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/c_effects.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/c_effects.cpp')
| -rw-r--r-- | mp/src/game/client/c_effects.cpp | 4442 |
1 files changed, 2221 insertions, 2221 deletions
diff --git a/mp/src/game/client/c_effects.cpp b/mp/src/game/client/c_effects.cpp index 03ac01f8..14a90a4c 100644 --- a/mp/src/game/client/c_effects.cpp +++ b/mp/src/game/client/c_effects.cpp @@ -1,2221 +1,2221 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-#include "cbase.h"
-#include "c_tracer.h"
-#include "view.h"
-#include "initializer.h"
-#include "particles_simple.h"
-#include "env_wind_shared.h"
-#include "engine/IEngineTrace.h"
-#include "engine/ivmodelinfo.h"
-#include "precipitation_shared.h"
-#include "fx_water.h"
-#include "c_world.h"
-#include "iviewrender.h"
-#include "engine/ivdebugoverlay.h"
-#include "clienteffectprecachesystem.h"
-#include "collisionutils.h"
-#include "tier0/vprof.h"
-#include "viewrender.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-ConVar cl_winddir ( "cl_winddir", "0", FCVAR_CHEAT, "Weather effects wind direction angle" );
-ConVar cl_windspeed ( "cl_windspeed", "0", FCVAR_CHEAT, "Weather effects wind speed scalar" );
-
-Vector g_vSplashColor( 0.5, 0.5, 0.5 );
-float g_flSplashScale = 0.15;
-float g_flSplashLifetime = 0.5f;
-float g_flSplashAlpha = 0.3f;
-ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); // N% chance of a rain particle making a splash.
-
-
-float GUST_INTERVAL_MIN = 1;
-float GUST_INTERVAL_MAX = 2;
-
-float GUST_LIFETIME_MIN = 1;
-float GUST_LIFETIME_MAX = 3;
-
-float MIN_SCREENSPACE_RAIN_WIDTH = 1;
-
-#ifndef _XBOX
-ConVar r_RainHack( "r_RainHack", "0", FCVAR_CHEAT );
-ConVar r_RainRadius( "r_RainRadius", "1500", FCVAR_CHEAT );
-ConVar r_RainSideVel( "r_RainSideVel", "130", FCVAR_CHEAT, "How much sideways velocity rain gets." );
-
-ConVar r_RainSimulate( "r_RainSimulate", "1", FCVAR_CHEAT, "Enable/disable rain simulation." );
-ConVar r_DrawRain( "r_DrawRain", "1", FCVAR_CHEAT, "Enable/disable rain rendering." );
-ConVar r_RainProfile( "r_RainProfile", "0", FCVAR_CHEAT, "Enable/disable rain profiling." );
-
-
-//Precahce the effects
-CLIENTEFFECT_REGISTER_BEGIN( PrecachePrecipitation )
-CLIENTEFFECT_MATERIAL( "particle/rain" )
-CLIENTEFFECT_MATERIAL( "particle/snow" )
-CLIENTEFFECT_REGISTER_END()
-
-//-----------------------------------------------------------------------------
-// Precipitation particle type
-//-----------------------------------------------------------------------------
-
-class CPrecipitationParticle
-{
-public:
- Vector m_Pos;
- Vector m_Velocity;
- float m_SpawnTime; // Note: Tweak with this to change lifetime
- float m_Mass;
- float m_Ramp;
-
- float m_flCurLifetime;
- float m_flMaxLifetime;
-};
-
-
-class CClient_Precipitation;
-static CUtlVector<CClient_Precipitation*> g_Precipitations;
-
-//===========
-// Snow fall
-//===========
-class CSnowFallManager;
-static CSnowFallManager *s_pSnowFallMgr = NULL;
-bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
-void SnowFallManagerDestroy( void );
-
-class AshDebrisEffect : public CSimpleEmitter
-{
-public:
- AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
-
- static AshDebrisEffect* Create( const char *pDebugName );
-
- virtual float UpdateAlpha( const SimpleParticle *pParticle );
- virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
-
-private:
- AshDebrisEffect( const AshDebrisEffect & );
-};
-
-//-----------------------------------------------------------------------------
-// Precipitation base entity
-//-----------------------------------------------------------------------------
-
-class CClient_Precipitation : public C_BaseEntity
-{
-class CPrecipitationEffect;
-friend class CClient_Precipitation::CPrecipitationEffect;
-
-public:
- DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
- DECLARE_CLIENTCLASS();
-
- CClient_Precipitation();
- virtual ~CClient_Precipitation();
-
- // Inherited from C_BaseEntity
- virtual void Precache( );
-
- void Render();
-
-private:
-
- // Creates a single particle
- CPrecipitationParticle* CreateParticle();
-
- virtual void OnDataChanged( DataUpdateType_t updateType );
- virtual void ClientThink();
-
- void Simulate( float dt );
-
- // Renders the particle
- void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
-
- void CreateWaterSplashes();
-
- // Emits the actual particles
- void EmitParticles( float fTimeDelta );
-
- // Computes where we're gonna emit
- bool ComputeEmissionArea( Vector& origin, Vector2D& size );
-
- // Gets the tracer width and speed
- float GetWidth() const;
- float GetLength() const;
- float GetSpeed() const;
-
- // Gets the remaining lifetime of the particle
- float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
-
- // Computes the wind vector
- static void ComputeWindVector( );
-
- // simulation methods
- bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
- bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
-
- void CreateAshParticle( void );
- void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity );
-
- // Information helpful in creating and rendering particles
- IMaterial *m_MatHandle; // material used
-
- float m_Color[4]; // precip color
- float m_Lifetime; // Precip lifetime
- float m_InitialRamp; // Initial ramp value
- float m_Speed; // Precip speed
- float m_Width; // Tracer width
- float m_Remainder; // particles we should render next time
- PrecipitationType_t m_nPrecipType; // Precip type
- float m_flHalfScreenWidth; // Precalculated each frame.
-
- float m_flDensity;
-
- // Some state used in rendering and simulation
- // Used to modify the rain density and wind from the console
- static ConVar s_raindensity;
- static ConVar s_rainwidth;
- static ConVar s_rainlength;
- static ConVar s_rainspeed;
-
- static Vector s_WindVector; // Stores the wind speed vector
-
- CUtlLinkedList<CPrecipitationParticle> m_Particles;
- CUtlVector<Vector> m_Splashes;
-
- CSmartPtr<AshDebrisEffect> m_pAshEmitter;
- TimedEvent m_tAshParticleTimer;
- TimedEvent m_tAshParticleTraceTimer;
- bool m_bActiveAshEmitter;
- Vector m_vAshSpawnOrigin;
-
- int m_iAshCount;
-
-private:
- CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
-};
-
-
-// Just receive the normal data table stuff
-IMPLEMENT_CLIENTCLASS_DT(CClient_Precipitation, DT_Precipitation, CPrecipitation)
- RecvPropInt( RECVINFO( m_nPrecipType ) )
-END_RECV_TABLE()
-
-static ConVar r_SnowEnable( "r_SnowEnable", "1", FCVAR_CHEAT, "Snow Enable" );
-static ConVar r_SnowParticles( "r_SnowParticles", "500", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowInsideRadius( "r_SnowInsideRadius", "256", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowOutsideRadius( "r_SnowOutsideRadius", "1024", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowSpeedScale( "r_SnowSpeedScale", "1", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowPosScale( "r_SnowPosScale", "1", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowFallSpeed( "r_SnowFallSpeed", "1.5", FCVAR_CHEAT, "Snow fall speed scale." );
-static ConVar r_SnowWindScale( "r_SnowWindScale", "0.0035", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowDebugBox( "r_SnowDebugBox", "0", FCVAR_CHEAT, "Snow Debug Boxes." );
-static ConVar r_SnowZoomOffset( "r_SnowZoomOffset", "384.0f", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowZoomRadius( "r_SnowZoomRadius", "512.0f", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowStartAlpha( "r_SnowStartAlpha", "25", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowEndAlpha( "r_SnowEndAlpha", "255", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowColorRed( "r_SnowColorRed", "150", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowColorGreen( "r_SnowColorGreen", "175", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowColorBlue( "r_SnowColorBlue", "200", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowStartSize( "r_SnowStartSize", "1", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowEndSize( "r_SnowEndSize", "0", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowRayLength( "r_SnowRayLength", "8192.0f", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowRayRadius( "r_SnowRayRadius", "256", FCVAR_CHEAT, "Snow." );
-static ConVar r_SnowRayEnable( "r_SnowRayEnable", "1", FCVAR_CHEAT, "Snow." );
-
-void DrawPrecipitation()
-{
- for ( int i=0; i < g_Precipitations.Count(); i++ )
- {
- g_Precipitations[i]->Render();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// determines if a weather particle has hit something other than air
-//-----------------------------------------------------------------------------
-static bool IsInAir( const Vector& position )
-{
- int contents = enginetrace->GetPointContents( position );
- return (contents & CONTENTS_SOLID) == 0;
-}
-
-
-//-----------------------------------------------------------------------------
-// Globals
-//-----------------------------------------------------------------------------
-
-ConVar CClient_Precipitation::s_raindensity( "r_raindensity","0.001", FCVAR_CHEAT);
-ConVar CClient_Precipitation::s_rainwidth( "r_rainwidth", "0.5", FCVAR_CHEAT );
-ConVar CClient_Precipitation::s_rainlength( "r_rainlength", "0.1f", FCVAR_CHEAT );
-ConVar CClient_Precipitation::s_rainspeed( "r_rainspeed", "600.0f", FCVAR_CHEAT );
-ConVar r_rainalpha( "r_rainalpha", "0.4", FCVAR_CHEAT );
-ConVar r_rainalphapow( "r_rainalphapow", "0.8", FCVAR_CHEAT );
-
-
-Vector CClient_Precipitation::s_WindVector; // Stores the wind speed vector
-
-
-void CClient_Precipitation::OnDataChanged( DataUpdateType_t updateType )
-{
- // Simulate every frame.
- if ( updateType == DATA_UPDATE_CREATED )
- {
- SetNextClientThink( CLIENT_THINK_ALWAYS );
- if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
- {
- SnowFallManagerCreate( this );
- }
- }
-
- m_flDensity = RemapVal( m_clrRender->a, 0, 255, 0, 0.001 );
-
- BaseClass::OnDataChanged( updateType );
-}
-
-
-void CClient_Precipitation::ClientThink()
-{
- Simulate( gpGlobals->frametime );
-}
-
-
-//-----------------------------------------------------------------------------
-//
-// Utility methods for the various simulation functions
-//
-//-----------------------------------------------------------------------------
-inline bool CClient_Precipitation::SimulateRain( CPrecipitationParticle* pParticle, float dt )
-{
- if (GetRemainingLifetime( pParticle ) < 0.0f)
- return false;
-
- Vector vOldPos = pParticle->m_Pos;
-
- // Update position
- VectorMA( pParticle->m_Pos, dt, pParticle->m_Velocity,
- pParticle->m_Pos );
-
- // wind blows rain around
- for ( int i = 0 ; i < 2 ; i++ )
- {
- if ( pParticle->m_Velocity[i] < s_WindVector[i] )
- {
- pParticle->m_Velocity[i] += ( 5 / pParticle->m_Mass );
-
- // clamp
- if ( pParticle->m_Velocity[i] > s_WindVector[i] )
- pParticle->m_Velocity[i] = s_WindVector[i];
- }
- else if (pParticle->m_Velocity[i] > s_WindVector[i] )
- {
- pParticle->m_Velocity[i] -= ( 5 / pParticle->m_Mass );
-
- // clamp.
- if ( pParticle->m_Velocity[i] < s_WindVector[i] )
- pParticle->m_Velocity[i] = s_WindVector[i];
- }
- }
-
- // No longer in the air? punt.
- if ( !IsInAir( pParticle->m_Pos ) )
- {
- // Possibly make a splash if we hit a water surface and it's in front of the view.
- if ( m_Splashes.Count() < 20 )
- {
- if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() )
- {
- trace_t trace;
- UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_WATER, NULL, COLLISION_GROUP_NONE, &trace);
- if( trace.fraction < 1 )
- {
- m_Splashes.AddToTail( trace.endpos );
- }
- }
- }
-
- // Tell the framework it's time to remove the particle from the list
- return false;
- }
-
- // We still want this particle
- return true;
-}
-
-
-inline bool CClient_Precipitation::SimulateSnow( CPrecipitationParticle* pParticle, float dt )
-{
- if ( IsInAir( pParticle->m_Pos ) )
- {
- // Update position
- VectorMA( pParticle->m_Pos, dt, pParticle->m_Velocity,
- pParticle->m_Pos );
-
- // wind blows rain around
- for ( int i = 0 ; i < 2 ; i++ )
- {
- if ( pParticle->m_Velocity[i] < s_WindVector[i] )
- {
- pParticle->m_Velocity[i] += ( 5.0f / pParticle->m_Mass );
-
- // accelerating flakes get a trail
- pParticle->m_Ramp = 0.5f;
-
- // clamp
- if ( pParticle->m_Velocity[i] > s_WindVector[i] )
- pParticle->m_Velocity[i] = s_WindVector[i];
- }
- else if (pParticle->m_Velocity[i] > s_WindVector[i] )
- {
- pParticle->m_Velocity[i] -= ( 5.0f / pParticle->m_Mass );
-
- // accelerating flakes get a trail
- pParticle->m_Ramp = 0.5f;
-
- // clamp.
- if ( pParticle->m_Velocity[i] < s_WindVector[i] )
- pParticle->m_Velocity[i] = s_WindVector[i];
- }
- }
-
- return true;
- }
-
-
- // Kill the particle immediately!
- return false;
-}
-
-
-void CClient_Precipitation::Simulate( float dt )
-{
- // NOTE: When client-side prechaching works, we need to remove this
- Precache();
-
- m_flHalfScreenWidth = (float)ScreenWidth() / 2;
-
- // Our sim methods needs dt and wind vector
- if ( dt )
- {
- ComputeWindVector( );
- }
-
- if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
- {
- CreateAshParticle();
- return;
- }
-
- // The snow fall manager handles the simulation.
- if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
- return;
-
- // calculate the max amount of time it will take this flake to fall.
- // This works if we assume the wind doesn't have a z component
- if ( r_RainHack.GetInt() )
- m_Lifetime = (GetClientWorldEntity()->m_WorldMaxs[2] - GetClientWorldEntity()->m_WorldMins[2]) / m_Speed;
- else
- m_Lifetime = (WorldAlignMaxs()[2] - WorldAlignMins()[2]) / m_Speed;
-
-
- if ( !r_RainSimulate.GetInt() )
- return;
-
- CFastTimer timer;
- timer.Start();
-
- // Emit new particles
- EmitParticles( dt );
-
- // Simulate all the particles.
- int iNext;
- if ( m_nPrecipType == PRECIPITATION_TYPE_RAIN )
- {
- for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=iNext )
- {
- iNext = m_Particles.Next( i );
- if ( !SimulateRain( &m_Particles[i], dt ) )
- m_Particles.Remove( i );
- }
- }
- else if ( m_nPrecipType == PRECIPITATION_TYPE_SNOW )
- {
- for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=iNext )
- {
- iNext = m_Particles.Next( i );
- if ( !SimulateSnow( &m_Particles[i], dt ) )
- m_Particles.Remove( i );
- }
- }
-
- if ( r_RainProfile.GetInt() )
- {
- timer.End();
- engine->Con_NPrintf( 15, "Rain simulation: %du (%d tracers)", timer.GetDuration().GetMicroseconds(), m_Particles.Count() );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// tracer rendering
-//-----------------------------------------------------------------------------
-
-inline void CClient_Precipitation::RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb )
-{
- float scale;
- Vector start, delta;
-
- if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
- return;
-
- if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
- return;
-
-
- // make streaks 0.1 seconds long, but prevent from going past end
- float lifetimeRemaining = GetRemainingLifetime( pParticle );
- if (lifetimeRemaining >= GetLength())
- scale = GetLength() * pParticle->m_Ramp;
- else
- scale = lifetimeRemaining * pParticle->m_Ramp;
-
- // NOTE: We need to do everything in screen space
- Vector3DMultiplyPosition( CurrentWorldToViewMatrix(), pParticle->m_Pos, start );
- if ( start.z > -1 )
- return;
-
- Vector3DMultiply( CurrentWorldToViewMatrix(), pParticle->m_Velocity, delta );
-
- // give a spiraling pattern to snow particles
- if ( m_nPrecipType == PRECIPITATION_TYPE_SNOW )
- {
- Vector spiral, camSpiral;
- float s, c;
-
- if ( pParticle->m_Mass > 1.0f )
- {
- SinCos( gpGlobals->curtime * M_PI * (1+pParticle->m_Mass * 0.1f) +
- pParticle->m_Mass * 5.0f, &s , &c );
-
- // only spiral particles with a mass > 1, so some fall straight down
- spiral[0] = 28 * c;
- spiral[1] = 28 * s;
- spiral[2] = 0.0f;
-
- Vector3DMultiply( CurrentWorldToViewMatrix(), spiral, camSpiral );
-
- // X and Y are measured in world space; need to convert to camera space
- VectorAdd( start, camSpiral, start );
- VectorAdd( delta, camSpiral, delta );
- }
-
- // shrink the trails on spiraling flakes.
- pParticle->m_Ramp = 0.3f;
- }
-
- delta[0] *= scale;
- delta[1] *= scale;
- delta[2] *= scale;
-
- // See c_tracer.* for this method
- float flAlpha = r_rainalpha.GetFloat();
- float flWidth = GetWidth();
-
- float flScreenSpaceWidth = flWidth * m_flHalfScreenWidth / -start.z;
- if ( flScreenSpaceWidth < MIN_SCREENSPACE_RAIN_WIDTH )
- {
- // Make the rain tracer at least the min size, but fade its alpha the smaller it gets.
- flAlpha *= flScreenSpaceWidth / MIN_SCREENSPACE_RAIN_WIDTH;
- flWidth = MIN_SCREENSPACE_RAIN_WIDTH * -start.z / m_flHalfScreenWidth;
- }
- flAlpha = pow( flAlpha, r_rainalphapow.GetFloat() );
-
- float flColor[4] = { 1, 1, 1, flAlpha };
- Tracer_Draw( &mb, start, delta, flWidth, flColor, 1 );
-}
-
-
-void CClient_Precipitation::CreateWaterSplashes()
-{
- for ( int i=0; i < m_Splashes.Count(); i++ )
- {
- Vector vSplash = m_Splashes[i];
-
- if ( CurrentViewForward().Dot( vSplash - CurrentViewOrigin() ) > 1 )
- {
- FX_WaterRipple( vSplash, g_flSplashScale, &g_vSplashColor, g_flSplashLifetime, g_flSplashAlpha );
- }
- }
- m_Splashes.Purge();
-}
-
-
-void CClient_Precipitation::Render()
-{
- if ( !r_DrawRain.GetInt() )
- return;
-
- // Don't render in monitors or in reflections or refractions.
- if ( CurrentViewID() == VIEW_MONITOR )
- return;
-
- if ( view->GetDrawFlags() & (DF_RENDER_REFLECTION | DF_RENDER_REFRACTION) )
- return;
-
- if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
- return;
-
- if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL )
- return;
-
- // Create any queued up water splashes.
- CreateWaterSplashes();
-
-
- CFastTimer timer;
- timer.Start();
-
- CMatRenderContextPtr pRenderContext( materials );
-
- // We want to do our calculations in view space.
- VMatrix tempView;
- pRenderContext->GetMatrix( MATERIAL_VIEW, &tempView );
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->LoadIdentity();
-
- // Force the user clip planes to use the old view matrix
- pRenderContext->EnableUserClipTransformOverride( true );
- pRenderContext->UserClipTransform( tempView );
-
- // Draw all the rain tracers.
- pRenderContext->Bind( m_MatHandle );
- IMesh *pMesh = pRenderContext->GetDynamicMesh();
- if ( pMesh )
- {
- CMeshBuilder mb;
- mb.Begin( pMesh, MATERIAL_QUADS, m_Particles.Count() );
-
- for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=m_Particles.Next( i ) )
- {
- CPrecipitationParticle *p = &m_Particles[i];
- RenderParticle( p, mb );
- }
-
- mb.End( false, true );
- }
-
- pRenderContext->EnableUserClipTransformOverride( false );
- pRenderContext->MatrixMode( MATERIAL_VIEW );
- pRenderContext->LoadMatrix( tempView );
-
- if ( r_RainProfile.GetInt() )
- {
- timer.End();
- engine->Con_NPrintf( 16, "Rain render : %du", timer.GetDuration().GetMicroseconds() );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Constructor, destructor
-//-----------------------------------------------------------------------------
-
-CClient_Precipitation::CClient_Precipitation() : m_Remainder(0.0f)
-{
- m_nPrecipType = PRECIPITATION_TYPE_RAIN;
- m_MatHandle = INVALID_MATERIAL_HANDLE;
- m_flHalfScreenWidth = 1;
-
- g_Precipitations.AddToTail( this );
-}
-
-CClient_Precipitation::~CClient_Precipitation()
-{
- g_Precipitations.FindAndRemove( this );
- SnowFallManagerDestroy();
-}
-
-//-----------------------------------------------------------------------------
-// Precache data
-//-----------------------------------------------------------------------------
-
-#define SNOW_SPEED 80.0f
-#define RAIN_SPEED 425.0f
-
-#define RAIN_TRACER_WIDTH 0.35f
-#define SNOW_TRACER_WIDTH 0.7f
-
-void CClient_Precipitation::Precache( )
-{
- if ( !m_MatHandle )
- {
- // Compute precipitation emission speed
- switch( m_nPrecipType )
- {
- case PRECIPITATION_TYPE_SNOW:
- m_Speed = SNOW_SPEED;
- m_MatHandle = materials->FindMaterial( "particle/snow", TEXTURE_GROUP_CLIENT_EFFECTS );
- m_InitialRamp = 0.6f;
- m_Width = SNOW_TRACER_WIDTH;
- break;
-
- case PRECIPITATION_TYPE_RAIN:
- Assert( m_nPrecipType == PRECIPITATION_TYPE_RAIN );
- m_Speed = RAIN_SPEED;
- m_MatHandle = materials->FindMaterial( "particle/rain", TEXTURE_GROUP_CLIENT_EFFECTS );
- m_InitialRamp = 1.0f;
- m_Color[3] = 1.0f; // make translucent
- m_Width = RAIN_TRACER_WIDTH;
- break;
- default:
- m_InitialRamp = 1.0f;
- m_Color[3] = 1.0f; // make translucent
- break;
- }
-
- // Store off the color
- m_Color[0] = 1.0f;
- m_Color[1] = 1.0f;
- m_Color[2] = 1.0f;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Gets the tracer width and speed
-//-----------------------------------------------------------------------------
-
-inline float CClient_Precipitation::GetWidth() const
-{
-// return m_Width;
- return s_rainwidth.GetFloat();
-}
-
-inline float CClient_Precipitation::GetLength() const
-{
-// return m_Length;
- return s_rainlength.GetFloat();
-}
-
-inline float CClient_Precipitation::GetSpeed() const
-{
-// return m_Speed;
- return s_rainspeed.GetFloat();
-}
-
-
-//-----------------------------------------------------------------------------
-// Gets the remaining lifetime of the particle
-//-----------------------------------------------------------------------------
-
-inline float CClient_Precipitation::GetRemainingLifetime( CPrecipitationParticle* pParticle ) const
-{
- float timeSinceSpawn = gpGlobals->curtime - pParticle->m_SpawnTime;
- return m_Lifetime - timeSinceSpawn;
-}
-
-//-----------------------------------------------------------------------------
-// Creates a particle
-//-----------------------------------------------------------------------------
-
-inline CPrecipitationParticle* CClient_Precipitation::CreateParticle()
-{
- int i = m_Particles.AddToTail();
- CPrecipitationParticle* pParticle = &m_Particles[i];
-
- pParticle->m_SpawnTime = gpGlobals->curtime;
- pParticle->m_Ramp = m_InitialRamp;
-
- return pParticle;
-}
-
-
-//-----------------------------------------------------------------------------
-// Compute the emission area
-//-----------------------------------------------------------------------------
-
-bool CClient_Precipitation::ComputeEmissionArea( Vector& origin, Vector2D& size )
-{
- // FIXME: Compute the precipitation area based on computational power
- float emissionSize = r_RainRadius.GetFloat(); // size of box to emit particles in
-
- Vector vMins = WorldAlignMins();
- Vector vMaxs = WorldAlignMaxs();
- if ( r_RainHack.GetInt() )
- {
- vMins = GetClientWorldEntity()->m_WorldMins;
- vMaxs = GetClientWorldEntity()->m_WorldMaxs;
- }
-
- // calculate a volume around the player to snow in. Intersect this big magic
- // box around the player with the volume of the current environmental ent.
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return false;
-
- // Determine how much time it'll take a falling particle to hit the player
- float emissionHeight = MIN( vMaxs[2], pPlayer->GetAbsOrigin()[2] + 512 );
- float distToFall = emissionHeight - pPlayer->GetAbsOrigin()[2];
- float fallTime = distToFall / GetSpeed();
-
- // Based on the windspeed, figure out the center point of the emission
- Vector2D center;
- center[0] = pPlayer->GetAbsOrigin()[0] - fallTime * s_WindVector[0];
- center[1] = pPlayer->GetAbsOrigin()[1] - fallTime * s_WindVector[1];
-
- Vector2D lobound, hibound;
- lobound[0] = center[0] - emissionSize * 0.5f;
- lobound[1] = center[1] - emissionSize * 0.5f;
- hibound[0] = lobound[0] + emissionSize;
- hibound[1] = lobound[1] + emissionSize;
-
- // Cull non-intersecting.
- if ( ( vMaxs[0] < lobound[0] ) || ( vMaxs[1] < lobound[1] ) ||
- ( vMins[0] > hibound[0] ) || ( vMins[1] > hibound[1] ) )
- return false;
-
- origin[0] = MAX( vMins[0], lobound[0] );
- origin[1] = MAX( vMins[1], lobound[1] );
- origin[2] = emissionHeight;
-
- hibound[0] = MIN( vMaxs[0], hibound[0] );
- hibound[1] = MIN( vMaxs[1], hibound[1] );
-
- size[0] = hibound[0] - origin[0];
- size[1] = hibound[1] - origin[1];
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pDebugName -
-// Output : AshDebrisEffect*
-//-----------------------------------------------------------------------------
-AshDebrisEffect* AshDebrisEffect::Create( const char *pDebugName )
-{
- return new AshDebrisEffect( pDebugName );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pParticle -
-// timeDelta -
-// Output : float
-//-----------------------------------------------------------------------------
-float AshDebrisEffect::UpdateAlpha( const SimpleParticle *pParticle )
-{
- return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
-}
-
-#define ASH_PARTICLE_NOISE 0x4
-
-float AshDebrisEffect::UpdateRoll( SimpleParticle *pParticle, float timeDelta )
-{
- float flRoll = CSimpleEmitter::UpdateRoll(pParticle, timeDelta );
-
- if ( pParticle->m_iFlags & ASH_PARTICLE_NOISE )
- {
- Vector vTempEntVel = pParticle->m_vecVelocity;
- float fastFreq = gpGlobals->curtime * 1.5;
-
- float s, c;
- SinCos( fastFreq, &s, &c );
-
- pParticle->m_Pos = ( pParticle->m_Pos + Vector(
- vTempEntVel[0] * timeDelta * s,
- vTempEntVel[1] * timeDelta * s, 0 ) );
- }
-
- return flRoll;
-}
-
-void CClient_Precipitation::CreateAshParticle( void )
-{
- // Make sure the emitter is setup
- if ( m_pAshEmitter == NULL )
- {
- if ( ( m_pAshEmitter = AshDebrisEffect::Create( "ashtray" ) ) == NULL )
- return;
-
- m_tAshParticleTimer.Init( 192 );
- m_tAshParticleTraceTimer.Init( 15 );
- m_bActiveAshEmitter = false;
- m_iAshCount = 0;
- }
-
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
-
- if ( pPlayer == NULL )
- return;
-
- Vector vForward;
- pPlayer->GetVectors( &vForward, NULL, NULL );
- vForward.z = 0.0f;
-
- float curTime = gpGlobals->frametime;
-
- Vector vPushOrigin;
-
- Vector absmins = WorldAlignMins();
- Vector absmaxs = WorldAlignMaxs();
-
- //15 Traces a second.
- while ( m_tAshParticleTraceTimer.NextEvent( curTime ) )
- {
- trace_t tr;
-
- Vector vTraceStart = pPlayer->EyePosition();
- Vector vTraceEnd = pPlayer->EyePosition() + vForward * MAX_TRACE_LENGTH;
-
- UTIL_TraceLine( vTraceStart, vTraceEnd, MASK_SHOT_HULL & (~CONTENTS_GRATE), pPlayer, COLLISION_GROUP_NONE, &tr );
-
- //debugoverlay->AddLineOverlay( vTraceStart, tr.endpos, 255, 0, 0, 0, 0.2 );
-
- if ( tr.fraction != 1.0f )
- {
- trace_t tr2;
-
- UTIL_TraceModel( vTraceStart, tr.endpos, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), this, COLLISION_GROUP_NONE, &tr2 );
-
- if ( tr2.m_pEnt == this )
- {
- m_bActiveAshEmitter = true;
-
- if ( tr2.startsolid == false )
- {
- m_vAshSpawnOrigin = tr2.endpos + vForward * 256;
- }
- else
- {
- m_vAshSpawnOrigin = vTraceStart;
- }
- }
- else
- {
- m_bActiveAshEmitter = false;
- }
- }
- }
-
- if ( m_bActiveAshEmitter == false )
- return;
-
- Vector vecVelocity = pPlayer->GetAbsVelocity();
-
-
- float flVelocity = VectorNormalize( vecVelocity );
- Vector offset = m_vAshSpawnOrigin;
-
- m_pAshEmitter->SetSortOrigin( offset );
-
- PMaterialHandle hMaterial[4];
- hMaterial[0] = ParticleMgr()->GetPMaterial( "effects/fleck_ash1" );
- hMaterial[1] = ParticleMgr()->GetPMaterial( "effects/fleck_ash2" );
- hMaterial[2] = ParticleMgr()->GetPMaterial( "effects/fleck_ash3" );
- hMaterial[3] = ParticleMgr()->GetPMaterial( "effects/ember_swirling001" );
-
- SimpleParticle *pParticle;
-
- Vector vSpawnOrigin = vec3_origin;
-
- if ( flVelocity > 0 )
- {
- vSpawnOrigin = ( vForward * 256 ) + ( vecVelocity * ( flVelocity * 2 ) );
- }
-
- // Add as many particles as we need
- while ( m_tAshParticleTimer.NextEvent( curTime ) )
- {
- int iRandomAltitude = RandomInt( 0, 128 );
-
- offset = m_vAshSpawnOrigin + vSpawnOrigin + RandomVector( -256, 256 );
- offset.z = m_vAshSpawnOrigin.z + iRandomAltitude;
-
- if ( offset[0] > absmaxs[0]
- || offset[1] > absmaxs[1]
- || offset[2] > absmaxs[2]
- || offset[0] < absmins[0]
- || offset[1] < absmins[1]
- || offset[2] < absmins[2] )
- continue;
-
- m_iAshCount++;
-
- bool bEmberTime = false;
-
- if ( m_iAshCount >= 250 )
- {
- bEmberTime = true;
- m_iAshCount = 0;
- }
-
- int iRandom = random->RandomInt(0,2);
-
- if ( bEmberTime == true )
- {
- offset = m_vAshSpawnOrigin + (vForward * 256) + RandomVector( -128, 128 );
- offset.z = pPlayer->EyePosition().z + RandomFloat( -16, 64 );
-
- iRandom = 3;
- }
-
- pParticle = (SimpleParticle *) m_pAshEmitter->AddParticle( sizeof(SimpleParticle), hMaterial[iRandom], offset );
-
- if (pParticle == NULL)
- continue;
-
- pParticle->m_flLifetime = 0.0f;
- pParticle->m_flDieTime = RemapVal( iRandomAltitude, 0, 128, 4, 8 );
-
- if ( bEmberTime == true )
- {
- Vector vGoal = pPlayer->EyePosition() + RandomVector( -64, 64 );
- Vector vDir = vGoal - offset;
- VectorNormalize( vDir );
-
- pParticle->m_vecVelocity = vDir * 75;
- pParticle->m_flDieTime = 2.5f;
- }
- else
- {
- pParticle->m_vecVelocity = Vector( RandomFloat( -20.0f, 20.0f ), RandomFloat( -20.0f, 20.0f ), RandomFloat( -10, -15 ) );
- }
-
- float color = random->RandomInt( 125, 225 );
- pParticle->m_uchColor[0] = color;
- pParticle->m_uchColor[1] = color;
- pParticle->m_uchColor[2] = color;
-
- pParticle->m_uchStartSize = 1;
- pParticle->m_uchEndSize = 1;
-
- pParticle->m_uchStartAlpha = 255;
-
- pParticle->m_flRoll = random->RandomInt( 0, 360 );
- pParticle->m_flRollDelta = random->RandomFloat( -0.15f, 0.15f );
-
- pParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_WINDBLOWN;
-
- if ( random->RandomInt( 0, 10 ) <= 1 )
- {
- pParticle->m_iFlags |= ASH_PARTICLE_NOISE;
- }
- }
- }
-
-void CClient_Precipitation::CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity )
-{
- // Create the particle
- CPrecipitationParticle* p = CreateParticle();
- if (!p)
- return;
-
- VectorCopy( vVelocity, p->m_Velocity );
- p->m_Pos = vSpawnPosition;
-
- p->m_Velocity[ 0 ] += random->RandomFloat(-r_RainSideVel.GetInt(), r_RainSideVel.GetInt());
- p->m_Velocity[ 1 ] += random->RandomFloat(-r_RainSideVel.GetInt(), r_RainSideVel.GetInt());
-
- p->m_Mass = random->RandomFloat( 0.5, 1.5 );
-}
-
-//-----------------------------------------------------------------------------
-// emit the precipitation particles
-//-----------------------------------------------------------------------------
-
-void CClient_Precipitation::EmitParticles( float fTimeDelta )
-{
- Vector2D size;
- Vector vel, org;
-
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return;
- Vector vPlayerCenter = pPlayer->WorldSpaceCenter();
-
- // Compute where to emit
- if (!ComputeEmissionArea( org, size ))
- return;
-
- // clamp this to prevent creating a bunch of rain or snow at one time.
- if( fTimeDelta > 0.075f )
- fTimeDelta = 0.075f;
-
- // FIXME: Compute the precipitation density based on computational power
- float density = m_flDensity;
-
- if (density > 0.01f)
- density = 0.01f;
-
- // Compute number of particles to emit based on precip density and emission area and dt
- float fParticles = size[0] * size[1] * density * fTimeDelta + m_Remainder;
- int cParticles = (int)fParticles;
- m_Remainder = fParticles - cParticles;
-
- // calculate the max amount of time it will take this flake to fall.
- // This works if we assume the wind doesn't have a z component
- VectorCopy( s_WindVector, vel );
- vel[2] -= GetSpeed();
-
- // Emit all the particles
- for ( int i = 0 ; i < cParticles ; i++ )
- {
- Vector vParticlePos = org;
- vParticlePos[ 0 ] += size[ 0 ] * random->RandomFloat(0, 1);
- vParticlePos[ 1 ] += size[ 1 ] * random->RandomFloat(0, 1);
-
- // Figure out where the particle should lie in Z by tracing a line from the player's height up to the
- // desired height and making sure it doesn't hit a wall.
- Vector vPlayerHeight = vParticlePos;
- vPlayerHeight.z = vPlayerCenter.z;
-
- trace_t trace;
- UTIL_TraceLine( vPlayerHeight, vParticlePos, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace );
- if ( trace.fraction < 1 )
- {
- // If we hit a brush, then don't spawn the particle.
- if ( trace.surface.flags & SURF_SKY )
- {
- vParticlePos = trace.endpos;
- }
- else
- {
- continue;
- }
- }
-
- CreateRainOrSnowParticle( vParticlePos, vel );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Computes the wind vector
-//-----------------------------------------------------------------------------
-
-void CClient_Precipitation::ComputeWindVector( )
-{
- // Compute the wind direction
- QAngle windangle( 0, cl_winddir.GetFloat(), 0 ); // used to turn wind yaw direction into a vector
-
- // Randomize the wind angle and speed slightly to get us a little variation
- windangle[1] = windangle[1] + random->RandomFloat( -10, 10 );
- float windspeed = cl_windspeed.GetFloat() * (1.0 + random->RandomFloat( -0.2, 0.2 ));
-
- AngleVectors( windangle, &s_WindVector );
- VectorScale( s_WindVector, windspeed, s_WindVector );
-}
-
-
-CHandle<CClient_Precipitation> g_pPrecipHackEnt;
-
-class CPrecipHack : public CAutoGameSystemPerFrame
-{
-public:
- CPrecipHack( char const *name ) : CAutoGameSystemPerFrame( name )
- {
- m_bLevelInitted = false;
- }
-
- virtual void LevelInitPostEntity()
- {
- if ( r_RainHack.GetInt() )
- {
- CClient_Precipitation *pPrecipHackEnt = new CClient_Precipitation;
- pPrecipHackEnt->InitializeAsClientEntity( NULL, RENDER_GROUP_TRANSLUCENT_ENTITY );
- g_pPrecipHackEnt = pPrecipHackEnt;
- }
- m_bLevelInitted = true;
- }
-
- virtual void LevelShutdownPreEntity()
- {
- if ( r_RainHack.GetInt() && g_pPrecipHackEnt )
- {
- g_pPrecipHackEnt->Release();
- }
- m_bLevelInitted = false;
- }
-
- virtual void Update( float frametime )
- {
- // Handle changes to the cvar at runtime.
- if ( m_bLevelInitted )
- {
- if ( r_RainHack.GetInt() && !g_pPrecipHackEnt )
- LevelInitPostEntity();
- else if ( !r_RainHack.GetInt() && g_pPrecipHackEnt )
- LevelShutdownPreEntity();
- }
- }
-
- bool m_bLevelInitted;
-};
-CPrecipHack g_PrecipHack( "CPrecipHack" );
-
-#else
-
-void DrawPrecipitation()
-{
-}
-
-#endif // _XBOX
-
-//-----------------------------------------------------------------------------
-// EnvWind - global wind info
-//-----------------------------------------------------------------------------
-class C_EnvWind : public C_BaseEntity
-{
-public:
- C_EnvWind();
-
- DECLARE_CLIENTCLASS();
- DECLARE_CLASS( C_EnvWind, C_BaseEntity );
-
- virtual void OnDataChanged( DataUpdateType_t updateType );
- virtual bool ShouldDraw( void ) { return false; }
-
- virtual void ClientThink( );
-
-private:
- C_EnvWind( const C_EnvWind & );
-
- CEnvWindShared m_EnvWindShared;
-};
-
-// Receive datatables
-BEGIN_RECV_TABLE_NOBASE(CEnvWindShared, DT_EnvWindShared)
- RecvPropInt (RECVINFO(m_iMinWind)),
- RecvPropInt (RECVINFO(m_iMaxWind)),
- RecvPropInt (RECVINFO(m_iMinGust)),
- RecvPropInt (RECVINFO(m_iMaxGust)),
- RecvPropFloat (RECVINFO(m_flMinGustDelay)),
- RecvPropFloat (RECVINFO(m_flMaxGustDelay)),
- RecvPropInt (RECVINFO(m_iGustDirChange)),
- RecvPropInt (RECVINFO(m_iWindSeed)),
- RecvPropInt (RECVINFO(m_iInitialWindDir)),
- RecvPropFloat (RECVINFO(m_flInitialWindSpeed)),
- RecvPropFloat (RECVINFO(m_flStartTime)),
- RecvPropFloat (RECVINFO(m_flGustDuration)),
-// RecvPropInt (RECVINFO(m_iszGustSound)),
-END_RECV_TABLE()
-
-IMPLEMENT_CLIENTCLASS_DT( C_EnvWind, DT_EnvWind, CEnvWind )
- RecvPropDataTable(RECVINFO_DT(m_EnvWindShared), 0, &REFERENCE_RECV_TABLE(DT_EnvWindShared)),
-END_RECV_TABLE()
-
-
-C_EnvWind::C_EnvWind()
-{
-}
-
-//-----------------------------------------------------------------------------
-// Post data update!
-//-----------------------------------------------------------------------------
-void C_EnvWind::OnDataChanged( DataUpdateType_t updateType )
-{
- // Whenever we get an update, reset the entire state.
- // Note that the fields have already been stored by the datatables,
- // but there's still work to be done in the init block
- m_EnvWindShared.Init( entindex(), m_EnvWindShared.m_iWindSeed,
- m_EnvWindShared.m_flStartTime, m_EnvWindShared.m_iInitialWindDir,
- m_EnvWindShared.m_flInitialWindSpeed );
-
- SetNextClientThink(0.0f);
-
- BaseClass::OnDataChanged( updateType );
-}
-
-void C_EnvWind::ClientThink( )
-{
- // Update the wind speed
- float flNextThink = m_EnvWindShared.WindThink( gpGlobals->curtime );
- SetNextClientThink(flNextThink);
-}
-
-
-
-//==================================================
-// EmberParticle
-//==================================================
-
-class CEmberEmitter : public CSimpleEmitter
-{
-public:
- CEmberEmitter( const char *pDebugName );
- static CSmartPtr<CEmberEmitter> Create( const char *pDebugName );
- virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
- virtual Vector UpdateColor( const SimpleParticle *pParticle );
-
-private:
- CEmberEmitter( const CEmberEmitter & );
-};
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : fTimeDelta -
-// Output : Vector
-//-----------------------------------------------------------------------------
-CEmberEmitter::CEmberEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName )
-{
-}
-
-
-CSmartPtr<CEmberEmitter> CEmberEmitter::Create( const char *pDebugName )
-{
- return new CEmberEmitter( pDebugName );
-}
-
-
-void CEmberEmitter::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
-{
- float speed = VectorNormalize( pParticle->m_vecVelocity );
- Vector offset;
-
- speed -= ( 1.0f * timeDelta );
-
- offset.Random( -0.025f, 0.025f );
- offset[2] = 0.0f;
-
- pParticle->m_vecVelocity += offset;
- VectorNormalize( pParticle->m_vecVelocity );
-
- pParticle->m_vecVelocity *= speed;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pParticle -
-// timeDelta -
-//-----------------------------------------------------------------------------
-Vector CEmberEmitter::UpdateColor( const SimpleParticle *pParticle )
-{
- Vector color;
- float ramp = 1.0f - ( pParticle->m_flLifetime / pParticle->m_flDieTime );
-
- color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f;
- color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f;
- color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f;
-
- return color;
-}
-
-//==================================================
-// C_Embers
-//==================================================
-
-class C_Embers : public C_BaseEntity
-{
-public:
- DECLARE_CLIENTCLASS();
- DECLARE_CLASS( C_Embers, C_BaseEntity );
-
- C_Embers();
- ~C_Embers();
-
- void Start( void );
-
- virtual void OnDataChanged( DataUpdateType_t updateType );
- virtual bool ShouldDraw( void );
- virtual void AddEntity( void );
-
- //Server-side
- int m_nDensity;
- int m_nLifetime;
- int m_nSpeed;
- bool m_bEmit;
-
-protected:
-
- void SpawnEmber( void );
-
- PMaterialHandle m_hMaterial;
- TimedEvent m_tParticleSpawn;
- CSmartPtr<CEmberEmitter> m_pEmitter;
-
-};
-
-//Receive datatable
-IMPLEMENT_CLIENTCLASS_DT( C_Embers, DT_Embers, CEmbers )
- RecvPropInt( RECVINFO( m_nDensity ) ),
- RecvPropInt( RECVINFO( m_nLifetime ) ),
- RecvPropInt( RECVINFO( m_nSpeed ) ),
- RecvPropInt( RECVINFO( m_bEmit ) ),
-END_RECV_TABLE()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : bnewentity -
-//-----------------------------------------------------------------------------
-C_Embers::C_Embers()
-{
- m_pEmitter = CEmberEmitter::Create( "C_Embers" );
-}
-
-C_Embers::~C_Embers()
-{
-}
-
-void C_Embers::OnDataChanged( DataUpdateType_t updateType )
-{
- BaseClass::OnDataChanged( updateType );
-
- if ( updateType == DATA_UPDATE_CREATED )
- {
- m_pEmitter->SetSortOrigin( GetAbsOrigin() );
-
- Start();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool C_Embers::ShouldDraw()
-{
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_Embers::Start( void )
-{
- //Various setup info
- m_tParticleSpawn.Init( m_nDensity );
-
- m_hMaterial = m_pEmitter->GetPMaterial( "particle/fire" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_Embers::AddEntity( void )
-{
- if ( m_bEmit == false )
- return;
-
- float tempDelta = gpGlobals->frametime;
-
- while( m_tParticleSpawn.NextEvent( tempDelta ) )
- {
- SpawnEmber();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_Embers::SpawnEmber( void )
-{
- Vector offset, mins, maxs;
-
- modelinfo->GetModelBounds( GetModel(), mins, maxs );
-
- //Setup our spawn position
- offset[0] = random->RandomFloat( mins[0], maxs[0] );
- offset[1] = random->RandomFloat( mins[1], maxs[1] );
- offset[2] = random->RandomFloat( mins[2], maxs[2] );
-
- //Spawn the particle
- SimpleParticle *sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof( SimpleParticle ), m_hMaterial, offset );
-
- if (sParticle == NULL)
- return;
-
- float cScale = random->RandomFloat( 0.75f, 1.0f );
-
- //Set it up
- sParticle->m_flLifetime = 0.0f;
- sParticle->m_flDieTime = m_nLifetime;
-
- sParticle->m_uchColor[0] = m_clrRender->r * cScale;
- sParticle->m_uchColor[1] = m_clrRender->g * cScale;
- sParticle->m_uchColor[2] = m_clrRender->b * cScale;
- sParticle->m_uchStartAlpha = 255;
- sParticle->m_uchEndAlpha = 0;
- sParticle->m_uchStartSize = 1;
- sParticle->m_uchEndSize = 0;
- sParticle->m_flRollDelta = 0;
- sParticle->m_flRoll = 0;
-
- //Set the velocity
- Vector velocity;
-
- AngleVectors( GetAbsAngles(), &velocity );
-
- sParticle->m_vecVelocity = velocity * m_nSpeed;
-
- sParticle->m_vecVelocity[0] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) );
- sParticle->m_vecVelocity[1] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) );
- sParticle->m_vecVelocity[2] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) );
-
- UpdateVisibility();
-}
-
-//-----------------------------------------------------------------------------
-// Quadratic spline beam effect
-//-----------------------------------------------------------------------------
-#include "beamdraw.h"
-
-class C_QuadraticBeam : public C_BaseEntity
-{
-public:
- DECLARE_CLIENTCLASS();
- DECLARE_CLASS( C_QuadraticBeam, C_BaseEntity );
-
- //virtual void OnDataChanged( DataUpdateType_t updateType );
- virtual bool ShouldDraw( void ) { return true; }
- virtual int DrawModel( int );
-
- virtual void GetRenderBounds( Vector& mins, Vector& maxs )
- {
- ClearBounds( mins, maxs );
- AddPointToBounds( vec3_origin, mins, maxs );
- AddPointToBounds( m_targetPosition, mins, maxs );
- AddPointToBounds( m_controlPosition, mins, maxs );
- mins -= GetRenderOrigin();
- maxs -= GetRenderOrigin();
- }
-
-protected:
-
- Vector m_targetPosition;
- Vector m_controlPosition;
- float m_scrollRate;
- float m_flWidth;
-};
-
-//Receive datatable
-IMPLEMENT_CLIENTCLASS_DT( C_QuadraticBeam, DT_QuadraticBeam, CEnvQuadraticBeam )
- RecvPropVector( RECVINFO(m_targetPosition) ),
- RecvPropVector( RECVINFO(m_controlPosition) ),
- RecvPropFloat( RECVINFO(m_scrollRate) ),
- RecvPropFloat( RECVINFO(m_flWidth) ),
-END_RECV_TABLE()
-
-Vector Color32ToVector( const color32 &color )
-{
- return Vector( color.r * (1.0/255.0f), color.g * (1.0/255.0f), color.b * (1.0/255.0f) );
-}
-
-int C_QuadraticBeam::DrawModel( int )
-{
- Draw_SetSpriteTexture( GetModel(), 0, GetRenderMode() );
- Vector color = Color32ToVector( GetRenderColor() );
- DrawBeamQuadratic( GetRenderOrigin(), m_controlPosition, m_targetPosition, m_flWidth, color, gpGlobals->curtime*m_scrollRate );
- return 1;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-class SnowFallEffect : public CSimpleEmitter
-{
-public:
-
- SnowFallEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
- static SnowFallEffect* Create( const char *pDebugName )
- {
- return new SnowFallEffect( pDebugName );
- }
-
- void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
- {
- float flSpeed = VectorNormalize( pParticle->m_vecVelocity );
- flSpeed -= timeDelta;
-
- pParticle->m_vecVelocity.x += RandomFloat( -0.025f, 0.025f );
- pParticle->m_vecVelocity.y += RandomFloat( -0.025f, 0.025f );
- VectorNormalize( pParticle->m_vecVelocity );
-
- pParticle->m_vecVelocity *= flSpeed;
-
- Vector vecWindVelocity;
- GetWindspeedAtTime( gpGlobals->curtime, vecWindVelocity );
- pParticle->m_vecVelocity += ( vecWindVelocity * r_SnowWindScale.GetFloat() );
- }
-
- void SimulateParticles( CParticleSimulateIterator *pIterator )
- {
- float timeDelta = pIterator->GetTimeDelta();
-
- SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
- while ( pParticle )
- {
- //Update velocity
- UpdateVelocity( pParticle, timeDelta );
- pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta;
-
- //Should this particle die?
- pParticle->m_flLifetime += timeDelta;
- UpdateRoll( pParticle, timeDelta );
-
- if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
- {
- pIterator->RemoveParticle( pParticle );
- }
- else if ( !IsInAir( pParticle->m_Pos ) )
- {
- pIterator->RemoveParticle( pParticle );
- }
-
- pParticle = (SimpleParticle*)pIterator->GetNext();
- }
- }
-
- int GetParticleCount( void )
- {
- return GetBinding().GetNumActiveParticles();
- }
-
- void SetBounds( const Vector &vecMin, const Vector &vecMax )
- {
- GetBinding().SetBBox( vecMin, vecMax, true );
- }
-
- bool IsTransparent( void ) { return false; }
-
-private:
-
- SnowFallEffect( const SnowFallEffect & );
-};
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-class CSnowFallManager : public C_BaseEntity
-{
-public:
-
- CSnowFallManager();
- ~CSnowFallManager();
-
- bool CreateEmitter( void );
-
- void SpawnClientEntity( void );
- void ClientThink();
-
- void AddSnowFallEntity( CClient_Precipitation *pSnowEntity );
-
- // Snow Effect
- enum
- {
- SNOWFALL_NONE = 0,
- SNOWFALL_AROUND_PLAYER,
- SNOWFALL_IN_ENTITY,
- };
-
- bool IsTransparent( void ) { return false; }
-
-private:
-
- bool CreateSnowFallEmitter( void );
- void CreateSnowFall( void );
- void CreateSnowFallParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale );
- void CreateOutsideVolumeSnowParticles( float flCurrentTime, float flRadius, float flZoomScale );
- void CreateInsideVolumeSnowParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale );
- void CreateSnowParticlesSphere( float flRadius );
- void CreateSnowParticlesRay( float flRadius, const Vector &vecEyePos, const Vector &vecForward );
- void CreateSnowFallParticle( const Vector &vecParticleSpawn, int iBBox );
-
- int StandingInSnowVolume( Vector &vecPoint );
- void FindSnowVolumes( Vector &vecCenter, float flRadius, Vector &vecEyePos, Vector &vecForward );
-
- void UpdateBounds( const Vector &vecSnowMin, const Vector &vecSnowMax );
-
-private:
-
- enum { MAX_SNOW_PARTICLES = 500 };
- enum { MAX_SNOW_LIST = 32 };
-
- TimedEvent m_tSnowFallParticleTimer;
- TimedEvent m_tSnowFallParticleTraceTimer;
-
- int m_iSnowFallArea;
- CSmartPtr<SnowFallEffect> m_pSnowFallEmitter;
- Vector m_vecSnowFallEmitOrigin;
- float m_flSnowRadius;
-
- Vector m_vecMin;
- Vector m_vecMax;
-
- int m_nActiveSnowCount;
- int m_aActiveSnow[MAX_SNOW_LIST];
-
- bool m_bRayParticles;
-
- struct SnowFall_t
- {
- PMaterialHandle m_hMaterial;
- CClient_Precipitation *m_pEntity;
- SnowFallEffect *m_pEffect;
- Vector m_vecMin;
- Vector m_vecMax;
- };
-
- CUtlVector<SnowFall_t> m_aSnow;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CSnowFallManager::CSnowFallManager( void )
-{
- m_iSnowFallArea = SNOWFALL_NONE;
- m_pSnowFallEmitter = NULL;
- m_vecSnowFallEmitOrigin.Init();
- m_flSnowRadius = 0.0f;
- m_vecMin.Init( FLT_MAX, FLT_MAX, FLT_MAX );
- m_vecMax.Init( FLT_MIN, FLT_MIN, FLT_MIN );
- m_nActiveSnowCount = 0;
- m_aSnow.Purge();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CSnowFallManager::~CSnowFallManager( void )
-{
- m_aSnow.Purge();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CSnowFallManager::CreateEmitter( void )
-{
- return CreateSnowFallEmitter();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CSnowFallManager::SpawnClientEntity( void )
-{
- m_tSnowFallParticleTimer.Init( 500 );
- m_tSnowFallParticleTraceTimer.Init( 6 );
- m_iSnowFallArea = SNOWFALL_NONE;
-
- // Have the Snow Fall Manager think for all the snow fall entities.
- SetNextClientThink( CLIENT_THINK_ALWAYS );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CSnowFallManager::CreateSnowFallEmitter( void )
-{
- if ( ( m_pSnowFallEmitter = SnowFallEffect::Create( "snowfall" ) ) == NULL )
- return false;
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CSnowFallManager::ClientThink( void )
-{
- if ( !r_SnowEnable.GetBool() )
- return;
-
- // Make sure we have a snow fall emitter.
- if ( !m_pSnowFallEmitter )
- {
- if ( !CreateSnowFallEmitter() )
- return;
- }
-
- CreateSnowFall();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pSnowEntity -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::AddSnowFallEntity( CClient_Precipitation *pSnowEntity )
-{
- if ( !pSnowEntity )
- return;
-
- int nSnowCount = m_aSnow.Count();
- int iSnow = 0;
- for ( iSnow = 0; iSnow < nSnowCount; ++iSnow )
- {
- if ( m_aSnow[iSnow].m_pEntity == pSnowEntity )
- break;
- }
-
- if ( iSnow != nSnowCount )
- return;
-
- iSnow = m_aSnow.AddToTail();
- m_aSnow[iSnow].m_pEntity = pSnowEntity;
- m_aSnow[iSnow].m_pEffect = SnowFallEffect::Create( "snowfall" );
- m_aSnow[iSnow].m_hMaterial = ParticleMgr()->GetPMaterial( "particle/snow" );
-
- VectorCopy( pSnowEntity->WorldAlignMins(), m_aSnow[iSnow].m_vecMin );
- VectorCopy( pSnowEntity->WorldAlignMaxs(), m_aSnow[iSnow].m_vecMax );
-
- UpdateBounds( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CSnowFallManager::UpdateBounds( const Vector &vecSnowMin, const Vector &vecSnowMax )
-{
- int iAxis = 0;
- for ( iAxis = 0; iAxis < 3; ++iAxis )
- {
- if ( vecSnowMin[iAxis] < m_vecMin[iAxis] )
- {
- m_vecMin[iAxis] = vecSnowMin[iAxis];
- }
-
- if ( vecSnowMax[iAxis] > m_vecMax[iAxis] )
- {
- m_vecMax[iAxis] = vecSnowMax[iAxis];
- }
- }
-
- Assert( m_pSnowFallEmitter );
- m_pSnowFallEmitter->SetBounds( m_vecMin, m_vecMax );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &vecPoint -
-// Output : int
-//-----------------------------------------------------------------------------
-int CSnowFallManager::StandingInSnowVolume( Vector &vecPoint )
-{
- trace_t traceSnow;
-
- int nSnowCount = m_aSnow.Count();
- int iSnow = 0;
- for ( iSnow = 0; iSnow < nSnowCount; ++iSnow )
- {
- UTIL_TraceModel( vecPoint, vecPoint, vec3_origin, vec3_origin, static_cast<C_BaseEntity*>( m_aSnow[iSnow].m_pEntity ), COLLISION_GROUP_NONE, &traceSnow );
- if ( traceSnow.startsolid )
- return iSnow;
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &vecCenter -
-// flRadius -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::FindSnowVolumes( Vector &vecCenter, float flRadius, Vector &vecEyePos, Vector &vecForward )
-{
- // Reset.
- m_nActiveSnowCount = 0;
- m_bRayParticles = false;
-
- int nSnowCount = m_aSnow.Count();
- int iSnow = 0;
- for ( iSnow = 0; iSnow < nSnowCount; ++iSnow )
- {
- // Check to see if the volume is in the PVS.
- bool bInPVS = g_pClientLeafSystem->IsRenderableInPVS( m_aSnow[iSnow].m_pEntity->GetClientRenderable() );
- if ( !bInPVS )
- continue;
-
- // Check to see if a snow volume is inside the given radius.
- if ( IsBoxIntersectingSphere( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax, vecCenter, flRadius ) )
- {
- m_aActiveSnow[m_nActiveSnowCount] = iSnow;
- ++m_nActiveSnowCount;
- if ( m_nActiveSnowCount >= MAX_SNOW_LIST )
- {
- DevWarning( 1, "Max Active Snow Volume Count!\n" );
- break;
- }
- }
- // Check to see if a snow volume is outside of the sphere radius, but is along line-of-sight.
- else
- {
- CBaseTrace trace;
- Vector vecNewForward;
- vecNewForward = vecForward * r_SnowRayLength.GetFloat();
- vecNewForward.z = 0.0f;
- IntersectRayWithBox( vecEyePos, vecNewForward, m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax, 0.325f, &trace );
- if ( trace.fraction < 1.0f )
- {
- m_aActiveSnow[m_nActiveSnowCount] = iSnow;
- ++m_nActiveSnowCount;
- if ( m_nActiveSnowCount >= MAX_SNOW_LIST )
- {
- DevWarning( 1, "Max Active Snow Volume Count!\n" );
- break;
- }
-
- m_bRayParticles = true;
- }
- }
- }
-
- // Debugging code!
-#ifdef _DEBUG
- if ( r_SnowDebugBox.GetFloat() != 0.0f )
- {
- for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow )
- {
- Vector vecCenter, vecMin, vecMax;
- vecCenter = ( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax ) * 0.5;
- vecMin = m_aSnow[iSnow].m_vecMin - vecCenter;
- vecMax = m_aSnow[iSnow].m_vecMax - vecCenter;
- debugoverlay->AddBoxOverlay( vecCenter, vecMin, vecMax, QAngle( 0, 0, 0 ), 200, 0, 0, 25, r_SnowDebugBox.GetFloat() );
- }
- }
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CSnowFallManager::CreateSnowFall( void )
-{
-#if 1
- VPROF_BUDGET( "SnowFall", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
-#endif
-
- // Check to see if we have a local player before starting the snow around a local player.
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( pPlayer == NULL )
- return;
-
- // Get the current frame time.
- float flCurrentTime = gpGlobals->frametime;
-
- // Get the players data to determine where the snow emitter should reside.
- VectorCopy( pPlayer->EyePosition(), m_vecSnowFallEmitOrigin );
- Vector vecForward;
- pPlayer->GetVectors( &vecForward, NULL, NULL );
- vecForward.z = 0.0f;
- Vector vecVelocity = pPlayer->GetAbsVelocity();
- float flSpeed = VectorNormalize( vecVelocity );
- m_vecSnowFallEmitOrigin += ( vecForward * ( 64.0f + ( flSpeed * 0.4f * r_SnowPosScale.GetFloat() ) ) );
- m_vecSnowFallEmitOrigin += ( vecVelocity * ( flSpeed * 1.25f * r_SnowSpeedScale.GetFloat() ) );
-
- // Check to see if the player is zoomed.
- bool bZoomed = ( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() );
- float flZoomScale = 1.0f;
- if ( bZoomed )
- {
- flZoomScale = pPlayer->GetDefaultFOV() / pPlayer->GetFOV();
- flZoomScale *= 0.5f;
- }
-
- // Time to test for a snow volume yet? (Only do this 6 times a second!)
- if ( m_tSnowFallParticleTraceTimer.NextEvent( flCurrentTime ) )
- {
- // Reset the active snow emitter.
- m_iSnowFallArea = SNOWFALL_NONE;
-
- // Set the trace start and the emit origin.
- Vector vecTraceStart;
- VectorCopy( pPlayer->EyePosition(), vecTraceStart );
-
- int iSnowVolume = StandingInSnowVolume( vecTraceStart );
- if ( iSnowVolume != -1 )
- {
- m_flSnowRadius = r_SnowInsideRadius.GetFloat() + ( flSpeed * 0.5f );
- m_iSnowFallArea = SNOWFALL_AROUND_PLAYER;
- }
- else
- {
- m_flSnowRadius = r_SnowOutsideRadius.GetFloat();
- }
-
- float flRadius = m_flSnowRadius;
- if ( bZoomed )
- {
- if ( m_iSnowFallArea == SNOWFALL_AROUND_PLAYER )
- {
- flRadius = r_SnowOutsideRadius.GetFloat() * flZoomScale;
- }
- else
- {
- flRadius *= flZoomScale;
- }
- }
-
- Vector vecEyePos = pPlayer->EyePosition();
- FindSnowVolumes( m_vecSnowFallEmitOrigin, flRadius, vecEyePos, vecForward );
- if ( m_nActiveSnowCount != 0 && m_iSnowFallArea != SNOWFALL_AROUND_PLAYER )
- {
- // We found an active snow emitter.
- m_iSnowFallArea = SNOWFALL_IN_ENTITY;
-
- }
- }
-
- if ( m_iSnowFallArea == SNOWFALL_NONE )
- return;
-
- // Set the origin in the snow emitter.
- m_pSnowFallEmitter->SetSortOrigin( m_vecSnowFallEmitOrigin );
-
- // Create snow fall particles.
- CreateSnowFallParticles( flCurrentTime, m_flSnowRadius, pPlayer->EyePosition(), vecForward, flZoomScale );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : flCurrentTime -
-// flRadius -
-// &vecEyePos -
-// &vecForward -
-// flZoomScale -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::CreateSnowFallParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale )
- {
- // Outside of a snow volume.
- if ( m_iSnowFallArea == SNOWFALL_IN_ENTITY )
- {
- CreateOutsideVolumeSnowParticles( flCurrentTime, flRadius, flZoomScale );
- }
- // Inside of a snow volume.
- else
- {
- CreateInsideVolumeSnowParticles( flCurrentTime, flRadius, vecEyePos, vecForward, flZoomScale );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : flCurrentTime -
-// flRadius -
-// flZoomScale -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::CreateOutsideVolumeSnowParticles( float flCurrentTime, float flRadius, float flZoomScale )
-{
- Vector vecParticleSpawn;
-
- // Outside of a snow volume.
- int iSnow = 0;
- float flRadiusScaled = flRadius * flZoomScale;
- float flRadius2 = flRadiusScaled * flRadiusScaled;
-
- // Add as many particles as we need
- while ( m_tSnowFallParticleTimer.NextEvent( flCurrentTime ) )
- {
- // Check for a max particle count.
- if ( m_pSnowFallEmitter->GetParticleCount() >= r_SnowParticles.GetInt() )
- continue;
-
- vecParticleSpawn.x = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x );
- vecParticleSpawn.y = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y );
- vecParticleSpawn.z = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z );
-
- float flDistance2 = ( m_vecSnowFallEmitOrigin - vecParticleSpawn ).LengthSqr();
- if ( flDistance2 < flRadius2 )
- {
- CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] );
- }
-
- iSnow = ( iSnow + 1 ) % m_nActiveSnowCount;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : flCurrentTime -
-// flRadius -
-// &vecEyePos -
-// &vecForward -
-// flZoomScale -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::CreateInsideVolumeSnowParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale )
-{
- Vector vecParticleSpawn;
-
- // Check/Setup for zoom.
- bool bZoomed = ( flZoomScale > 1.0f );
- float flZoomRadius = 0.0f;
- Vector vecZoomEmitOrigin;
- if ( bZoomed )
- {
- vecZoomEmitOrigin = m_vecSnowFallEmitOrigin + ( vecForward * ( r_SnowZoomOffset.GetFloat() * flZoomScale ) );
- flZoomRadius = flRadius * flZoomScale;
- }
-
- int iIndex = 0;
-
- // Add as many particles as we need
- while ( m_tSnowFallParticleTimer.NextEvent( flCurrentTime ) )
- {
- // Check for a max particle count.
- if ( m_pSnowFallEmitter->GetParticleCount() >= r_SnowParticles.GetInt() )
- continue;
-
- // Create particle inside of sphere.
- if ( iIndex > 0 )
- {
- CreateSnowParticlesSphere( flZoomRadius );
- CreateSnowParticlesRay( flZoomRadius, vecEyePos, vecForward );
- }
- else
- {
- CreateSnowParticlesSphere( flRadius );
- CreateSnowParticlesRay( flRadius, vecEyePos, vecForward );
- }
-
- // Increment if zoomed.
- if ( bZoomed )
- {
- iIndex = ( iIndex + 1 ) % 3;
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : flRadius -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::CreateSnowParticlesSphere( float flRadius )
-{
- Vector vecParticleSpawn;
-
- vecParticleSpawn.x = m_vecSnowFallEmitOrigin.x + RandomFloat( -flRadius, flRadius );
- vecParticleSpawn.y = m_vecSnowFallEmitOrigin.y + RandomFloat( -flRadius, flRadius );
- vecParticleSpawn.z = m_vecSnowFallEmitOrigin.z + RandomFloat( -flRadius, flRadius );
-
- int iSnow = 0;
- for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow )
- {
- if ( ( vecParticleSpawn.x < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x ) || ( vecParticleSpawn.x > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ) )
- continue;
- if ( ( vecParticleSpawn.y < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y ) || ( vecParticleSpawn.y > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ) )
- continue;
- if ( ( vecParticleSpawn.z < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z ) || ( vecParticleSpawn.z > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ) )
- continue;
-
- break;
- }
-
- if ( iSnow == m_nActiveSnowCount )
- return;
-
- CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &vecEyePos -
-// &vecForward -
-//-----------------------------------------------------------------------------
-void CSnowFallManager::CreateSnowParticlesRay( float flRadius, const Vector &vecEyePos, const Vector &vecForward )
-{
- // Check to see if we should create particles along line-of-sight.
- if ( !m_bRayParticles && r_SnowRayEnable.GetBool() )
- return;
-
- Vector vecParticleSpawn;
-
- // Create a particle down the player's view beyond the radius.
- float flRayRadius = r_SnowRayRadius.GetFloat();
-
- Vector vecNewForward;
- vecNewForward = vecForward * RandomFloat( flRadius, r_SnowRayLength.GetFloat() );
-
- vecParticleSpawn.x = vecEyePos.x + vecNewForward.x;
- vecParticleSpawn.y = vecEyePos.y + vecNewForward.y;
- vecParticleSpawn.z = vecEyePos.z + RandomFloat( 72, flRayRadius );
- vecParticleSpawn.x += RandomFloat( -flRayRadius, flRayRadius );
- vecParticleSpawn.y += RandomFloat( -flRayRadius, flRayRadius );
-
- int iSnow = 0;
- for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow )
- {
- if ( ( vecParticleSpawn.x < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x ) || ( vecParticleSpawn.x > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ) )
- continue;
- if ( ( vecParticleSpawn.y < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y ) || ( vecParticleSpawn.y > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ) )
- continue;
- if ( ( vecParticleSpawn.z < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z ) || ( vecParticleSpawn.z > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ) )
- continue;
-
- break;
- }
-
- if ( iSnow == m_nActiveSnowCount )
- return;
-
- CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] );
-}
-
-void CSnowFallManager::CreateSnowFallParticle( const Vector &vecParticleSpawn, int iSnow )
-{
- SimpleParticle *pParticle = ( SimpleParticle* )m_pSnowFallEmitter->AddParticle( sizeof( SimpleParticle ), m_aSnow[iSnow].m_hMaterial, vecParticleSpawn );
- if ( pParticle == NULL )
- return;
-
- pParticle->m_flLifetime = 0.0f;
- pParticle->m_vecVelocity = Vector( RandomFloat( -5.0f, 5.0f ), RandomFloat( -5.0f, 5.0f ), ( RandomFloat( -25, -35 ) * r_SnowFallSpeed.GetFloat() ) );
- pParticle->m_flDieTime = fabs( ( vecParticleSpawn.z - m_aSnow[iSnow].m_vecMin.z ) / ( pParticle->m_vecVelocity.z - 0.1 ) );
-
- // Probably want to put the color in the snow entity.
-// pParticle->m_uchColor[0] = 150;//color;
-// pParticle->m_uchColor[1] = 175;//color;
-// pParticle->m_uchColor[2] = 200;//color;
- pParticle->m_uchColor[0] = r_SnowColorRed.GetInt();
- pParticle->m_uchColor[1] = r_SnowColorGreen.GetInt();
- pParticle->m_uchColor[2] = r_SnowColorBlue.GetInt();
-
- pParticle->m_uchStartSize = r_SnowStartSize.GetInt();
- pParticle->m_uchEndSize = r_SnowEndSize.GetInt();
-
-// pParticle->m_uchStartAlpha = 255;
- pParticle->m_uchStartAlpha = r_SnowStartAlpha.GetInt();
- pParticle->m_uchEndAlpha = r_SnowEndAlpha.GetInt();
-
- pParticle->m_flRoll = random->RandomInt( 0, 360 );
- pParticle->m_flRollDelta = random->RandomFloat( -0.15f, 0.15f );
-
- pParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_WINDBLOWN;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity )
-{
- if ( !s_pSnowFallMgr )
- {
- s_pSnowFallMgr = new CSnowFallManager();
- s_pSnowFallMgr->CreateEmitter();
- s_pSnowFallMgr->InitializeAsClientEntity( NULL, RENDER_GROUP_OTHER );
- if ( !s_pSnowFallMgr )
- return false;
- }
-
- s_pSnowFallMgr->AddSnowFallEntity( pSnowEntity );
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void SnowFallManagerDestroy( void )
-{
- if ( s_pSnowFallMgr )
- {
- delete s_pSnowFallMgr;
- s_pSnowFallMgr = NULL;
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "c_tracer.h" +#include "view.h" +#include "initializer.h" +#include "particles_simple.h" +#include "env_wind_shared.h" +#include "engine/IEngineTrace.h" +#include "engine/ivmodelinfo.h" +#include "precipitation_shared.h" +#include "fx_water.h" +#include "c_world.h" +#include "iviewrender.h" +#include "engine/ivdebugoverlay.h" +#include "clienteffectprecachesystem.h" +#include "collisionutils.h" +#include "tier0/vprof.h" +#include "viewrender.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +ConVar cl_winddir ( "cl_winddir", "0", FCVAR_CHEAT, "Weather effects wind direction angle" ); +ConVar cl_windspeed ( "cl_windspeed", "0", FCVAR_CHEAT, "Weather effects wind speed scalar" ); + +Vector g_vSplashColor( 0.5, 0.5, 0.5 ); +float g_flSplashScale = 0.15; +float g_flSplashLifetime = 0.5f; +float g_flSplashAlpha = 0.3f; +ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); // N% chance of a rain particle making a splash. + + +float GUST_INTERVAL_MIN = 1; +float GUST_INTERVAL_MAX = 2; + +float GUST_LIFETIME_MIN = 1; +float GUST_LIFETIME_MAX = 3; + +float MIN_SCREENSPACE_RAIN_WIDTH = 1; + +#ifndef _XBOX +ConVar r_RainHack( "r_RainHack", "0", FCVAR_CHEAT ); +ConVar r_RainRadius( "r_RainRadius", "1500", FCVAR_CHEAT ); +ConVar r_RainSideVel( "r_RainSideVel", "130", FCVAR_CHEAT, "How much sideways velocity rain gets." ); + +ConVar r_RainSimulate( "r_RainSimulate", "1", FCVAR_CHEAT, "Enable/disable rain simulation." ); +ConVar r_DrawRain( "r_DrawRain", "1", FCVAR_CHEAT, "Enable/disable rain rendering." ); +ConVar r_RainProfile( "r_RainProfile", "0", FCVAR_CHEAT, "Enable/disable rain profiling." ); + + +//Precahce the effects +CLIENTEFFECT_REGISTER_BEGIN( PrecachePrecipitation ) +CLIENTEFFECT_MATERIAL( "particle/rain" ) +CLIENTEFFECT_MATERIAL( "particle/snow" ) +CLIENTEFFECT_REGISTER_END() + +//----------------------------------------------------------------------------- +// Precipitation particle type +//----------------------------------------------------------------------------- + +class CPrecipitationParticle +{ +public: + Vector m_Pos; + Vector m_Velocity; + float m_SpawnTime; // Note: Tweak with this to change lifetime + float m_Mass; + float m_Ramp; + + float m_flCurLifetime; + float m_flMaxLifetime; +}; + + +class CClient_Precipitation; +static CUtlVector<CClient_Precipitation*> g_Precipitations; + +//=========== +// Snow fall +//=========== +class CSnowFallManager; +static CSnowFallManager *s_pSnowFallMgr = NULL; +bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity ); +void SnowFallManagerDestroy( void ); + +class AshDebrisEffect : public CSimpleEmitter +{ +public: + AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {} + + static AshDebrisEffect* Create( const char *pDebugName ); + + virtual float UpdateAlpha( const SimpleParticle *pParticle ); + virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta ); + +private: + AshDebrisEffect( const AshDebrisEffect & ); +}; + +//----------------------------------------------------------------------------- +// Precipitation base entity +//----------------------------------------------------------------------------- + +class CClient_Precipitation : public C_BaseEntity +{ +class CPrecipitationEffect; +friend class CClient_Precipitation::CPrecipitationEffect; + +public: + DECLARE_CLASS( CClient_Precipitation, C_BaseEntity ); + DECLARE_CLIENTCLASS(); + + CClient_Precipitation(); + virtual ~CClient_Precipitation(); + + // Inherited from C_BaseEntity + virtual void Precache( ); + + void Render(); + +private: + + // Creates a single particle + CPrecipitationParticle* CreateParticle(); + + virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual void ClientThink(); + + void Simulate( float dt ); + + // Renders the particle + void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb ); + + void CreateWaterSplashes(); + + // Emits the actual particles + void EmitParticles( float fTimeDelta ); + + // Computes where we're gonna emit + bool ComputeEmissionArea( Vector& origin, Vector2D& size ); + + // Gets the tracer width and speed + float GetWidth() const; + float GetLength() const; + float GetSpeed() const; + + // Gets the remaining lifetime of the particle + float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const; + + // Computes the wind vector + static void ComputeWindVector( ); + + // simulation methods + bool SimulateRain( CPrecipitationParticle* pParticle, float dt ); + bool SimulateSnow( CPrecipitationParticle* pParticle, float dt ); + + void CreateAshParticle( void ); + void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity ); + + // Information helpful in creating and rendering particles + IMaterial *m_MatHandle; // material used + + float m_Color[4]; // precip color + float m_Lifetime; // Precip lifetime + float m_InitialRamp; // Initial ramp value + float m_Speed; // Precip speed + float m_Width; // Tracer width + float m_Remainder; // particles we should render next time + PrecipitationType_t m_nPrecipType; // Precip type + float m_flHalfScreenWidth; // Precalculated each frame. + + float m_flDensity; + + // Some state used in rendering and simulation + // Used to modify the rain density and wind from the console + static ConVar s_raindensity; + static ConVar s_rainwidth; + static ConVar s_rainlength; + static ConVar s_rainspeed; + + static Vector s_WindVector; // Stores the wind speed vector + + CUtlLinkedList<CPrecipitationParticle> m_Particles; + CUtlVector<Vector> m_Splashes; + + CSmartPtr<AshDebrisEffect> m_pAshEmitter; + TimedEvent m_tAshParticleTimer; + TimedEvent m_tAshParticleTraceTimer; + bool m_bActiveAshEmitter; + Vector m_vAshSpawnOrigin; + + int m_iAshCount; + +private: + CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible +}; + + +// Just receive the normal data table stuff +IMPLEMENT_CLIENTCLASS_DT(CClient_Precipitation, DT_Precipitation, CPrecipitation) + RecvPropInt( RECVINFO( m_nPrecipType ) ) +END_RECV_TABLE() + +static ConVar r_SnowEnable( "r_SnowEnable", "1", FCVAR_CHEAT, "Snow Enable" ); +static ConVar r_SnowParticles( "r_SnowParticles", "500", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowInsideRadius( "r_SnowInsideRadius", "256", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowOutsideRadius( "r_SnowOutsideRadius", "1024", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowSpeedScale( "r_SnowSpeedScale", "1", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowPosScale( "r_SnowPosScale", "1", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowFallSpeed( "r_SnowFallSpeed", "1.5", FCVAR_CHEAT, "Snow fall speed scale." ); +static ConVar r_SnowWindScale( "r_SnowWindScale", "0.0035", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowDebugBox( "r_SnowDebugBox", "0", FCVAR_CHEAT, "Snow Debug Boxes." ); +static ConVar r_SnowZoomOffset( "r_SnowZoomOffset", "384.0f", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowZoomRadius( "r_SnowZoomRadius", "512.0f", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowStartAlpha( "r_SnowStartAlpha", "25", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowEndAlpha( "r_SnowEndAlpha", "255", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowColorRed( "r_SnowColorRed", "150", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowColorGreen( "r_SnowColorGreen", "175", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowColorBlue( "r_SnowColorBlue", "200", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowStartSize( "r_SnowStartSize", "1", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowEndSize( "r_SnowEndSize", "0", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowRayLength( "r_SnowRayLength", "8192.0f", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowRayRadius( "r_SnowRayRadius", "256", FCVAR_CHEAT, "Snow." ); +static ConVar r_SnowRayEnable( "r_SnowRayEnable", "1", FCVAR_CHEAT, "Snow." ); + +void DrawPrecipitation() +{ + for ( int i=0; i < g_Precipitations.Count(); i++ ) + { + g_Precipitations[i]->Render(); + } +} + + +//----------------------------------------------------------------------------- +// determines if a weather particle has hit something other than air +//----------------------------------------------------------------------------- +static bool IsInAir( const Vector& position ) +{ + int contents = enginetrace->GetPointContents( position ); + return (contents & CONTENTS_SOLID) == 0; +} + + +//----------------------------------------------------------------------------- +// Globals +//----------------------------------------------------------------------------- + +ConVar CClient_Precipitation::s_raindensity( "r_raindensity","0.001", FCVAR_CHEAT); +ConVar CClient_Precipitation::s_rainwidth( "r_rainwidth", "0.5", FCVAR_CHEAT ); +ConVar CClient_Precipitation::s_rainlength( "r_rainlength", "0.1f", FCVAR_CHEAT ); +ConVar CClient_Precipitation::s_rainspeed( "r_rainspeed", "600.0f", FCVAR_CHEAT ); +ConVar r_rainalpha( "r_rainalpha", "0.4", FCVAR_CHEAT ); +ConVar r_rainalphapow( "r_rainalphapow", "0.8", FCVAR_CHEAT ); + + +Vector CClient_Precipitation::s_WindVector; // Stores the wind speed vector + + +void CClient_Precipitation::OnDataChanged( DataUpdateType_t updateType ) +{ + // Simulate every frame. + if ( updateType == DATA_UPDATE_CREATED ) + { + SetNextClientThink( CLIENT_THINK_ALWAYS ); + if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL ) + { + SnowFallManagerCreate( this ); + } + } + + m_flDensity = RemapVal( m_clrRender->a, 0, 255, 0, 0.001 ); + + BaseClass::OnDataChanged( updateType ); +} + + +void CClient_Precipitation::ClientThink() +{ + Simulate( gpGlobals->frametime ); +} + + +//----------------------------------------------------------------------------- +// +// Utility methods for the various simulation functions +// +//----------------------------------------------------------------------------- +inline bool CClient_Precipitation::SimulateRain( CPrecipitationParticle* pParticle, float dt ) +{ + if (GetRemainingLifetime( pParticle ) < 0.0f) + return false; + + Vector vOldPos = pParticle->m_Pos; + + // Update position + VectorMA( pParticle->m_Pos, dt, pParticle->m_Velocity, + pParticle->m_Pos ); + + // wind blows rain around + for ( int i = 0 ; i < 2 ; i++ ) + { + if ( pParticle->m_Velocity[i] < s_WindVector[i] ) + { + pParticle->m_Velocity[i] += ( 5 / pParticle->m_Mass ); + + // clamp + if ( pParticle->m_Velocity[i] > s_WindVector[i] ) + pParticle->m_Velocity[i] = s_WindVector[i]; + } + else if (pParticle->m_Velocity[i] > s_WindVector[i] ) + { + pParticle->m_Velocity[i] -= ( 5 / pParticle->m_Mass ); + + // clamp. + if ( pParticle->m_Velocity[i] < s_WindVector[i] ) + pParticle->m_Velocity[i] = s_WindVector[i]; + } + } + + // No longer in the air? punt. + if ( !IsInAir( pParticle->m_Pos ) ) + { + // Possibly make a splash if we hit a water surface and it's in front of the view. + if ( m_Splashes.Count() < 20 ) + { + if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() ) + { + trace_t trace; + UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_WATER, NULL, COLLISION_GROUP_NONE, &trace); + if( trace.fraction < 1 ) + { + m_Splashes.AddToTail( trace.endpos ); + } + } + } + + // Tell the framework it's time to remove the particle from the list + return false; + } + + // We still want this particle + return true; +} + + +inline bool CClient_Precipitation::SimulateSnow( CPrecipitationParticle* pParticle, float dt ) +{ + if ( IsInAir( pParticle->m_Pos ) ) + { + // Update position + VectorMA( pParticle->m_Pos, dt, pParticle->m_Velocity, + pParticle->m_Pos ); + + // wind blows rain around + for ( int i = 0 ; i < 2 ; i++ ) + { + if ( pParticle->m_Velocity[i] < s_WindVector[i] ) + { + pParticle->m_Velocity[i] += ( 5.0f / pParticle->m_Mass ); + + // accelerating flakes get a trail + pParticle->m_Ramp = 0.5f; + + // clamp + if ( pParticle->m_Velocity[i] > s_WindVector[i] ) + pParticle->m_Velocity[i] = s_WindVector[i]; + } + else if (pParticle->m_Velocity[i] > s_WindVector[i] ) + { + pParticle->m_Velocity[i] -= ( 5.0f / pParticle->m_Mass ); + + // accelerating flakes get a trail + pParticle->m_Ramp = 0.5f; + + // clamp. + if ( pParticle->m_Velocity[i] < s_WindVector[i] ) + pParticle->m_Velocity[i] = s_WindVector[i]; + } + } + + return true; + } + + + // Kill the particle immediately! + return false; +} + + +void CClient_Precipitation::Simulate( float dt ) +{ + // NOTE: When client-side prechaching works, we need to remove this + Precache(); + + m_flHalfScreenWidth = (float)ScreenWidth() / 2; + + // Our sim methods needs dt and wind vector + if ( dt ) + { + ComputeWindVector( ); + } + + if ( m_nPrecipType == PRECIPITATION_TYPE_ASH ) + { + CreateAshParticle(); + return; + } + + // The snow fall manager handles the simulation. + if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL ) + return; + + // calculate the max amount of time it will take this flake to fall. + // This works if we assume the wind doesn't have a z component + if ( r_RainHack.GetInt() ) + m_Lifetime = (GetClientWorldEntity()->m_WorldMaxs[2] - GetClientWorldEntity()->m_WorldMins[2]) / m_Speed; + else + m_Lifetime = (WorldAlignMaxs()[2] - WorldAlignMins()[2]) / m_Speed; + + + if ( !r_RainSimulate.GetInt() ) + return; + + CFastTimer timer; + timer.Start(); + + // Emit new particles + EmitParticles( dt ); + + // Simulate all the particles. + int iNext; + if ( m_nPrecipType == PRECIPITATION_TYPE_RAIN ) + { + for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=iNext ) + { + iNext = m_Particles.Next( i ); + if ( !SimulateRain( &m_Particles[i], dt ) ) + m_Particles.Remove( i ); + } + } + else if ( m_nPrecipType == PRECIPITATION_TYPE_SNOW ) + { + for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=iNext ) + { + iNext = m_Particles.Next( i ); + if ( !SimulateSnow( &m_Particles[i], dt ) ) + m_Particles.Remove( i ); + } + } + + if ( r_RainProfile.GetInt() ) + { + timer.End(); + engine->Con_NPrintf( 15, "Rain simulation: %du (%d tracers)", timer.GetDuration().GetMicroseconds(), m_Particles.Count() ); + } +} + + +//----------------------------------------------------------------------------- +// tracer rendering +//----------------------------------------------------------------------------- + +inline void CClient_Precipitation::RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb ) +{ + float scale; + Vector start, delta; + + if ( m_nPrecipType == PRECIPITATION_TYPE_ASH ) + return; + + if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL ) + return; + + + // make streaks 0.1 seconds long, but prevent from going past end + float lifetimeRemaining = GetRemainingLifetime( pParticle ); + if (lifetimeRemaining >= GetLength()) + scale = GetLength() * pParticle->m_Ramp; + else + scale = lifetimeRemaining * pParticle->m_Ramp; + + // NOTE: We need to do everything in screen space + Vector3DMultiplyPosition( CurrentWorldToViewMatrix(), pParticle->m_Pos, start ); + if ( start.z > -1 ) + return; + + Vector3DMultiply( CurrentWorldToViewMatrix(), pParticle->m_Velocity, delta ); + + // give a spiraling pattern to snow particles + if ( m_nPrecipType == PRECIPITATION_TYPE_SNOW ) + { + Vector spiral, camSpiral; + float s, c; + + if ( pParticle->m_Mass > 1.0f ) + { + SinCos( gpGlobals->curtime * M_PI * (1+pParticle->m_Mass * 0.1f) + + pParticle->m_Mass * 5.0f, &s , &c ); + + // only spiral particles with a mass > 1, so some fall straight down + spiral[0] = 28 * c; + spiral[1] = 28 * s; + spiral[2] = 0.0f; + + Vector3DMultiply( CurrentWorldToViewMatrix(), spiral, camSpiral ); + + // X and Y are measured in world space; need to convert to camera space + VectorAdd( start, camSpiral, start ); + VectorAdd( delta, camSpiral, delta ); + } + + // shrink the trails on spiraling flakes. + pParticle->m_Ramp = 0.3f; + } + + delta[0] *= scale; + delta[1] *= scale; + delta[2] *= scale; + + // See c_tracer.* for this method + float flAlpha = r_rainalpha.GetFloat(); + float flWidth = GetWidth(); + + float flScreenSpaceWidth = flWidth * m_flHalfScreenWidth / -start.z; + if ( flScreenSpaceWidth < MIN_SCREENSPACE_RAIN_WIDTH ) + { + // Make the rain tracer at least the min size, but fade its alpha the smaller it gets. + flAlpha *= flScreenSpaceWidth / MIN_SCREENSPACE_RAIN_WIDTH; + flWidth = MIN_SCREENSPACE_RAIN_WIDTH * -start.z / m_flHalfScreenWidth; + } + flAlpha = pow( flAlpha, r_rainalphapow.GetFloat() ); + + float flColor[4] = { 1, 1, 1, flAlpha }; + Tracer_Draw( &mb, start, delta, flWidth, flColor, 1 ); +} + + +void CClient_Precipitation::CreateWaterSplashes() +{ + for ( int i=0; i < m_Splashes.Count(); i++ ) + { + Vector vSplash = m_Splashes[i]; + + if ( CurrentViewForward().Dot( vSplash - CurrentViewOrigin() ) > 1 ) + { + FX_WaterRipple( vSplash, g_flSplashScale, &g_vSplashColor, g_flSplashLifetime, g_flSplashAlpha ); + } + } + m_Splashes.Purge(); +} + + +void CClient_Precipitation::Render() +{ + if ( !r_DrawRain.GetInt() ) + return; + + // Don't render in monitors or in reflections or refractions. + if ( CurrentViewID() == VIEW_MONITOR ) + return; + + if ( view->GetDrawFlags() & (DF_RENDER_REFLECTION | DF_RENDER_REFRACTION) ) + return; + + if ( m_nPrecipType == PRECIPITATION_TYPE_ASH ) + return; + + if ( m_nPrecipType == PRECIPITATION_TYPE_SNOWFALL ) + return; + + // Create any queued up water splashes. + CreateWaterSplashes(); + + + CFastTimer timer; + timer.Start(); + + CMatRenderContextPtr pRenderContext( materials ); + + // We want to do our calculations in view space. + VMatrix tempView; + pRenderContext->GetMatrix( MATERIAL_VIEW, &tempView ); + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->LoadIdentity(); + + // Force the user clip planes to use the old view matrix + pRenderContext->EnableUserClipTransformOverride( true ); + pRenderContext->UserClipTransform( tempView ); + + // Draw all the rain tracers. + pRenderContext->Bind( m_MatHandle ); + IMesh *pMesh = pRenderContext->GetDynamicMesh(); + if ( pMesh ) + { + CMeshBuilder mb; + mb.Begin( pMesh, MATERIAL_QUADS, m_Particles.Count() ); + + for ( int i=m_Particles.Head(); i != m_Particles.InvalidIndex(); i=m_Particles.Next( i ) ) + { + CPrecipitationParticle *p = &m_Particles[i]; + RenderParticle( p, mb ); + } + + mb.End( false, true ); + } + + pRenderContext->EnableUserClipTransformOverride( false ); + pRenderContext->MatrixMode( MATERIAL_VIEW ); + pRenderContext->LoadMatrix( tempView ); + + if ( r_RainProfile.GetInt() ) + { + timer.End(); + engine->Con_NPrintf( 16, "Rain render : %du", timer.GetDuration().GetMicroseconds() ); + } +} + + +//----------------------------------------------------------------------------- +// Constructor, destructor +//----------------------------------------------------------------------------- + +CClient_Precipitation::CClient_Precipitation() : m_Remainder(0.0f) +{ + m_nPrecipType = PRECIPITATION_TYPE_RAIN; + m_MatHandle = INVALID_MATERIAL_HANDLE; + m_flHalfScreenWidth = 1; + + g_Precipitations.AddToTail( this ); +} + +CClient_Precipitation::~CClient_Precipitation() +{ + g_Precipitations.FindAndRemove( this ); + SnowFallManagerDestroy(); +} + +//----------------------------------------------------------------------------- +// Precache data +//----------------------------------------------------------------------------- + +#define SNOW_SPEED 80.0f +#define RAIN_SPEED 425.0f + +#define RAIN_TRACER_WIDTH 0.35f +#define SNOW_TRACER_WIDTH 0.7f + +void CClient_Precipitation::Precache( ) +{ + if ( !m_MatHandle ) + { + // Compute precipitation emission speed + switch( m_nPrecipType ) + { + case PRECIPITATION_TYPE_SNOW: + m_Speed = SNOW_SPEED; + m_MatHandle = materials->FindMaterial( "particle/snow", TEXTURE_GROUP_CLIENT_EFFECTS ); + m_InitialRamp = 0.6f; + m_Width = SNOW_TRACER_WIDTH; + break; + + case PRECIPITATION_TYPE_RAIN: + Assert( m_nPrecipType == PRECIPITATION_TYPE_RAIN ); + m_Speed = RAIN_SPEED; + m_MatHandle = materials->FindMaterial( "particle/rain", TEXTURE_GROUP_CLIENT_EFFECTS ); + m_InitialRamp = 1.0f; + m_Color[3] = 1.0f; // make translucent + m_Width = RAIN_TRACER_WIDTH; + break; + default: + m_InitialRamp = 1.0f; + m_Color[3] = 1.0f; // make translucent + break; + } + + // Store off the color + m_Color[0] = 1.0f; + m_Color[1] = 1.0f; + m_Color[2] = 1.0f; + } +} + + +//----------------------------------------------------------------------------- +// Gets the tracer width and speed +//----------------------------------------------------------------------------- + +inline float CClient_Precipitation::GetWidth() const +{ +// return m_Width; + return s_rainwidth.GetFloat(); +} + +inline float CClient_Precipitation::GetLength() const +{ +// return m_Length; + return s_rainlength.GetFloat(); +} + +inline float CClient_Precipitation::GetSpeed() const +{ +// return m_Speed; + return s_rainspeed.GetFloat(); +} + + +//----------------------------------------------------------------------------- +// Gets the remaining lifetime of the particle +//----------------------------------------------------------------------------- + +inline float CClient_Precipitation::GetRemainingLifetime( CPrecipitationParticle* pParticle ) const +{ + float timeSinceSpawn = gpGlobals->curtime - pParticle->m_SpawnTime; + return m_Lifetime - timeSinceSpawn; +} + +//----------------------------------------------------------------------------- +// Creates a particle +//----------------------------------------------------------------------------- + +inline CPrecipitationParticle* CClient_Precipitation::CreateParticle() +{ + int i = m_Particles.AddToTail(); + CPrecipitationParticle* pParticle = &m_Particles[i]; + + pParticle->m_SpawnTime = gpGlobals->curtime; + pParticle->m_Ramp = m_InitialRamp; + + return pParticle; +} + + +//----------------------------------------------------------------------------- +// Compute the emission area +//----------------------------------------------------------------------------- + +bool CClient_Precipitation::ComputeEmissionArea( Vector& origin, Vector2D& size ) +{ + // FIXME: Compute the precipitation area based on computational power + float emissionSize = r_RainRadius.GetFloat(); // size of box to emit particles in + + Vector vMins = WorldAlignMins(); + Vector vMaxs = WorldAlignMaxs(); + if ( r_RainHack.GetInt() ) + { + vMins = GetClientWorldEntity()->m_WorldMins; + vMaxs = GetClientWorldEntity()->m_WorldMaxs; + } + + // calculate a volume around the player to snow in. Intersect this big magic + // box around the player with the volume of the current environmental ent. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return false; + + // Determine how much time it'll take a falling particle to hit the player + float emissionHeight = MIN( vMaxs[2], pPlayer->GetAbsOrigin()[2] + 512 ); + float distToFall = emissionHeight - pPlayer->GetAbsOrigin()[2]; + float fallTime = distToFall / GetSpeed(); + + // Based on the windspeed, figure out the center point of the emission + Vector2D center; + center[0] = pPlayer->GetAbsOrigin()[0] - fallTime * s_WindVector[0]; + center[1] = pPlayer->GetAbsOrigin()[1] - fallTime * s_WindVector[1]; + + Vector2D lobound, hibound; + lobound[0] = center[0] - emissionSize * 0.5f; + lobound[1] = center[1] - emissionSize * 0.5f; + hibound[0] = lobound[0] + emissionSize; + hibound[1] = lobound[1] + emissionSize; + + // Cull non-intersecting. + if ( ( vMaxs[0] < lobound[0] ) || ( vMaxs[1] < lobound[1] ) || + ( vMins[0] > hibound[0] ) || ( vMins[1] > hibound[1] ) ) + return false; + + origin[0] = MAX( vMins[0], lobound[0] ); + origin[1] = MAX( vMins[1], lobound[1] ); + origin[2] = emissionHeight; + + hibound[0] = MIN( vMaxs[0], hibound[0] ); + hibound[1] = MIN( vMaxs[1], hibound[1] ); + + size[0] = hibound[0] - origin[0]; + size[1] = hibound[1] - origin[1]; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pDebugName - +// Output : AshDebrisEffect* +//----------------------------------------------------------------------------- +AshDebrisEffect* AshDebrisEffect::Create( const char *pDebugName ) +{ + return new AshDebrisEffect( pDebugName ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pParticle - +// timeDelta - +// Output : float +//----------------------------------------------------------------------------- +float AshDebrisEffect::UpdateAlpha( const SimpleParticle *pParticle ) +{ + return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) ); +} + +#define ASH_PARTICLE_NOISE 0x4 + +float AshDebrisEffect::UpdateRoll( SimpleParticle *pParticle, float timeDelta ) +{ + float flRoll = CSimpleEmitter::UpdateRoll(pParticle, timeDelta ); + + if ( pParticle->m_iFlags & ASH_PARTICLE_NOISE ) + { + Vector vTempEntVel = pParticle->m_vecVelocity; + float fastFreq = gpGlobals->curtime * 1.5; + + float s, c; + SinCos( fastFreq, &s, &c ); + + pParticle->m_Pos = ( pParticle->m_Pos + Vector( + vTempEntVel[0] * timeDelta * s, + vTempEntVel[1] * timeDelta * s, 0 ) ); + } + + return flRoll; +} + +void CClient_Precipitation::CreateAshParticle( void ) +{ + // Make sure the emitter is setup + if ( m_pAshEmitter == NULL ) + { + if ( ( m_pAshEmitter = AshDebrisEffect::Create( "ashtray" ) ) == NULL ) + return; + + m_tAshParticleTimer.Init( 192 ); + m_tAshParticleTraceTimer.Init( 15 ); + m_bActiveAshEmitter = false; + m_iAshCount = 0; + } + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + + if ( pPlayer == NULL ) + return; + + Vector vForward; + pPlayer->GetVectors( &vForward, NULL, NULL ); + vForward.z = 0.0f; + + float curTime = gpGlobals->frametime; + + Vector vPushOrigin; + + Vector absmins = WorldAlignMins(); + Vector absmaxs = WorldAlignMaxs(); + + //15 Traces a second. + while ( m_tAshParticleTraceTimer.NextEvent( curTime ) ) + { + trace_t tr; + + Vector vTraceStart = pPlayer->EyePosition(); + Vector vTraceEnd = pPlayer->EyePosition() + vForward * MAX_TRACE_LENGTH; + + UTIL_TraceLine( vTraceStart, vTraceEnd, MASK_SHOT_HULL & (~CONTENTS_GRATE), pPlayer, COLLISION_GROUP_NONE, &tr ); + + //debugoverlay->AddLineOverlay( vTraceStart, tr.endpos, 255, 0, 0, 0, 0.2 ); + + if ( tr.fraction != 1.0f ) + { + trace_t tr2; + + UTIL_TraceModel( vTraceStart, tr.endpos, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), this, COLLISION_GROUP_NONE, &tr2 ); + + if ( tr2.m_pEnt == this ) + { + m_bActiveAshEmitter = true; + + if ( tr2.startsolid == false ) + { + m_vAshSpawnOrigin = tr2.endpos + vForward * 256; + } + else + { + m_vAshSpawnOrigin = vTraceStart; + } + } + else + { + m_bActiveAshEmitter = false; + } + } + } + + if ( m_bActiveAshEmitter == false ) + return; + + Vector vecVelocity = pPlayer->GetAbsVelocity(); + + + float flVelocity = VectorNormalize( vecVelocity ); + Vector offset = m_vAshSpawnOrigin; + + m_pAshEmitter->SetSortOrigin( offset ); + + PMaterialHandle hMaterial[4]; + hMaterial[0] = ParticleMgr()->GetPMaterial( "effects/fleck_ash1" ); + hMaterial[1] = ParticleMgr()->GetPMaterial( "effects/fleck_ash2" ); + hMaterial[2] = ParticleMgr()->GetPMaterial( "effects/fleck_ash3" ); + hMaterial[3] = ParticleMgr()->GetPMaterial( "effects/ember_swirling001" ); + + SimpleParticle *pParticle; + + Vector vSpawnOrigin = vec3_origin; + + if ( flVelocity > 0 ) + { + vSpawnOrigin = ( vForward * 256 ) + ( vecVelocity * ( flVelocity * 2 ) ); + } + + // Add as many particles as we need + while ( m_tAshParticleTimer.NextEvent( curTime ) ) + { + int iRandomAltitude = RandomInt( 0, 128 ); + + offset = m_vAshSpawnOrigin + vSpawnOrigin + RandomVector( -256, 256 ); + offset.z = m_vAshSpawnOrigin.z + iRandomAltitude; + + if ( offset[0] > absmaxs[0] + || offset[1] > absmaxs[1] + || offset[2] > absmaxs[2] + || offset[0] < absmins[0] + || offset[1] < absmins[1] + || offset[2] < absmins[2] ) + continue; + + m_iAshCount++; + + bool bEmberTime = false; + + if ( m_iAshCount >= 250 ) + { + bEmberTime = true; + m_iAshCount = 0; + } + + int iRandom = random->RandomInt(0,2); + + if ( bEmberTime == true ) + { + offset = m_vAshSpawnOrigin + (vForward * 256) + RandomVector( -128, 128 ); + offset.z = pPlayer->EyePosition().z + RandomFloat( -16, 64 ); + + iRandom = 3; + } + + pParticle = (SimpleParticle *) m_pAshEmitter->AddParticle( sizeof(SimpleParticle), hMaterial[iRandom], offset ); + + if (pParticle == NULL) + continue; + + pParticle->m_flLifetime = 0.0f; + pParticle->m_flDieTime = RemapVal( iRandomAltitude, 0, 128, 4, 8 ); + + if ( bEmberTime == true ) + { + Vector vGoal = pPlayer->EyePosition() + RandomVector( -64, 64 ); + Vector vDir = vGoal - offset; + VectorNormalize( vDir ); + + pParticle->m_vecVelocity = vDir * 75; + pParticle->m_flDieTime = 2.5f; + } + else + { + pParticle->m_vecVelocity = Vector( RandomFloat( -20.0f, 20.0f ), RandomFloat( -20.0f, 20.0f ), RandomFloat( -10, -15 ) ); + } + + float color = random->RandomInt( 125, 225 ); + pParticle->m_uchColor[0] = color; + pParticle->m_uchColor[1] = color; + pParticle->m_uchColor[2] = color; + + pParticle->m_uchStartSize = 1; + pParticle->m_uchEndSize = 1; + + pParticle->m_uchStartAlpha = 255; + + pParticle->m_flRoll = random->RandomInt( 0, 360 ); + pParticle->m_flRollDelta = random->RandomFloat( -0.15f, 0.15f ); + + pParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_WINDBLOWN; + + if ( random->RandomInt( 0, 10 ) <= 1 ) + { + pParticle->m_iFlags |= ASH_PARTICLE_NOISE; + } + } + } + +void CClient_Precipitation::CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity ) +{ + // Create the particle + CPrecipitationParticle* p = CreateParticle(); + if (!p) + return; + + VectorCopy( vVelocity, p->m_Velocity ); + p->m_Pos = vSpawnPosition; + + p->m_Velocity[ 0 ] += random->RandomFloat(-r_RainSideVel.GetInt(), r_RainSideVel.GetInt()); + p->m_Velocity[ 1 ] += random->RandomFloat(-r_RainSideVel.GetInt(), r_RainSideVel.GetInt()); + + p->m_Mass = random->RandomFloat( 0.5, 1.5 ); +} + +//----------------------------------------------------------------------------- +// emit the precipitation particles +//----------------------------------------------------------------------------- + +void CClient_Precipitation::EmitParticles( float fTimeDelta ) +{ + Vector2D size; + Vector vel, org; + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + Vector vPlayerCenter = pPlayer->WorldSpaceCenter(); + + // Compute where to emit + if (!ComputeEmissionArea( org, size )) + return; + + // clamp this to prevent creating a bunch of rain or snow at one time. + if( fTimeDelta > 0.075f ) + fTimeDelta = 0.075f; + + // FIXME: Compute the precipitation density based on computational power + float density = m_flDensity; + + if (density > 0.01f) + density = 0.01f; + + // Compute number of particles to emit based on precip density and emission area and dt + float fParticles = size[0] * size[1] * density * fTimeDelta + m_Remainder; + int cParticles = (int)fParticles; + m_Remainder = fParticles - cParticles; + + // calculate the max amount of time it will take this flake to fall. + // This works if we assume the wind doesn't have a z component + VectorCopy( s_WindVector, vel ); + vel[2] -= GetSpeed(); + + // Emit all the particles + for ( int i = 0 ; i < cParticles ; i++ ) + { + Vector vParticlePos = org; + vParticlePos[ 0 ] += size[ 0 ] * random->RandomFloat(0, 1); + vParticlePos[ 1 ] += size[ 1 ] * random->RandomFloat(0, 1); + + // Figure out where the particle should lie in Z by tracing a line from the player's height up to the + // desired height and making sure it doesn't hit a wall. + Vector vPlayerHeight = vParticlePos; + vPlayerHeight.z = vPlayerCenter.z; + + trace_t trace; + UTIL_TraceLine( vPlayerHeight, vParticlePos, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace ); + if ( trace.fraction < 1 ) + { + // If we hit a brush, then don't spawn the particle. + if ( trace.surface.flags & SURF_SKY ) + { + vParticlePos = trace.endpos; + } + else + { + continue; + } + } + + CreateRainOrSnowParticle( vParticlePos, vel ); + } +} + + +//----------------------------------------------------------------------------- +// Computes the wind vector +//----------------------------------------------------------------------------- + +void CClient_Precipitation::ComputeWindVector( ) +{ + // Compute the wind direction + QAngle windangle( 0, cl_winddir.GetFloat(), 0 ); // used to turn wind yaw direction into a vector + + // Randomize the wind angle and speed slightly to get us a little variation + windangle[1] = windangle[1] + random->RandomFloat( -10, 10 ); + float windspeed = cl_windspeed.GetFloat() * (1.0 + random->RandomFloat( -0.2, 0.2 )); + + AngleVectors( windangle, &s_WindVector ); + VectorScale( s_WindVector, windspeed, s_WindVector ); +} + + +CHandle<CClient_Precipitation> g_pPrecipHackEnt; + +class CPrecipHack : public CAutoGameSystemPerFrame +{ +public: + CPrecipHack( char const *name ) : CAutoGameSystemPerFrame( name ) + { + m_bLevelInitted = false; + } + + virtual void LevelInitPostEntity() + { + if ( r_RainHack.GetInt() ) + { + CClient_Precipitation *pPrecipHackEnt = new CClient_Precipitation; + pPrecipHackEnt->InitializeAsClientEntity( NULL, RENDER_GROUP_TRANSLUCENT_ENTITY ); + g_pPrecipHackEnt = pPrecipHackEnt; + } + m_bLevelInitted = true; + } + + virtual void LevelShutdownPreEntity() + { + if ( r_RainHack.GetInt() && g_pPrecipHackEnt ) + { + g_pPrecipHackEnt->Release(); + } + m_bLevelInitted = false; + } + + virtual void Update( float frametime ) + { + // Handle changes to the cvar at runtime. + if ( m_bLevelInitted ) + { + if ( r_RainHack.GetInt() && !g_pPrecipHackEnt ) + LevelInitPostEntity(); + else if ( !r_RainHack.GetInt() && g_pPrecipHackEnt ) + LevelShutdownPreEntity(); + } + } + + bool m_bLevelInitted; +}; +CPrecipHack g_PrecipHack( "CPrecipHack" ); + +#else + +void DrawPrecipitation() +{ +} + +#endif // _XBOX + +//----------------------------------------------------------------------------- +// EnvWind - global wind info +//----------------------------------------------------------------------------- +class C_EnvWind : public C_BaseEntity +{ +public: + C_EnvWind(); + + DECLARE_CLIENTCLASS(); + DECLARE_CLASS( C_EnvWind, C_BaseEntity ); + + virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual bool ShouldDraw( void ) { return false; } + + virtual void ClientThink( ); + +private: + C_EnvWind( const C_EnvWind & ); + + CEnvWindShared m_EnvWindShared; +}; + +// Receive datatables +BEGIN_RECV_TABLE_NOBASE(CEnvWindShared, DT_EnvWindShared) + RecvPropInt (RECVINFO(m_iMinWind)), + RecvPropInt (RECVINFO(m_iMaxWind)), + RecvPropInt (RECVINFO(m_iMinGust)), + RecvPropInt (RECVINFO(m_iMaxGust)), + RecvPropFloat (RECVINFO(m_flMinGustDelay)), + RecvPropFloat (RECVINFO(m_flMaxGustDelay)), + RecvPropInt (RECVINFO(m_iGustDirChange)), + RecvPropInt (RECVINFO(m_iWindSeed)), + RecvPropInt (RECVINFO(m_iInitialWindDir)), + RecvPropFloat (RECVINFO(m_flInitialWindSpeed)), + RecvPropFloat (RECVINFO(m_flStartTime)), + RecvPropFloat (RECVINFO(m_flGustDuration)), +// RecvPropInt (RECVINFO(m_iszGustSound)), +END_RECV_TABLE() + +IMPLEMENT_CLIENTCLASS_DT( C_EnvWind, DT_EnvWind, CEnvWind ) + RecvPropDataTable(RECVINFO_DT(m_EnvWindShared), 0, &REFERENCE_RECV_TABLE(DT_EnvWindShared)), +END_RECV_TABLE() + + +C_EnvWind::C_EnvWind() +{ +} + +//----------------------------------------------------------------------------- +// Post data update! +//----------------------------------------------------------------------------- +void C_EnvWind::OnDataChanged( DataUpdateType_t updateType ) +{ + // Whenever we get an update, reset the entire state. + // Note that the fields have already been stored by the datatables, + // but there's still work to be done in the init block + m_EnvWindShared.Init( entindex(), m_EnvWindShared.m_iWindSeed, + m_EnvWindShared.m_flStartTime, m_EnvWindShared.m_iInitialWindDir, + m_EnvWindShared.m_flInitialWindSpeed ); + + SetNextClientThink(0.0f); + + BaseClass::OnDataChanged( updateType ); +} + +void C_EnvWind::ClientThink( ) +{ + // Update the wind speed + float flNextThink = m_EnvWindShared.WindThink( gpGlobals->curtime ); + SetNextClientThink(flNextThink); +} + + + +//================================================== +// EmberParticle +//================================================== + +class CEmberEmitter : public CSimpleEmitter +{ +public: + CEmberEmitter( const char *pDebugName ); + static CSmartPtr<CEmberEmitter> Create( const char *pDebugName ); + virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ); + virtual Vector UpdateColor( const SimpleParticle *pParticle ); + +private: + CEmberEmitter( const CEmberEmitter & ); +}; + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : fTimeDelta - +// Output : Vector +//----------------------------------------------------------------------------- +CEmberEmitter::CEmberEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) +{ +} + + +CSmartPtr<CEmberEmitter> CEmberEmitter::Create( const char *pDebugName ) +{ + return new CEmberEmitter( pDebugName ); +} + + +void CEmberEmitter::UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) +{ + float speed = VectorNormalize( pParticle->m_vecVelocity ); + Vector offset; + + speed -= ( 1.0f * timeDelta ); + + offset.Random( -0.025f, 0.025f ); + offset[2] = 0.0f; + + pParticle->m_vecVelocity += offset; + VectorNormalize( pParticle->m_vecVelocity ); + + pParticle->m_vecVelocity *= speed; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pParticle - +// timeDelta - +//----------------------------------------------------------------------------- +Vector CEmberEmitter::UpdateColor( const SimpleParticle *pParticle ) +{ + Vector color; + float ramp = 1.0f - ( pParticle->m_flLifetime / pParticle->m_flDieTime ); + + color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f; + color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f; + color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f; + + return color; +} + +//================================================== +// C_Embers +//================================================== + +class C_Embers : public C_BaseEntity +{ +public: + DECLARE_CLIENTCLASS(); + DECLARE_CLASS( C_Embers, C_BaseEntity ); + + C_Embers(); + ~C_Embers(); + + void Start( void ); + + virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual bool ShouldDraw( void ); + virtual void AddEntity( void ); + + //Server-side + int m_nDensity; + int m_nLifetime; + int m_nSpeed; + bool m_bEmit; + +protected: + + void SpawnEmber( void ); + + PMaterialHandle m_hMaterial; + TimedEvent m_tParticleSpawn; + CSmartPtr<CEmberEmitter> m_pEmitter; + +}; + +//Receive datatable +IMPLEMENT_CLIENTCLASS_DT( C_Embers, DT_Embers, CEmbers ) + RecvPropInt( RECVINFO( m_nDensity ) ), + RecvPropInt( RECVINFO( m_nLifetime ) ), + RecvPropInt( RECVINFO( m_nSpeed ) ), + RecvPropInt( RECVINFO( m_bEmit ) ), +END_RECV_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bnewentity - +//----------------------------------------------------------------------------- +C_Embers::C_Embers() +{ + m_pEmitter = CEmberEmitter::Create( "C_Embers" ); +} + +C_Embers::~C_Embers() +{ +} + +void C_Embers::OnDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnDataChanged( updateType ); + + if ( updateType == DATA_UPDATE_CREATED ) + { + m_pEmitter->SetSortOrigin( GetAbsOrigin() ); + + Start(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool C_Embers::ShouldDraw() +{ + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_Embers::Start( void ) +{ + //Various setup info + m_tParticleSpawn.Init( m_nDensity ); + + m_hMaterial = m_pEmitter->GetPMaterial( "particle/fire" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_Embers::AddEntity( void ) +{ + if ( m_bEmit == false ) + return; + + float tempDelta = gpGlobals->frametime; + + while( m_tParticleSpawn.NextEvent( tempDelta ) ) + { + SpawnEmber(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_Embers::SpawnEmber( void ) +{ + Vector offset, mins, maxs; + + modelinfo->GetModelBounds( GetModel(), mins, maxs ); + + //Setup our spawn position + offset[0] = random->RandomFloat( mins[0], maxs[0] ); + offset[1] = random->RandomFloat( mins[1], maxs[1] ); + offset[2] = random->RandomFloat( mins[2], maxs[2] ); + + //Spawn the particle + SimpleParticle *sParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof( SimpleParticle ), m_hMaterial, offset ); + + if (sParticle == NULL) + return; + + float cScale = random->RandomFloat( 0.75f, 1.0f ); + + //Set it up + sParticle->m_flLifetime = 0.0f; + sParticle->m_flDieTime = m_nLifetime; + + sParticle->m_uchColor[0] = m_clrRender->r * cScale; + sParticle->m_uchColor[1] = m_clrRender->g * cScale; + sParticle->m_uchColor[2] = m_clrRender->b * cScale; + sParticle->m_uchStartAlpha = 255; + sParticle->m_uchEndAlpha = 0; + sParticle->m_uchStartSize = 1; + sParticle->m_uchEndSize = 0; + sParticle->m_flRollDelta = 0; + sParticle->m_flRoll = 0; + + //Set the velocity + Vector velocity; + + AngleVectors( GetAbsAngles(), &velocity ); + + sParticle->m_vecVelocity = velocity * m_nSpeed; + + sParticle->m_vecVelocity[0] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) ); + sParticle->m_vecVelocity[1] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) ); + sParticle->m_vecVelocity[2] += random->RandomFloat( -(m_nSpeed/8), (m_nSpeed/8) ); + + UpdateVisibility(); +} + +//----------------------------------------------------------------------------- +// Quadratic spline beam effect +//----------------------------------------------------------------------------- +#include "beamdraw.h" + +class C_QuadraticBeam : public C_BaseEntity +{ +public: + DECLARE_CLIENTCLASS(); + DECLARE_CLASS( C_QuadraticBeam, C_BaseEntity ); + + //virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual bool ShouldDraw( void ) { return true; } + virtual int DrawModel( int ); + + virtual void GetRenderBounds( Vector& mins, Vector& maxs ) + { + ClearBounds( mins, maxs ); + AddPointToBounds( vec3_origin, mins, maxs ); + AddPointToBounds( m_targetPosition, mins, maxs ); + AddPointToBounds( m_controlPosition, mins, maxs ); + mins -= GetRenderOrigin(); + maxs -= GetRenderOrigin(); + } + +protected: + + Vector m_targetPosition; + Vector m_controlPosition; + float m_scrollRate; + float m_flWidth; +}; + +//Receive datatable +IMPLEMENT_CLIENTCLASS_DT( C_QuadraticBeam, DT_QuadraticBeam, CEnvQuadraticBeam ) + RecvPropVector( RECVINFO(m_targetPosition) ), + RecvPropVector( RECVINFO(m_controlPosition) ), + RecvPropFloat( RECVINFO(m_scrollRate) ), + RecvPropFloat( RECVINFO(m_flWidth) ), +END_RECV_TABLE() + +Vector Color32ToVector( const color32 &color ) +{ + return Vector( color.r * (1.0/255.0f), color.g * (1.0/255.0f), color.b * (1.0/255.0f) ); +} + +int C_QuadraticBeam::DrawModel( int ) +{ + Draw_SetSpriteTexture( GetModel(), 0, GetRenderMode() ); + Vector color = Color32ToVector( GetRenderColor() ); + DrawBeamQuadratic( GetRenderOrigin(), m_controlPosition, m_targetPosition, m_flWidth, color, gpGlobals->curtime*m_scrollRate ); + return 1; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +class SnowFallEffect : public CSimpleEmitter +{ +public: + + SnowFallEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {} + static SnowFallEffect* Create( const char *pDebugName ) + { + return new SnowFallEffect( pDebugName ); + } + + void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) + { + float flSpeed = VectorNormalize( pParticle->m_vecVelocity ); + flSpeed -= timeDelta; + + pParticle->m_vecVelocity.x += RandomFloat( -0.025f, 0.025f ); + pParticle->m_vecVelocity.y += RandomFloat( -0.025f, 0.025f ); + VectorNormalize( pParticle->m_vecVelocity ); + + pParticle->m_vecVelocity *= flSpeed; + + Vector vecWindVelocity; + GetWindspeedAtTime( gpGlobals->curtime, vecWindVelocity ); + pParticle->m_vecVelocity += ( vecWindVelocity * r_SnowWindScale.GetFloat() ); + } + + void SimulateParticles( CParticleSimulateIterator *pIterator ) + { + float timeDelta = pIterator->GetTimeDelta(); + + SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst(); + while ( pParticle ) + { + //Update velocity + UpdateVelocity( pParticle, timeDelta ); + pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta; + + //Should this particle die? + pParticle->m_flLifetime += timeDelta; + UpdateRoll( pParticle, timeDelta ); + + if ( pParticle->m_flLifetime >= pParticle->m_flDieTime ) + { + pIterator->RemoveParticle( pParticle ); + } + else if ( !IsInAir( pParticle->m_Pos ) ) + { + pIterator->RemoveParticle( pParticle ); + } + + pParticle = (SimpleParticle*)pIterator->GetNext(); + } + } + + int GetParticleCount( void ) + { + return GetBinding().GetNumActiveParticles(); + } + + void SetBounds( const Vector &vecMin, const Vector &vecMax ) + { + GetBinding().SetBBox( vecMin, vecMax, true ); + } + + bool IsTransparent( void ) { return false; } + +private: + + SnowFallEffect( const SnowFallEffect & ); +}; + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +class CSnowFallManager : public C_BaseEntity +{ +public: + + CSnowFallManager(); + ~CSnowFallManager(); + + bool CreateEmitter( void ); + + void SpawnClientEntity( void ); + void ClientThink(); + + void AddSnowFallEntity( CClient_Precipitation *pSnowEntity ); + + // Snow Effect + enum + { + SNOWFALL_NONE = 0, + SNOWFALL_AROUND_PLAYER, + SNOWFALL_IN_ENTITY, + }; + + bool IsTransparent( void ) { return false; } + +private: + + bool CreateSnowFallEmitter( void ); + void CreateSnowFall( void ); + void CreateSnowFallParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale ); + void CreateOutsideVolumeSnowParticles( float flCurrentTime, float flRadius, float flZoomScale ); + void CreateInsideVolumeSnowParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale ); + void CreateSnowParticlesSphere( float flRadius ); + void CreateSnowParticlesRay( float flRadius, const Vector &vecEyePos, const Vector &vecForward ); + void CreateSnowFallParticle( const Vector &vecParticleSpawn, int iBBox ); + + int StandingInSnowVolume( Vector &vecPoint ); + void FindSnowVolumes( Vector &vecCenter, float flRadius, Vector &vecEyePos, Vector &vecForward ); + + void UpdateBounds( const Vector &vecSnowMin, const Vector &vecSnowMax ); + +private: + + enum { MAX_SNOW_PARTICLES = 500 }; + enum { MAX_SNOW_LIST = 32 }; + + TimedEvent m_tSnowFallParticleTimer; + TimedEvent m_tSnowFallParticleTraceTimer; + + int m_iSnowFallArea; + CSmartPtr<SnowFallEffect> m_pSnowFallEmitter; + Vector m_vecSnowFallEmitOrigin; + float m_flSnowRadius; + + Vector m_vecMin; + Vector m_vecMax; + + int m_nActiveSnowCount; + int m_aActiveSnow[MAX_SNOW_LIST]; + + bool m_bRayParticles; + + struct SnowFall_t + { + PMaterialHandle m_hMaterial; + CClient_Precipitation *m_pEntity; + SnowFallEffect *m_pEffect; + Vector m_vecMin; + Vector m_vecMax; + }; + + CUtlVector<SnowFall_t> m_aSnow; +}; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CSnowFallManager::CSnowFallManager( void ) +{ + m_iSnowFallArea = SNOWFALL_NONE; + m_pSnowFallEmitter = NULL; + m_vecSnowFallEmitOrigin.Init(); + m_flSnowRadius = 0.0f; + m_vecMin.Init( FLT_MAX, FLT_MAX, FLT_MAX ); + m_vecMax.Init( FLT_MIN, FLT_MIN, FLT_MIN ); + m_nActiveSnowCount = 0; + m_aSnow.Purge(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CSnowFallManager::~CSnowFallManager( void ) +{ + m_aSnow.Purge(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CSnowFallManager::CreateEmitter( void ) +{ + return CreateSnowFallEmitter(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CSnowFallManager::SpawnClientEntity( void ) +{ + m_tSnowFallParticleTimer.Init( 500 ); + m_tSnowFallParticleTraceTimer.Init( 6 ); + m_iSnowFallArea = SNOWFALL_NONE; + + // Have the Snow Fall Manager think for all the snow fall entities. + SetNextClientThink( CLIENT_THINK_ALWAYS ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CSnowFallManager::CreateSnowFallEmitter( void ) +{ + if ( ( m_pSnowFallEmitter = SnowFallEffect::Create( "snowfall" ) ) == NULL ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CSnowFallManager::ClientThink( void ) +{ + if ( !r_SnowEnable.GetBool() ) + return; + + // Make sure we have a snow fall emitter. + if ( !m_pSnowFallEmitter ) + { + if ( !CreateSnowFallEmitter() ) + return; + } + + CreateSnowFall(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pSnowEntity - +//----------------------------------------------------------------------------- +void CSnowFallManager::AddSnowFallEntity( CClient_Precipitation *pSnowEntity ) +{ + if ( !pSnowEntity ) + return; + + int nSnowCount = m_aSnow.Count(); + int iSnow = 0; + for ( iSnow = 0; iSnow < nSnowCount; ++iSnow ) + { + if ( m_aSnow[iSnow].m_pEntity == pSnowEntity ) + break; + } + + if ( iSnow != nSnowCount ) + return; + + iSnow = m_aSnow.AddToTail(); + m_aSnow[iSnow].m_pEntity = pSnowEntity; + m_aSnow[iSnow].m_pEffect = SnowFallEffect::Create( "snowfall" ); + m_aSnow[iSnow].m_hMaterial = ParticleMgr()->GetPMaterial( "particle/snow" ); + + VectorCopy( pSnowEntity->WorldAlignMins(), m_aSnow[iSnow].m_vecMin ); + VectorCopy( pSnowEntity->WorldAlignMaxs(), m_aSnow[iSnow].m_vecMax ); + + UpdateBounds( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CSnowFallManager::UpdateBounds( const Vector &vecSnowMin, const Vector &vecSnowMax ) +{ + int iAxis = 0; + for ( iAxis = 0; iAxis < 3; ++iAxis ) + { + if ( vecSnowMin[iAxis] < m_vecMin[iAxis] ) + { + m_vecMin[iAxis] = vecSnowMin[iAxis]; + } + + if ( vecSnowMax[iAxis] > m_vecMax[iAxis] ) + { + m_vecMax[iAxis] = vecSnowMax[iAxis]; + } + } + + Assert( m_pSnowFallEmitter ); + m_pSnowFallEmitter->SetBounds( m_vecMin, m_vecMax ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &vecPoint - +// Output : int +//----------------------------------------------------------------------------- +int CSnowFallManager::StandingInSnowVolume( Vector &vecPoint ) +{ + trace_t traceSnow; + + int nSnowCount = m_aSnow.Count(); + int iSnow = 0; + for ( iSnow = 0; iSnow < nSnowCount; ++iSnow ) + { + UTIL_TraceModel( vecPoint, vecPoint, vec3_origin, vec3_origin, static_cast<C_BaseEntity*>( m_aSnow[iSnow].m_pEntity ), COLLISION_GROUP_NONE, &traceSnow ); + if ( traceSnow.startsolid ) + return iSnow; + } + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &vecCenter - +// flRadius - +//----------------------------------------------------------------------------- +void CSnowFallManager::FindSnowVolumes( Vector &vecCenter, float flRadius, Vector &vecEyePos, Vector &vecForward ) +{ + // Reset. + m_nActiveSnowCount = 0; + m_bRayParticles = false; + + int nSnowCount = m_aSnow.Count(); + int iSnow = 0; + for ( iSnow = 0; iSnow < nSnowCount; ++iSnow ) + { + // Check to see if the volume is in the PVS. + bool bInPVS = g_pClientLeafSystem->IsRenderableInPVS( m_aSnow[iSnow].m_pEntity->GetClientRenderable() ); + if ( !bInPVS ) + continue; + + // Check to see if a snow volume is inside the given radius. + if ( IsBoxIntersectingSphere( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax, vecCenter, flRadius ) ) + { + m_aActiveSnow[m_nActiveSnowCount] = iSnow; + ++m_nActiveSnowCount; + if ( m_nActiveSnowCount >= MAX_SNOW_LIST ) + { + DevWarning( 1, "Max Active Snow Volume Count!\n" ); + break; + } + } + // Check to see if a snow volume is outside of the sphere radius, but is along line-of-sight. + else + { + CBaseTrace trace; + Vector vecNewForward; + vecNewForward = vecForward * r_SnowRayLength.GetFloat(); + vecNewForward.z = 0.0f; + IntersectRayWithBox( vecEyePos, vecNewForward, m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax, 0.325f, &trace ); + if ( trace.fraction < 1.0f ) + { + m_aActiveSnow[m_nActiveSnowCount] = iSnow; + ++m_nActiveSnowCount; + if ( m_nActiveSnowCount >= MAX_SNOW_LIST ) + { + DevWarning( 1, "Max Active Snow Volume Count!\n" ); + break; + } + + m_bRayParticles = true; + } + } + } + + // Debugging code! +#ifdef _DEBUG + if ( r_SnowDebugBox.GetFloat() != 0.0f ) + { + for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow ) + { + Vector vecCenter, vecMin, vecMax; + vecCenter = ( m_aSnow[iSnow].m_vecMin, m_aSnow[iSnow].m_vecMax ) * 0.5; + vecMin = m_aSnow[iSnow].m_vecMin - vecCenter; + vecMax = m_aSnow[iSnow].m_vecMax - vecCenter; + debugoverlay->AddBoxOverlay( vecCenter, vecMin, vecMax, QAngle( 0, 0, 0 ), 200, 0, 0, 25, r_SnowDebugBox.GetFloat() ); + } + } +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CSnowFallManager::CreateSnowFall( void ) +{ +#if 1 + VPROF_BUDGET( "SnowFall", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); +#endif + + // Check to see if we have a local player before starting the snow around a local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( pPlayer == NULL ) + return; + + // Get the current frame time. + float flCurrentTime = gpGlobals->frametime; + + // Get the players data to determine where the snow emitter should reside. + VectorCopy( pPlayer->EyePosition(), m_vecSnowFallEmitOrigin ); + Vector vecForward; + pPlayer->GetVectors( &vecForward, NULL, NULL ); + vecForward.z = 0.0f; + Vector vecVelocity = pPlayer->GetAbsVelocity(); + float flSpeed = VectorNormalize( vecVelocity ); + m_vecSnowFallEmitOrigin += ( vecForward * ( 64.0f + ( flSpeed * 0.4f * r_SnowPosScale.GetFloat() ) ) ); + m_vecSnowFallEmitOrigin += ( vecVelocity * ( flSpeed * 1.25f * r_SnowSpeedScale.GetFloat() ) ); + + // Check to see if the player is zoomed. + bool bZoomed = ( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() ); + float flZoomScale = 1.0f; + if ( bZoomed ) + { + flZoomScale = pPlayer->GetDefaultFOV() / pPlayer->GetFOV(); + flZoomScale *= 0.5f; + } + + // Time to test for a snow volume yet? (Only do this 6 times a second!) + if ( m_tSnowFallParticleTraceTimer.NextEvent( flCurrentTime ) ) + { + // Reset the active snow emitter. + m_iSnowFallArea = SNOWFALL_NONE; + + // Set the trace start and the emit origin. + Vector vecTraceStart; + VectorCopy( pPlayer->EyePosition(), vecTraceStart ); + + int iSnowVolume = StandingInSnowVolume( vecTraceStart ); + if ( iSnowVolume != -1 ) + { + m_flSnowRadius = r_SnowInsideRadius.GetFloat() + ( flSpeed * 0.5f ); + m_iSnowFallArea = SNOWFALL_AROUND_PLAYER; + } + else + { + m_flSnowRadius = r_SnowOutsideRadius.GetFloat(); + } + + float flRadius = m_flSnowRadius; + if ( bZoomed ) + { + if ( m_iSnowFallArea == SNOWFALL_AROUND_PLAYER ) + { + flRadius = r_SnowOutsideRadius.GetFloat() * flZoomScale; + } + else + { + flRadius *= flZoomScale; + } + } + + Vector vecEyePos = pPlayer->EyePosition(); + FindSnowVolumes( m_vecSnowFallEmitOrigin, flRadius, vecEyePos, vecForward ); + if ( m_nActiveSnowCount != 0 && m_iSnowFallArea != SNOWFALL_AROUND_PLAYER ) + { + // We found an active snow emitter. + m_iSnowFallArea = SNOWFALL_IN_ENTITY; + + } + } + + if ( m_iSnowFallArea == SNOWFALL_NONE ) + return; + + // Set the origin in the snow emitter. + m_pSnowFallEmitter->SetSortOrigin( m_vecSnowFallEmitOrigin ); + + // Create snow fall particles. + CreateSnowFallParticles( flCurrentTime, m_flSnowRadius, pPlayer->EyePosition(), vecForward, flZoomScale ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flCurrentTime - +// flRadius - +// &vecEyePos - +// &vecForward - +// flZoomScale - +//----------------------------------------------------------------------------- +void CSnowFallManager::CreateSnowFallParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale ) + { + // Outside of a snow volume. + if ( m_iSnowFallArea == SNOWFALL_IN_ENTITY ) + { + CreateOutsideVolumeSnowParticles( flCurrentTime, flRadius, flZoomScale ); + } + // Inside of a snow volume. + else + { + CreateInsideVolumeSnowParticles( flCurrentTime, flRadius, vecEyePos, vecForward, flZoomScale ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flCurrentTime - +// flRadius - +// flZoomScale - +//----------------------------------------------------------------------------- +void CSnowFallManager::CreateOutsideVolumeSnowParticles( float flCurrentTime, float flRadius, float flZoomScale ) +{ + Vector vecParticleSpawn; + + // Outside of a snow volume. + int iSnow = 0; + float flRadiusScaled = flRadius * flZoomScale; + float flRadius2 = flRadiusScaled * flRadiusScaled; + + // Add as many particles as we need + while ( m_tSnowFallParticleTimer.NextEvent( flCurrentTime ) ) + { + // Check for a max particle count. + if ( m_pSnowFallEmitter->GetParticleCount() >= r_SnowParticles.GetInt() ) + continue; + + vecParticleSpawn.x = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ); + vecParticleSpawn.y = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ); + vecParticleSpawn.z = RandomFloat( m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z, m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ); + + float flDistance2 = ( m_vecSnowFallEmitOrigin - vecParticleSpawn ).LengthSqr(); + if ( flDistance2 < flRadius2 ) + { + CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] ); + } + + iSnow = ( iSnow + 1 ) % m_nActiveSnowCount; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flCurrentTime - +// flRadius - +// &vecEyePos - +// &vecForward - +// flZoomScale - +//----------------------------------------------------------------------------- +void CSnowFallManager::CreateInsideVolumeSnowParticles( float flCurrentTime, float flRadius, const Vector &vecEyePos, const Vector &vecForward, float flZoomScale ) +{ + Vector vecParticleSpawn; + + // Check/Setup for zoom. + bool bZoomed = ( flZoomScale > 1.0f ); + float flZoomRadius = 0.0f; + Vector vecZoomEmitOrigin; + if ( bZoomed ) + { + vecZoomEmitOrigin = m_vecSnowFallEmitOrigin + ( vecForward * ( r_SnowZoomOffset.GetFloat() * flZoomScale ) ); + flZoomRadius = flRadius * flZoomScale; + } + + int iIndex = 0; + + // Add as many particles as we need + while ( m_tSnowFallParticleTimer.NextEvent( flCurrentTime ) ) + { + // Check for a max particle count. + if ( m_pSnowFallEmitter->GetParticleCount() >= r_SnowParticles.GetInt() ) + continue; + + // Create particle inside of sphere. + if ( iIndex > 0 ) + { + CreateSnowParticlesSphere( flZoomRadius ); + CreateSnowParticlesRay( flZoomRadius, vecEyePos, vecForward ); + } + else + { + CreateSnowParticlesSphere( flRadius ); + CreateSnowParticlesRay( flRadius, vecEyePos, vecForward ); + } + + // Increment if zoomed. + if ( bZoomed ) + { + iIndex = ( iIndex + 1 ) % 3; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flRadius - +//----------------------------------------------------------------------------- +void CSnowFallManager::CreateSnowParticlesSphere( float flRadius ) +{ + Vector vecParticleSpawn; + + vecParticleSpawn.x = m_vecSnowFallEmitOrigin.x + RandomFloat( -flRadius, flRadius ); + vecParticleSpawn.y = m_vecSnowFallEmitOrigin.y + RandomFloat( -flRadius, flRadius ); + vecParticleSpawn.z = m_vecSnowFallEmitOrigin.z + RandomFloat( -flRadius, flRadius ); + + int iSnow = 0; + for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow ) + { + if ( ( vecParticleSpawn.x < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x ) || ( vecParticleSpawn.x > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ) ) + continue; + if ( ( vecParticleSpawn.y < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y ) || ( vecParticleSpawn.y > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ) ) + continue; + if ( ( vecParticleSpawn.z < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z ) || ( vecParticleSpawn.z > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ) ) + continue; + + break; + } + + if ( iSnow == m_nActiveSnowCount ) + return; + + CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &vecEyePos - +// &vecForward - +//----------------------------------------------------------------------------- +void CSnowFallManager::CreateSnowParticlesRay( float flRadius, const Vector &vecEyePos, const Vector &vecForward ) +{ + // Check to see if we should create particles along line-of-sight. + if ( !m_bRayParticles && r_SnowRayEnable.GetBool() ) + return; + + Vector vecParticleSpawn; + + // Create a particle down the player's view beyond the radius. + float flRayRadius = r_SnowRayRadius.GetFloat(); + + Vector vecNewForward; + vecNewForward = vecForward * RandomFloat( flRadius, r_SnowRayLength.GetFloat() ); + + vecParticleSpawn.x = vecEyePos.x + vecNewForward.x; + vecParticleSpawn.y = vecEyePos.y + vecNewForward.y; + vecParticleSpawn.z = vecEyePos.z + RandomFloat( 72, flRayRadius ); + vecParticleSpawn.x += RandomFloat( -flRayRadius, flRayRadius ); + vecParticleSpawn.y += RandomFloat( -flRayRadius, flRayRadius ); + + int iSnow = 0; + for ( iSnow = 0; iSnow < m_nActiveSnowCount; ++iSnow ) + { + if ( ( vecParticleSpawn.x < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.x ) || ( vecParticleSpawn.x > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.x ) ) + continue; + if ( ( vecParticleSpawn.y < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.y ) || ( vecParticleSpawn.y > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.y ) ) + continue; + if ( ( vecParticleSpawn.z < m_aSnow[m_aActiveSnow[iSnow]].m_vecMin.z ) || ( vecParticleSpawn.z > m_aSnow[m_aActiveSnow[iSnow]].m_vecMax.z ) ) + continue; + + break; + } + + if ( iSnow == m_nActiveSnowCount ) + return; + + CreateSnowFallParticle( vecParticleSpawn, m_aActiveSnow[iSnow] ); +} + +void CSnowFallManager::CreateSnowFallParticle( const Vector &vecParticleSpawn, int iSnow ) +{ + SimpleParticle *pParticle = ( SimpleParticle* )m_pSnowFallEmitter->AddParticle( sizeof( SimpleParticle ), m_aSnow[iSnow].m_hMaterial, vecParticleSpawn ); + if ( pParticle == NULL ) + return; + + pParticle->m_flLifetime = 0.0f; + pParticle->m_vecVelocity = Vector( RandomFloat( -5.0f, 5.0f ), RandomFloat( -5.0f, 5.0f ), ( RandomFloat( -25, -35 ) * r_SnowFallSpeed.GetFloat() ) ); + pParticle->m_flDieTime = fabs( ( vecParticleSpawn.z - m_aSnow[iSnow].m_vecMin.z ) / ( pParticle->m_vecVelocity.z - 0.1 ) ); + + // Probably want to put the color in the snow entity. +// pParticle->m_uchColor[0] = 150;//color; +// pParticle->m_uchColor[1] = 175;//color; +// pParticle->m_uchColor[2] = 200;//color; + pParticle->m_uchColor[0] = r_SnowColorRed.GetInt(); + pParticle->m_uchColor[1] = r_SnowColorGreen.GetInt(); + pParticle->m_uchColor[2] = r_SnowColorBlue.GetInt(); + + pParticle->m_uchStartSize = r_SnowStartSize.GetInt(); + pParticle->m_uchEndSize = r_SnowEndSize.GetInt(); + +// pParticle->m_uchStartAlpha = 255; + pParticle->m_uchStartAlpha = r_SnowStartAlpha.GetInt(); + pParticle->m_uchEndAlpha = r_SnowEndAlpha.GetInt(); + + pParticle->m_flRoll = random->RandomInt( 0, 360 ); + pParticle->m_flRollDelta = random->RandomFloat( -0.15f, 0.15f ); + + pParticle->m_iFlags = SIMPLE_PARTICLE_FLAG_WINDBLOWN; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity ) +{ + if ( !s_pSnowFallMgr ) + { + s_pSnowFallMgr = new CSnowFallManager(); + s_pSnowFallMgr->CreateEmitter(); + s_pSnowFallMgr->InitializeAsClientEntity( NULL, RENDER_GROUP_OTHER ); + if ( !s_pSnowFallMgr ) + return false; + } + + s_pSnowFallMgr->AddSnowFallEntity( pSnowEntity ); + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void SnowFallManagerDestroy( void ) +{ + if ( s_pSnowFallMgr ) + { + delete s_pSnowFallMgr; + s_pSnowFallMgr = NULL; + } +} |