->GetMaterial( (RenderMode_t)rendermode, frame ); + if( !material ) + return NULL; + + CMatRenderContextPtr pRenderContext( materials ); + if ( ShouldDrawInWireFrameMode() || r_DrawBeams.GetInt() == 2 ) + { + if ( !g_pBeamWireframeMaterial ) + g_pBeamWireframeMaterial = materials->FindMaterial( "shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER ); + pRenderContext->Bind( g_pBeamWireframeMaterial, NULL ); + return psprite; + } + + pRenderContext->Bind( material ); + return psprite; +} + + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pMaterial - +// source - +// color - +//----------------------------------------------------------------------------- +void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale ) +{ + static unsigned int nHDRColorScaleCache = 0; + Vector point, screen; + + if( pMaterial ) + { + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + CMatRenderContextPtr pRenderContext( materials ); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + + CMeshBuilder meshBuilder; + meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); + + // Transform source into screen space + ScreenTransform( source, screen ); + + meshBuilder.Color3fv (color); + meshBuilder.TexCoord2f (0, 0, 1); + VectorMA (source, -scale, CurrentViewUp(), point); + VectorMA (point, -scale, CurrentViewRight(), point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color3fv (color); + meshBuilder.TexCoord2f (0, 0, 0); + VectorMA (source, scale, CurrentViewUp(), point); + VectorMA (point, -scale, CurrentViewRight(), point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color3fv (color); + meshBuilder.TexCoord2f (0, 1, 0); + VectorMA (source, scale, CurrentViewUp(), point); + VectorMA (point, scale, CurrentViewRight(), point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color3fv (color); + meshBuilder.TexCoord2f (0, 1, 1); + VectorMA (source, -scale, CurrentViewUp(), point); + VectorMA (point, scale, CurrentViewRight(), point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.End(); + pMesh->Draw(); +} + +//----------------------------------------------------------------------------- +// Assumes the material has already been bound +//----------------------------------------------------------------------------- +void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color ) +{ + unsigned char pColor[4] = { color.r, color.g, color.b, color.a }; + + // Generate half-widths + flWidth *= 0.5f; + flHeight *= 0.5f; + + // Compute direction vectors for the sprite + Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 ); + VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd ); + float flDist = VectorNormalize( fwd ); + if (flDist >= 1e-3) + { + CrossProduct( CurrentViewUp(), fwd, right ); + flDist = VectorNormalize( right ); + if (flDist >= 1e-3) + { + CrossProduct( fwd, right, up ); + } + else + { + // In this case, fwd == g_vecVUp, it's right above or + // below us in screen space + CrossProduct( fwd, CurrentViewRight(), up ); + VectorNormalize( up ); + CrossProduct( up, fwd, right ); + } + } + + CMeshBuilder meshBuilder; + Vector point; + CMatRenderContextPtr pRenderContext( materials ); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + + meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); + + meshBuilder.Color4ubv (pColor); + meshBuilder.TexCoord2f (0, 0, 1); + VectorMA (vecOrigin, -flHeight, up, point); + VectorMA (point, -flWidth, right, point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color4ubv (pColor); + meshBuilder.TexCoord2f (0, 0, 0); + VectorMA (vecOrigin, flHeight, up, point); + VectorMA (point, -flWidth, right, point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color4ubv (pColor); + meshBuilder.TexCoord2f (0, 1, 0); + VectorMA (vecOrigin, flHeight, up, point); + VectorMA (point, flWidth, right, point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color4ubv (pColor); + meshBuilder.TexCoord2f (0, 1, 1); + VectorMA (vecOrigin, -flHeight, up, point); + VectorMA (point, flWidth, right, point); + meshBuilder.Position3fv (point.Base()); + meshBuilder.AdvanceVertex(); + + meshBuilder.End(); + pMesh->Draw(); +} + + +//----------------------------------------------------------------------------- +// Compute vectors perpendicular to the beam +//----------------------------------------------------------------------------- +static void ComputeBeamPerpendicular( const Vector &vecBeamDelta, Vector *pPerp ) +{ + // Direction in worldspace of the center of the beam + Vector vecBeamCenter = vecBeamDelta; + VectorNormalize( vecBeamCenter ); + + CrossProduct( CurrentViewForward(), vecBeamCenter, *pPerp ); + VectorNormalize( *pPerp ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : noise_divisions - +// *prgNoise - +// *spritemodel - +// frame - +// rendermode - +// source - +// delta - +// flags - +// *color - +// fadescale - +//----------------------------------------------------------------------------- +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 ) +{ + int i, noiseIndex, noiseStep; + float div, length, fraction, factor, vLast, vStep, brightness; + + Assert( fadeLength >= 0.0f ); + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + if ( segments < 2 ) + return; + + IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + static unsigned int nHDRColorScaleCache = 0; + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + length = VectorLength( delta ); + float flMaxWidth = MAX(startWidth, endWidth) * 0.5f; + div = 1.0 / (segments-1); + + if ( length*div < flMaxWidth * 1.414 ) + { + // Here, we have too many segments; we could get overlap... so lets have less segments + segments = (int)(length / (flMaxWidth * 1.414)) + 1; + if ( segments < 2 ) + { + segments = 2; + } + } + + if ( segments > noise_divisions ) // UNDONE: Allow more segments? + { + segments = noise_divisions; + } + + div = 1.0 / (segments-1); + length *= 0.01; + + // UNDONE: Expose texture length scale factor to control "fuzziness" + + if ( flags & FBEAM_NOTILE ) + { + // Don't tile + vStep = div; + } + else + { + // Texture length texels per space pixel + vStep = length*div; + } + + // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam + vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) + + if ( flags & FBEAM_SINENOISE ) + { + if ( segments < 16 ) + { + segments = 16; + div = 1.0 / (segments-1); + } + scale *= 100; + length = segments * (1.0/10); + } + else + { + scale *= length; + } + + // Iterator to resample noise waveform (it needs to be generated in powers of 2) + noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f); + noiseIndex = 0; + + if ( flags & FBEAM_SINENOISE ) + { + noiseIndex = 0; + } + + brightness = 1.0; + if ( flags & FBEAM_SHADEIN ) + { + brightness = 0; + } + + // What fraction of beam should be faded + Assert( fadeLength >= 0.0f ); + float fadeFraction = fadeLength/ delta.Length(); + + // BUGBUG: This code generates NANs when fadeFraction is zero! REVIST! + fadeFraction = clamp(fadeFraction,1.e-6f,1.f); + + // Choose two vectors that are perpendicular to the beam + Vector perp1; + ComputeBeamPerpendicular( delta, &perp1 ); + + // Specify all the segments. + CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); + CBeamSegDraw segDraw; + segDraw.Start( pRenderContext, segments, NULL ); + + for ( i = 0; i < segments; i++ ) + { + Assert( noiseIndex < (noise_divisions<<16) ); + BeamSeg_t curSeg; + curSeg.m_flAlpha = 1; + + fraction = i * div; + + // Fade in our out beam to fadeLength + + if ( (flags & FBEAM_SHADEIN) && (flags & FBEAM_SHADEOUT) ) + { + if (fraction < 0.5) + { + brightness = 2*(fraction/fadeFraction); + } + else + { + brightness = 2*(1.0 - (fraction/fadeFraction)); + } + } + else if ( flags & FBEAM_SHADEIN ) + { + brightness = fraction/fadeFraction; + } + else if ( flags & FBEAM_SHADEOUT ) + { + brightness = 1.0 - (fraction/fadeFraction); + } + + // clamps + if (brightness < 0 ) + { + brightness = 0; + } + else if (brightness > 1) + { + brightness = 1; + } + + VectorScale( *((Vector*)color), brightness, curSeg.m_vColor ); + + // UNDONE: Make this a spline instead of just a line? + VectorMA( source, fraction, delta, curSeg.m_vPos ); + + // Distort using noise + if ( scale != 0 ) + { + factor = prgNoise[noiseIndex>>16] * scale; + if ( flags & FBEAM_SINENOISE ) + { + float s, c; + SinCos( fraction*M_PI*length + freq, &s, &c ); + VectorMA( curSeg.m_vPos, factor * s, CurrentViewUp(), curSeg.m_vPos ); + // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal + VectorMA( curSeg.m_vPos, factor * c, CurrentViewRight(), curSeg.m_vPos ); + } + else + { + VectorMA( curSeg.m_vPos, factor, perp1, curSeg.m_vPos ); + } + } + + // Specify the next segment. + if( endWidth == startWidth ) + { + curSeg.m_flWidth = startWidth * 2; + } + else + { + curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2; + } + + curSeg.m_flTexCoord = vLast; + segDraw.NextSeg( &curSeg ); + + + vLast += vStep; // Advance texture scroll (v axis only) + noiseIndex += noiseStep; + } + + segDraw.End(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CalcSegOrigin( Vector *vecOut, int iPoint, int noise_divisions, float *prgNoise, + const Vector &source, const Vector& delta, const Vector &perp, int segments, + float freq, float scale, float fraction, int flags ) +{ + Assert( segments > 1 ); + + float factor; + float length = VectorLength( delta ) * 0.01; + float div = 1.0 / (segments-1); + + // Iterator to resample noise waveform (it needs to be generated in powers of 2) + int noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f); + int noiseIndex = (iPoint) * noiseStep; + + // Sine noise beams have different length calculations + if ( flags & FBEAM_SINENOISE ) + { + length = segments * (1.0/10); + noiseIndex = 0; + } + + // UNDONE: Make this a spline instead of just a line? + VectorMA( source, fraction, delta, *vecOut ); + + // Distort using noise + if ( scale != 0 ) + { + factor = prgNoise[noiseIndex>>16] * scale; + if ( flags & FBEAM_SINENOISE ) + { + float s, c; + SinCos( fraction*M_PI*length + freq, &s, &c ); + VectorMA( *vecOut, factor * s, MainViewUp(), *vecOut ); + // Rotate the noise along the perpendicular axis a bit to keep the bolt from looking diagonal + VectorMA( *vecOut, factor * c, MainViewRight(), *vecOut ); + } + else + { + VectorMA( *vecOut, factor, perp, *vecOut ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : noise_divisions - +// *prgNoise - +// *spritemodel - +// frame - +// rendermode - +// source - +// delta - +// flags - +// *color - +// fadescale - +//----------------------------------------------------------------------------- +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 ) +{ + int i; + float div, length, fraction, vLast, vStep, brightness; + + Assert( fadeLength >= 0.0f ); + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + if ( segments < 2 ) + return; + + IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + static unsigned int nHDRColorScaleCache = 0; + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + if ( segments > noise_divisions ) // UNDONE: Allow more segments? + segments = noise_divisions; + + length = VectorLength( delta ) * 0.01; + div = 1.0 / (segments-1); + + // UNDONE: Expose texture length scale factor to control "fuzziness" + vStep = length*div; // Texture length texels per space pixel + + // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam + vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) + + brightness = 1.0; + if ( flags & FBEAM_SHADEIN ) + brightness = 0; + + // What fraction of beam should be faded + Assert( fadeLength >= 0.0f ); + float fadeFraction = fadeLength/ delta.Length(); + + // BUGBUG: This code generates NANs when fadeFraction is zero! REVIST! + fadeFraction = clamp(fadeFraction,1.e-6f,1.f); + + Vector perp; + ComputeBeamPerpendicular( delta, &perp ); + + // Specify all the segments. + CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); + CBeamSegDraw segDraw; + segDraw.Start( pRenderContext, segments, NULL ); + + // Keep track of how many times we've branched + int iBranches = 0; + + Vector vecStart, vecEnd; + float flWidth = 0; + float flEndWidth = 0; + + for ( i = 0; i < segments; i++ ) + { + BeamSeg_t curSeg; + curSeg.m_flAlpha = 1; + + fraction = i * div; + + // Fade in our out beam to fadeLength + + if ( (flags & FBEAM_SHADEIN) && (flags & FBEAM_SHADEOUT) ) + { + if (fraction < 0.5) + { + brightness = 2*(fraction/fadeFraction); + } + else + { + brightness = 2*(1.0 - (fraction/fadeFraction)); + } + } + else if ( flags & FBEAM_SHADEIN ) + { + brightness = fraction/fadeFraction; + } + else if ( flags & FBEAM_SHADEOUT ) + { + brightness = 1.0 - (fraction/fadeFraction); + } + + // clamps + if (brightness < 0 ) + { + brightness = 0; + } + else if (brightness > 1) + { + brightness = 1; + } + + VectorScale( *((Vector*)color), brightness, curSeg.m_vColor ); + + CalcSegOrigin( &curSeg.m_vPos, i, noise_divisions, prgNoise, source, delta, perp, segments, freq, scale, fraction, flags ); + + // Specify the next segment. + if( endWidth == startWidth ) + curSeg.m_flWidth = startWidth * 2; + else + curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2; + + // Reduce the width by the current number of branches we've had + for ( int j = 0; i < iBranches; j++ ) + { + curSeg.m_flWidth *= 0.5; + } + + curSeg.m_flTexCoord = vLast; + + segDraw.NextSeg( &curSeg ); + + vLast += vStep; // Advance texture scroll (v axis only) + + // Now see if we'd like to branch here + // For now, always branch at the midpoint. + // We could branch randomly, and multiple times per beam + if ( i == (segments * 0.5) ) + { + // Figure out what the new width would be + // Halve the width because the beam is breaking in two, and halve it again because width is doubled above + flWidth = curSeg.m_flWidth * 0.25; + if ( flWidth > 1 ) + { + iBranches++; + + // Get an endpoint for the new branch + vecStart = curSeg.m_vPos; + vecEnd = source + delta + (MainViewUp() * 32) + (MainViewRight() * 32); + vecEnd -= vecStart; + + // Reduce the end width by the current number of branches we've had + flEndWidth = endWidth; + for ( int j = 0; i < iBranches; j++ ) + { + flEndWidth *= 0.5; + } + } + } + } + + segDraw.End(); + + // If we branched, draw the new beam too + if ( iBranches ) + { + DrawTeslaSegs( noise_divisions, prgNoise, spritemodel, frame, rendermode, + vecStart, vecEnd, flWidth, flEndWidth, scale, freq, speed, segments, + flags, color, fadeLength, flHDRColorScale ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : noise_divisions - +// *prgNoise - +// *beammodel - +// *halomodel - +// flHaloScale - +// startWidth - +// endWidth - +// scale - +// freq - +// speed - +// segments - +// * - +//----------------------------------------------------------------------------- + +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 ) +{ + int noiseIndex, noiseStep; + float div, length, fraction, factor, vLast, vStep, brightness; + float scaledColor[3]; + + model_t *beamsprite = ( model_t *)beammodel; + model_t *halosprite = ( model_t *)halomodel; + + CEngineSprite *pBeamSprite = Draw_SetSpriteTexture( beamsprite, frame, rendermode ); + if ( !pBeamSprite ) + return; + + // Figure out the number of segments. + if ( segments < 2 ) + return; + + IMaterial *pMaterial = pBeamSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + static unsigned int nHDRColorScaleCache = 0; + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + if ( segments > noise_divisions ) // UNDONE: Allow more segments? + segments = noise_divisions; + + if ( flags & FBEAM_SINENOISE ) + { + if ( segments < 16 ) + segments = 16; + } + + + IMaterial *pBeamMaterial = pBeamSprite->GetMaterial( (RenderMode_t)rendermode ); + CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); + CBeamSegDraw segDraw; + segDraw.Start( pRenderContext, (segments-1)*(numAttachments-1), pBeamMaterial ); + + CEngineSprite *pHaloSprite = (CEngineSprite *)modelinfo->GetModelExtraData( halosprite ); + IMaterial *pHaloMaterial = NULL; + if ( pHaloSprite ) + { + pHaloMaterial = pHaloSprite->GetMaterial( kRenderGlow ); + } + + //----------------------------------------------------------- + // Calculate widthStep if start and end width are different + //----------------------------------------------------------- + float widthStep; + if (startWidth != endWidth) + { + widthStep = (endWidth - startWidth)/numAttachments; + } + else + { + widthStep = 0; + } + + // Calculate total length of beam + float flBeamLength = (attachment[0]-attachment[numAttachments-1]).Length(); + + // What fraction of beam should be faded + float fadeFraction = fadeLength/flBeamLength; + if (fadeFraction > 1) + { + fadeFraction = 1; + } + //--------------------------------------------------------------- + // Go through each attachment drawing spline beams between them + //--------------------------------------------------------------- + Vector vLastPoint(0,0,0); + Vector pPre; // attachment point before the current beam + Vector pStart; // start of current beam + Vector pEnd; // end of current beam + Vector pNext; // attachment point after the current beam + + for (int j=0;j<numAttachments-1;j++) + { + if (j==0) + { + VectorCopy(attachment[0],pPre); + VectorCopy(pPre,vLastPoint); + } + else + { + VectorCopy(attachment[j-1],pPre); + } + + VectorCopy(attachment[j], pStart); + VectorCopy(attachment[j+1], pEnd); + + if (j+2 >= numAttachments-1) + { + VectorCopy(attachment[j+1],pNext); + } + else + { + VectorCopy(attachment[j+2],pNext); + } + + Vector vDelta; + VectorSubtract(pEnd,pStart,vDelta); + length = VectorLength( vDelta ) * 0.01; + if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams + length = 0.5; + div = 1.0 / (segments-1); + + // UNDONE: Expose texture length scale factor to control "fuzziness" + vStep = length*div; // Texture length texels per space pixel + + // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam + vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) + + if ( flags & FBEAM_SINENOISE ) + { + scale = scale * 100; + length = segments * (1.0/10); + } + else + scale = scale * length; + + // ----------------------------------------------------------------------------- + // Iterator to resample noise waveform (it needs to be generated in powers of 2) + // ----------------------------------------------------------------------------- + noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f); + noiseIndex = noiseStep; + + if ( flags & FBEAM_SINENOISE ) + noiseIndex = 0; + + brightness = 1.0; + if ( flags & FBEAM_SHADEIN ) + brightness = 0; + + BeamSeg_t seg; + seg.m_flAlpha = 1; + + VectorScale( color, brightness, scaledColor ); + seg.m_vColor.Init( scaledColor[0], scaledColor[1], scaledColor[2] ); + + + // ------------------------------------------------- + // Calc start and end widths for this segment + // ------------------------------------------------- + float startSegWidth = startWidth + (widthStep*j); + float endSegWidth = startWidth + (widthStep*(j+1)); + + // ------------------------------------------------- + // Now draw each segment + // ------------------------------------------------- + float fBestFraction = -1; + float bestDot = 0; + for (int i = 1; i < segments; i++ ) + { + fraction = i * div; + + // Fade in our out beam to fadeLength + // BUG BUG: should be based on total lengh of beam not this particular fraction + if ( flags & FBEAM_SHADEIN ) + { + brightness = fraction/fadeFraction; + if (brightness > 1) + { + brightness = 1; + } + } + else if ( flags & FBEAM_SHADEOUT ) + { + float fadeFraction = fadeLength/length; + brightness = 1.0 - (fraction/fadeFraction); + if (brightness < 0) + { + brightness = 0; + } + } + + // ----------------------------------------------------------- + // Calculate spline position + // ----------------------------------------------------------- + Vector vTarget(0,0,0); + + Catmull_Rom_Spline(pPre, pStart, pEnd, pNext, fraction, vTarget ); + + seg.m_vPos[0] = vTarget.x; + seg.m_vPos[1] = vTarget.y; + seg.m_vPos[2] = vTarget.z; + + // -------------------------------------------------------------- + // Keep track of segment most facing the player for halo effect + // -------------------------------------------------------------- + if (pHaloMaterial) + { + Vector vBeamDir1; + VectorSubtract(seg.m_vPos,vLastPoint,vBeamDir1); + VectorNormalize(vBeamDir1); + + Vector vLookDir; + VectorSubtract(CurrentViewOrigin(),seg.m_vPos,vLookDir); + VectorNormalize(vLookDir); + + float dotpr = fabs(DotProduct(vBeamDir1,vLookDir)); + static float thresh = 0.85; + if (dotpr > thresh && dotpr > bestDot) + { + bestDot = dotpr; + fBestFraction = fraction; + } + VectorCopy(seg.m_vPos,vLastPoint); + } + + + // ---------------------- + // Distort using noise + // ---------------------- + if ( scale != 0 ) + { + factor = prgNoise[noiseIndex>>16] * scale; + if ( flags & FBEAM_SINENOISE ) + { + float s, c; + SinCos( fraction*M_PI*length + freq, &s, &c ); + VectorMA( seg.m_vPos, factor * s, CurrentViewUp(), seg.m_vPos ); + // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal + VectorMA( seg.m_vPos, factor * c, CurrentViewRight(), seg.m_vPos ); + } + else + { + VectorMA( seg.m_vPos, factor, CurrentViewUp(), seg.m_vPos ); + // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal + factor = prgNoise[noiseIndex>>16] * scale * cos(fraction*M_PI*3+freq); + VectorMA( seg.m_vPos, factor, CurrentViewRight(), seg.m_vPos ); + } + } + + + // Scale width if non-zero spread + if (startWidth != endWidth) + seg.m_flWidth = ((fraction*(endSegWidth-startSegWidth))+startSegWidth)*2; + else + seg.m_flWidth = startWidth*2; + + seg.m_flTexCoord = vLast; + segDraw.NextSeg( &seg ); + + vLast += vStep; // Advance texture scroll (v axis only) + noiseIndex += noiseStep; + } + + + // -------------------------------------------------------------- + // Draw halo on segment most facing the player + // -------------------------------------------------------------- + if (false&&pHaloMaterial) + { + Vector vHaloPos(0,0,0); + if (bestDot != 0) + { + Catmull_Rom_Spline(pPre, pStart, pEnd, pNext, fBestFraction, vHaloPos); + } + else + { + Vector vBeamDir1; + VectorSubtract(pStart,pEnd,vBeamDir1); + VectorNormalize(vBeamDir1); + + Vector vLookDir; + VectorSubtract(CurrentViewOrigin(),pStart,vLookDir); + VectorNormalize(vLookDir); + + bestDot = fabs(DotProduct(vBeamDir1,vLookDir)); + static float thresh = 0.85; + if (bestDot > thresh) + { + fBestFraction = 0.5; + VectorAdd(pStart,pEnd,vHaloPos); + VectorScale(vHaloPos,0.5,vHaloPos); + } + } + if (fBestFraction > 0) + { + float fade = pow(bestDot,60); + if (fade > 1.0) fade = 1.0; + float haloColor[3]; + VectorScale( color, fade, haloColor ); + pRenderContext->Bind(pHaloMaterial); + float curWidth = (fBestFraction*(endSegWidth-startSegWidth))+startSegWidth; + DrawHalo(pHaloMaterial,vHaloPos,flHaloScale*curWidth/endWidth,haloColor, flHDRColorScale); + } + } + } + + segDraw.End(); + + // ------------------------ + // Draw halo at end of beam + // ------------------------ + if (pHaloMaterial) + { + pRenderContext->Bind(pHaloMaterial); + DrawHalo(pHaloMaterial,pEnd,flHaloScale,scaledColor, flHDRColorScale); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *spritemodel - +// frame - +// rendermode - +// source - +// scale - +// *color - +//----------------------------------------------------------------------------- +void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, + const Vector& source, float scale, float* color, float flHDRColorScale ) +{ + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + DrawHalo( pSprite->GetMaterial( (RenderMode_t)rendermode ), source, scale, color, flHDRColorScale ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : noise_divisions - +// *prgNoise - +// *spritemodel - +// frame - +// rendermode - +// source - +// delta - +// width - +// scale - +// freq - +// speed - +// segments - +// *color - +//----------------------------------------------------------------------------- +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 ) +{ + int i; + float div, length, fraction, vLast, vStep; + Vector point; + float w; + static unsigned int nHDRColorScaleCache = 0; + + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + if ( segments < 2 ) + return; + + IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + if ( segments > noise_divisions ) // UNDONE: Allow more segments? + segments = noise_divisions; + + length = VectorLength( delta ) * 0.01; + if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams + length = 0.5; + div = 1.0 / (segments-1); + + // UNDONE: Expose texture length scale factor to control "fuzziness" + vStep = length*div; // Texture length texels per space pixel + + // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam + vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) + scale = scale * length; + + w = freq * delta[2]; + + CMatRenderContextPtr pRenderContext( materials ); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + + CMeshBuilder meshBuilder; + meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments - 1) * 2 ); + + // NOTE: We must force the degenerate triangles to be on the edge + for ( i = 0; i < segments; i++ ) + { + float s, c; + fraction = i * div; + + point[0] = source[0]; + point[1] = source[1]; + point[2] = source[2]; + + meshBuilder.Color3fv( color ); + meshBuilder.TexCoord2f( 0, 1.0, vLast ); + meshBuilder.Position3fv( point.Base() ); + meshBuilder.AdvanceVertex(); + + SinCos( fraction * 2 * M_PI, &s, &c ); + point[0] = s * w + source[0]; + point[1] = c * w + source[1]; + point[2] = source[2]; + + meshBuilder.Color3fv( color ); + meshBuilder.TexCoord2f( 0, 0.0, vLast ); + meshBuilder.Position3fv( point.Base() ); + meshBuilder.AdvanceVertex(); + + vLast += vStep; // Advance texture scroll (v axis only) + } + + meshBuilder.End( ); + pMesh->Draw(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : noise_divisions - +// *prgNoise - +// *spritemodel - +// frame - +// rendermode - +// source - +// delta - +// width - +// scale - +// freq - +// speed - +// segments - +// *color - +//----------------------------------------------------------------------------- +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 ) +{ + int i; + float div, length, fraction, vLast, vStep; + Vector point; + + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + if ( segments < 2 ) + return; + + IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + static unsigned int nHDRColorScaleCache = 0; + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + if ( segments > noise_divisions ) // UNDONE: Allow more segments? + segments = noise_divisions; + + length = VectorLength( delta ) * 0.01; + if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams + length = 0.5; + div = 1.0 / (segments-1); + + // UNDONE: Expose texture length scale factor to control "fuzziness" + vStep = length*div; // Texture length texels per space pixel + + // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam + vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) + scale = scale * length; + + CMatRenderContextPtr pRenderContext( materials ); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + + CMeshBuilder meshBuilder; + meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments - 1) * 2 ); + + float radius = delta[2]; + for ( i = 0; i < segments; i++ ) + { + float s, c; + fraction = i * div; + SinCos( fraction * 2 * M_PI, &s, &c ); + + point[0] = s * freq * radius + source[0]; + point[1] = c * freq * radius + source[1]; + point[2] = source[2] + width; + + meshBuilder.Color3f( 0.0f, 0.0f, 0.0f ); + meshBuilder.TexCoord2f( 0, 1.0f, vLast ); + meshBuilder.Position3fv( point.Base() ); + meshBuilder.AdvanceVertex(); + + point[0] = s * freq * (radius + width) + source[0]; + point[1] = c * freq * (radius + width) + source[1]; + point[2] = source[2] - width; + + meshBuilder.Color3fv( color ); + meshBuilder.TexCoord2f( 0, 0.0f, vLast ); + meshBuilder.Position3fv( point.Base() ); + meshBuilder.AdvanceVertex(); + + vLast += vStep; // Advance texture scroll (v axis only) + } + + meshBuilder.End(); + pMesh->Draw(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : noise_divisions - +// *prgNoise - +// (*pfnNoise - +//----------------------------------------------------------------------------- +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 ) +{ + int i, j, noiseIndex, noiseStep; + float div, length, fraction, factor, vLast, vStep; + Vector last1, last2, point, screen, screenLast(0,0,0), tmp, normal; + Vector center, xaxis, yaxis, zaxis; + float radius, x, y, scale; + Vector d; + + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + static unsigned int nHDRColorScaleCache = 0; + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + VectorCopy( delta, d ); + + if ( segments < 2 ) + return; + + segments = segments * M_PI; + + if ( segments > noise_divisions * 8 ) // UNDONE: Allow more segments? + segments = noise_divisions * 8; + + length = VectorLength( d ) * 0.01 * M_PI; + if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams + length = 0.5; + div = 1.0 / (segments-1); + + // UNDONE: Expose texture length scale factor to control "fuzziness" + vStep = length*div/8.0; // Texture length texels per space pixel + + // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam + vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) + scale = amplitude * length / 8.0; + + // Iterator to resample noise waveform (it needs to be generated in powers of 2) + noiseStep = (int)((noise_divisions-1) * div * 65536.0) * 8; + noiseIndex = 0; + + VectorScale( d, 0.5, d ); + VectorAdd( source, d, center ); + zaxis[0] = 0; zaxis[1] = 0; zaxis[2] = 1; + + VectorCopy( d, xaxis ); + radius = VectorLength( xaxis ); + + // cull beamring + // -------------------------------- + // Compute box center +/- radius + last1[0] = radius; + last1[1] = radius; + last1[2] = scale; + VectorAdd( center, last1, tmp ); // maxs + VectorSubtract( center, last1, screen ); // mins + + // Is that box in PVS && frustum? + if ( !engine->IsBoxVisible( screen, tmp ) || engine->CullBox( screen, tmp ) ) + { + return; + } + + yaxis[0] = xaxis[1]; yaxis[1] = -xaxis[0]; yaxis[2] = 0; + VectorNormalize( yaxis ); + VectorScale( yaxis, radius, yaxis ); + + j = segments / 8; + + CMatRenderContextPtr pRenderContext( materials ); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + + CMeshBuilder meshBuilder; + meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments) * 2 ); + + for ( i = 0; i < segments + 1; i++ ) + { + fraction = i * div; + SinCos( fraction * 2 * M_PI, &x, &y ); + + point[0] = xaxis[0] * x + yaxis[0] * y + center[0]; + point[1] = xaxis[1] * x + yaxis[1] * y + center[1]; + point[2] = xaxis[2] * x + yaxis[2] * y + center[2]; + + // Distort using noise + if ( scale != 0.0f ) + { + factor = prgNoise[(noiseIndex>>16) & 0x7F] * scale; + VectorMA( point, factor, CurrentViewUp(), point ); + + // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal + factor = prgNoise[(noiseIndex>>16) & 0x7F] * scale * cos(fraction*M_PI*3*8+freq); + VectorMA( point, factor, CurrentViewRight(), point ); + } + + // Transform point into screen space + ScreenTransform( point, screen ); + + if (i != 0) + { + // Build world-space normal to screen-space direction vector + VectorSubtract( screen, screenLast, tmp ); + // We don't need Z, we're in screen space + tmp[2] = 0; + VectorNormalize( tmp ); + VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x) + VectorMA( normal, -tmp[1], CurrentViewRight(), normal ); + + // Make a wide line + VectorMA( point, width, normal, last1 ); + VectorMA( point, -width, normal, last2 ); + + vLast += vStep; // Advance texture scroll (v axis only) + meshBuilder.Color3fv( color ); + meshBuilder.TexCoord2f( 0, 1.0f, vLast ); + meshBuilder.Position3fv( last2.Base() ); + meshBuilder.AdvanceVertex(); + + meshBuilder.Color3fv( color ); + meshBuilder.TexCoord2f( 0, 0.0f, vLast ); + meshBuilder.Position3fv( last1.Base() ); + meshBuilder.AdvanceVertex(); + } + VectorCopy( screen, screenLast ); + noiseIndex += noiseStep; + + j--; + if (j == 0 && amplitude != 0 ) + { + j = segments / 8; + (*pfnNoise)( prgNoise, noise_divisions, 1.0f ); + } + } + + meshBuilder.End(); + pMesh->Draw(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : spritemodel - +// *pHead - +// delta - +// *screen - +// *screenLast - +// die - +// source - +// flags - +// width - +// amplitude - +// freq - +// *color - +//----------------------------------------------------------------------------- +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 ) +{ + float fraction; + float div; + float vLast = 0.0; + float vStep = 1.0; + Vector last1, last2, tmp, normal; + float scaledColor[3]; + + CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); + if ( !pSprite ) + return; + + IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); + if( pMaterial ) + { + static unsigned int nHDRColorScaleCache = 0; + IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); + if( pHDRColorScaleVar ) + { + pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); + } + } + + // UNDONE: This won't work, screen and screenLast must be extrapolated here to fix the + // first beam segment for this trail + + // Build world-space normal to screen-space direction vector + VectorSubtract( screen, screenLast, tmp ); + // We don't need Z, we're in screen space + tmp[2] = 0; + VectorNormalize( tmp ); + VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x) + VectorMA( normal, -tmp[1], CurrentViewRight(), normal ); + + // Make a wide line + VectorMA( delta, width, normal, last1 ); + VectorMA( delta, -width, normal, last2 ); + + div = 1.0 / amplitude; + fraction = ( die - gpGlobals->curtime ) * div; + unsigned char nColor[3]; + + VectorScale( color, fraction, scaledColor ); + nColor[0] = (unsigned char)clamp( (int)(scaledColor[0] * 255.0f), 0, 255 ); + nColor[1] = (unsigned char)clamp( (int)(scaledColor[1] * 255.0f), 0, 255 ); + nColor[2] = (unsigned char)clamp( (int)(scaledColor[2] * 255.0f), 0, 255 ); + + // need to count the segments + int count = 0; + BeamTrail_t* pTraverse = pHead; + while ( pTraverse ) + { + ++count; + pTraverse = pTraverse->next; + } + + CMatRenderContextPtr pRenderContext( materials ); + IMesh* pMesh = pRenderContext->GetDynamicMesh( ); + + CMeshBuilder meshBuilder; + meshBuilder.Begin( pMesh, MATERIAL_QUADS, count ); + + while (pHead) + { + // Msg("%.2f ", fraction ); + meshBuilder.Position3fv( last1.Base() ); + meshBuilder.Color3ubv( nColor ); + meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); + meshBuilder.AdvanceVertex(); + + meshBuilder.Position3fv( last2.Base() ); + meshBuilder.Color3ubv( nColor ); + meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); + meshBuilder.AdvanceVertex(); + + // Transform point into screen space + ScreenTransform( pHead->org, screen ); + // Build world-space normal to screen-space direction vector + VectorSubtract( screen, screenLast, tmp ); + // We don't need Z, we're in screen space + tmp[2] = 0; + VectorNormalize( tmp ); + VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x) + VectorMA( normal, -tmp[1], CurrentViewRight(), normal ); + + // Make a wide line + VectorMA( pHead->org, width, normal, last1 ); + VectorMA( pHead->org, -width, normal, last2 ); + + vLast += vStep; // Advance texture scroll (v axis only) + + if (pHead->next != NULL) + { + fraction = (pHead->die - gpGlobals->curtime) * div; + VectorScale( color, fraction, scaledColor ); + nColor[0] = (unsigned char)clamp( (int)(scaledColor[0] * 255.0f), 0, 255 ); + nColor[1] = (unsigned char)clamp( (int)(scaledColor[1] * 255.0f), 0, 255 ); + nColor[2] = (unsigned char)clamp( (int)(scaledColor[2] * 255.0f), 0, 255 ); + } + else + { + fraction = 0.0; + nColor[0] = nColor[1] = nColor[2] = 0; + } + + meshBuilder.Position3fv( last2.Base() ); + meshBuilder.Color3ubv( nColor ); + meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); + meshBuilder.AdvanceVertex(); + + meshBuilder.Position3fv( last1.Base() ); + meshBuilder.Color3ubv( nColor ); + meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); + meshBuilder.AdvanceVertex(); + + VectorCopy( screen, screenLast ); + + pHead = pHead->next; + } + + meshBuilder.End(); + pMesh->Draw(); +} + + +/* +P0 = start +P1 = control +P2 = end +P(t) = (1-t)^2 * P0 + 2t(1-t)*P1 + t^2 * P2 +*/ +void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale ) +{ + int subdivisions = 16; + + CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); + CBeamSegDraw beamDraw; + beamDraw.Start( pRenderContext, subdivisions+1, NULL ); + + BeamSeg_t seg; + seg.m_flAlpha = 1.0; + seg.m_flWidth = width; + + float t = 0; + float u = fmod( scrollOffset, 1 ); + float dt = 1.0 / (float)subdivisions; + for( int i = 0; i <= subdivisions; i++, t += dt ) + { + float omt = (1-t); + float p0 = omt*omt; + float p1 = 2*t*omt; + float p2 = t*t; + + seg.m_vPos = p0 * start + p1 * control + p2 * end; + seg.m_flTexCoord = u - t; + if ( i == 0 || i == subdivisions ) + { + // HACK: fade out the ends a bit + seg.m_vColor = vec3_origin; + } + else + { + seg.m_vColor = color; + } + beamDraw.NextSeg( &seg ); + } + + beamDraw.End(); +} |