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| 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.h | |
| 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.h')
| -rw-r--r-- | mp/src/game/client/beamdraw.h | 344 |
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 |