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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/beamdraw.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/beamdraw.h')
-rw-r--r--mp/src/game/client/beamdraw.h344
1 files changed, 172 insertions, 172 deletions
diff --git a/mp/src/game/client/beamdraw.h b/mp/src/game/client/beamdraw.h
index a5d4c5e2..c4a0e6eb 100644
--- a/mp/src/game/client/beamdraw.h
+++ b/mp/src/game/client/beamdraw.h
@@ -1,173 +1,173 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//===========================================================================//
-#if !defined( BEAMDRAW_H )
-#define BEAMDRAW_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "materialsystem/imaterial.h"
-#include "materialsystem/imesh.h"
-#include "mathlib/vector.h"
-#include "tier2/beamsegdraw.h"
-#include "c_pixel_visibility.h"
-
-#define NOISE_DIVISIONS 128
-
-//-----------------------------------------------------------------------------
-// Forward declarations
-//-----------------------------------------------------------------------------
-
-struct model_t;
-struct BeamTrail_t;
-
-//-----------------------------------------------------------------------------
-// Purpose: Beams fill out this data structure
-// This is also used for rendering
-//-----------------------------------------------------------------------------
-
-class Beam_t : public CDefaultClientRenderable
-{
-public:
- Beam_t();
-
- // Methods of IClientRenderable
- virtual const Vector& GetRenderOrigin( void );
- virtual const QAngle& GetRenderAngles( void );
- virtual const matrix3x4_t &RenderableToWorldTransform();
- virtual void GetRenderBounds( Vector& mins, Vector& maxs );
- virtual bool ShouldDraw( void );
- virtual bool IsTransparent( void );
- virtual int DrawModel( int flags );
- virtual void ComputeFxBlend( );
- virtual int GetFxBlend( );
-
- // Resets the beam state
- void Reset();
-
- // Method to computing the bounding box
- void ComputeBounds();
-
- // Bounding box...
- Vector m_Mins;
- Vector m_Maxs;
- pixelvis_handle_t *m_queryHandleHalo;
- float m_haloProxySize;
-
- // Data is below..
-
- // Next beam in list
- Beam_t* next;
-
- // Type of beam
- int type;
- int flags;
-
- // Control points for the beam
- int numAttachments;
- Vector attachment[MAX_BEAM_ENTS];
- Vector delta;
-
- // 0 .. 1 over lifetime of beam
- float t;
- float freq;
-
- // Time when beam should die
- float die;
- float width;
- float endWidth;
- float fadeLength;
- float amplitude;
- float life;
-
- // Color
- float r, g, b;
- float brightness;
-
- // Speed
- float speed;
-
- // Animation
- float frameRate;
- float frame;
- int segments;
-
- // Attachment entities for the beam
- EHANDLE entity[MAX_BEAM_ENTS];
- int attachmentIndex[MAX_BEAM_ENTS];
-
- // Model info
- int modelIndex;
- int haloIndex;
-
- float haloScale;
- int frameCount;
-
- float rgNoise[NOISE_DIVISIONS+1];
-
- // Popcorn trail for beam follows to use
- BeamTrail_t* trail;
-
- // for TE_BEAMRINGPOINT
- float start_radius;
- float end_radius;
-
- // for FBEAM_ONLYNOISEONCE
- bool m_bCalculatedNoise;
-
- float m_flHDRColorScale;
-
-#ifdef PORTAL
- bool m_bDrawInMainRender;
- bool m_bDrawInPortalRender;
-#endif //#ifdef PORTAL
-};
-
-
-int ScreenTransform( const Vector& point, Vector& screen );
-
-void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source, const Vector& delta,
- float startWidth, float endWidth, float scale, float freq, float speed, int segments,
- int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
-void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source, const Vector& delta,
- float startWidth, float endWidth, float scale, float freq, float speed, int segments,
- int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
-void DrawSplineSegs( int noise_divisions, float *prgNoise,
- const model_t* beammodel, const model_t* halomodel, float flHaloScale,
- float frame, int rendermode, int numAttachments, Vector* attachment,
- float startWidth, float endWidth, float scale, float freq, float speed, int segments,
- int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
-void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f );
-void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source,
- float scale, float* color, float flHDRColorScale = 1.0f );
-void DrawDisk( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source, const Vector& delta,
- float width, float scale, float freq, float speed,
- int segments, float* color, float flHDRColorScale = 1.0f );
-void DrawCylinder( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source,
- const Vector& delta, float width, float scale, float freq,
- float speed, int segments, float* color, float flHDRColorScale = 1.0f );
-void DrawRing( int noise_divisions, float *prgNoise, void (*pfnNoise)( float *noise, int divs, float scale ),
- const model_t* spritemodel, float frame, int rendermode,
- const Vector& source, const Vector& delta, float width, float amplitude,
- float freq, float speed, int segments, float* color, float flHDRColorScale = 1.0f );
-void DrawBeamFollow( const model_t* spritemodel, BeamTrail_t* pHead, int frame, int rendermode, Vector& delta,
- Vector& screen, Vector& screenLast, float die, const Vector& source,
- int flags, float width, float amplitude, float freq, float* color, float flHDRColorScale = 1.0f );
-
-void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f );
-class CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode );
-
-//-----------------------------------------------------------------------------
-// Assumes the material has already been bound
-//-----------------------------------------------------------------------------
-void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+#if !defined( BEAMDRAW_H )
+#define BEAMDRAW_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "materialsystem/imaterial.h"
+#include "materialsystem/imesh.h"
+#include "mathlib/vector.h"
+#include "tier2/beamsegdraw.h"
+#include "c_pixel_visibility.h"
+
+#define NOISE_DIVISIONS 128
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+
+struct model_t;
+struct BeamTrail_t;
+
+//-----------------------------------------------------------------------------
+// Purpose: Beams fill out this data structure
+// This is also used for rendering
+//-----------------------------------------------------------------------------
+
+class Beam_t : public CDefaultClientRenderable
+{
+public:
+ Beam_t();
+
+ // Methods of IClientRenderable
+ virtual const Vector& GetRenderOrigin( void );
+ virtual const QAngle& GetRenderAngles( void );
+ virtual const matrix3x4_t &RenderableToWorldTransform();
+ virtual void GetRenderBounds( Vector& mins, Vector& maxs );
+ virtual bool ShouldDraw( void );
+ virtual bool IsTransparent( void );
+ virtual int DrawModel( int flags );
+ virtual void ComputeFxBlend( );
+ virtual int GetFxBlend( );
+
+ // Resets the beam state
+ void Reset();
+
+ // Method to computing the bounding box
+ void ComputeBounds();
+
+ // Bounding box...
+ Vector m_Mins;
+ Vector m_Maxs;
+ pixelvis_handle_t *m_queryHandleHalo;
+ float m_haloProxySize;
+
+ // Data is below..
+
+ // Next beam in list
+ Beam_t* next;
+
+ // Type of beam
+ int type;
+ int flags;
+
+ // Control points for the beam
+ int numAttachments;
+ Vector attachment[MAX_BEAM_ENTS];
+ Vector delta;
+
+ // 0 .. 1 over lifetime of beam
+ float t;
+ float freq;
+
+ // Time when beam should die
+ float die;
+ float width;
+ float endWidth;
+ float fadeLength;
+ float amplitude;
+ float life;
+
+ // Color
+ float r, g, b;
+ float brightness;
+
+ // Speed
+ float speed;
+
+ // Animation
+ float frameRate;
+ float frame;
+ int segments;
+
+ // Attachment entities for the beam
+ EHANDLE entity[MAX_BEAM_ENTS];
+ int attachmentIndex[MAX_BEAM_ENTS];
+
+ // Model info
+ int modelIndex;
+ int haloIndex;
+
+ float haloScale;
+ int frameCount;
+
+ float rgNoise[NOISE_DIVISIONS+1];
+
+ // Popcorn trail for beam follows to use
+ BeamTrail_t* trail;
+
+ // for TE_BEAMRINGPOINT
+ float start_radius;
+ float end_radius;
+
+ // for FBEAM_ONLYNOISEONCE
+ bool m_bCalculatedNoise;
+
+ float m_flHDRColorScale;
+
+#ifdef PORTAL
+ bool m_bDrawInMainRender;
+ bool m_bDrawInPortalRender;
+#endif //#ifdef PORTAL
+};
+
+
+int ScreenTransform( const Vector& point, Vector& screen );
+
+void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source, const Vector& delta,
+ float startWidth, float endWidth, float scale, float freq, float speed, int segments,
+ int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
+void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source, const Vector& delta,
+ float startWidth, float endWidth, float scale, float freq, float speed, int segments,
+ int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
+void DrawSplineSegs( int noise_divisions, float *prgNoise,
+ const model_t* beammodel, const model_t* halomodel, float flHaloScale,
+ float frame, int rendermode, int numAttachments, Vector* attachment,
+ float startWidth, float endWidth, float scale, float freq, float speed, int segments,
+ int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
+void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f );
+void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source,
+ float scale, float* color, float flHDRColorScale = 1.0f );
+void DrawDisk( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source, const Vector& delta,
+ float width, float scale, float freq, float speed,
+ int segments, float* color, float flHDRColorScale = 1.0f );
+void DrawCylinder( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source,
+ const Vector& delta, float width, float scale, float freq,
+ float speed, int segments, float* color, float flHDRColorScale = 1.0f );
+void DrawRing( int noise_divisions, float *prgNoise, void (*pfnNoise)( float *noise, int divs, float scale ),
+ const model_t* spritemodel, float frame, int rendermode,
+ const Vector& source, const Vector& delta, float width, float amplitude,
+ float freq, float speed, int segments, float* color, float flHDRColorScale = 1.0f );
+void DrawBeamFollow( const model_t* spritemodel, BeamTrail_t* pHead, int frame, int rendermode, Vector& delta,
+ Vector& screen, Vector& screenLast, float die, const Vector& source,
+ int flags, float width, float amplitude, float freq, float* color, float flHDRColorScale = 1.0f );
+
+void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f );
+class CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode );
+
+//-----------------------------------------------------------------------------
+// Assumes the material has already been bound
+//-----------------------------------------------------------------------------
+void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
+
#endif // BEAMDRAW_H \ No newline at end of file