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_smokestack.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_smokestack.cpp')
| -rw-r--r-- | mp/src/game/client/c_smokestack.cpp | 1008 |
1 files changed, 504 insertions, 504 deletions
diff --git a/mp/src/game/client/c_smokestack.cpp b/mp/src/game/client/c_smokestack.cpp index 2065da52..2c66dcf5 100644 --- a/mp/src/game/client/c_smokestack.cpp +++ b/mp/src/game/client/c_smokestack.cpp @@ -1,504 +1,504 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Implements a particle system steam jet.
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "particle_prototype.h"
-#include "baseparticleentity.h"
-#include "particles_simple.h"
-#include "filesystem.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#ifdef HL2_EPISODIC
- #define SMOKESTACK_MAX_MATERIALS 8
-#else
- #define SMOKESTACK_MAX_MATERIALS 1
-#endif
-
-//==================================================
-// C_SmokeStack
-//==================================================
-
-class C_SmokeStack : public C_BaseParticleEntity, public IPrototypeAppEffect
-{
-public:
- DECLARE_CLIENTCLASS();
- DECLARE_CLASS( C_SmokeStack, C_BaseParticleEntity );
-
- C_SmokeStack();
- ~C_SmokeStack();
-
- class SmokeStackParticle : public Particle
- {
- public:
- Vector m_Velocity;
- Vector m_vAccel;
- float m_Lifetime;
- float m_flAngle;
- float m_flRollDelta;
- float m_flSortPos;
- };
-
-//C_BaseEntity
-public:
- virtual void OnDataChanged( DataUpdateType_t updateType );
- virtual void ClientThink();
-
-//IPrototypeAppEffect
-public:
- virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
- virtual bool GetPropEditInfo(RecvTable **ppTable, void **ppObj);
-
-
-//IParticleEffect
-public:
- virtual void Update(float fTimeDelta);
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
- virtual void StartRender( VMatrix &effectMatrix );
-
-
-private:
-
- void QueueLightParametersInRenderer();
-
-
-//Stuff from the datatable
-public:
-
- CParticleSphereRenderer m_Renderer;
-
- float m_SpreadSpeed;
- float m_Speed;
- float m_StartSize;
- float m_EndSize;
- float m_Rate;
- float m_JetLength; // Length of the jet. Lifetime is derived from this.
-
- int m_bEmit; // Emit particles?
- float m_flBaseSpread;
-
- class CLightInfo
- {
- public:
- Vector m_vPos;
- Vector m_vColor;
- float m_flIntensity;
- };
-
- // Note: there are two ways the directional light can be specified. The default is to use
- // DirLightColor and a default dirlight source (from above or below).
- // In this case, m_DirLight.m_vPos and m_DirLight.m_flIntensity are ignored.
- //
- // The other is to attach a directional env_particlelight to us.
- // In this case, m_DirLightSource is ignored and all the m_DirLight parameters are used.
- CParticleLightInfo m_AmbientLight;
- CParticleLightInfo m_DirLight;
-
- Vector m_vBaseColor;
-
- Vector m_vWind;
- float m_flTwist;
- int m_iMaterialModel;
-
-private:
- C_SmokeStack( const C_SmokeStack & );
-
- float m_TwistMat[2][2];
- int m_bTwist;
-
- float m_flAlphaScale;
- float m_InvLifetime; // Calculated from m_JetLength / m_Speed;
-
- CParticleMgr *m_pParticleMgr;
- PMaterialHandle m_MaterialHandle[SMOKESTACK_MAX_MATERIALS];
- TimedEvent m_ParticleSpawn;
- int m_iMaxFrames;
- bool m_bInView;
- float m_flRollSpeed;
-};
-
-
-// ------------------------------------------------------------------------- //
-// Tables.
-// ------------------------------------------------------------------------- //
-
-// Expose to the particle app.
-EXPOSE_PROTOTYPE_EFFECT(SmokeStack, C_SmokeStack);
-
-
-IMPLEMENT_CLIENTCLASS_DT(C_SmokeStack, DT_SmokeStack, CSmokeStack)
- RecvPropFloat(RECVINFO(m_SpreadSpeed), 0),
- RecvPropFloat(RECVINFO(m_Speed), 0),
- RecvPropFloat(RECVINFO(m_StartSize), 0),
- RecvPropFloat(RECVINFO(m_EndSize), 0),
- RecvPropFloat(RECVINFO(m_Rate), 0),
- RecvPropFloat(RECVINFO(m_JetLength), 0),
- RecvPropInt(RECVINFO(m_bEmit), 0),
- RecvPropFloat(RECVINFO(m_flBaseSpread)),
- RecvPropFloat(RECVINFO(m_flTwist)),
- RecvPropFloat(RECVINFO(m_flRollSpeed )),
- RecvPropIntWithMinusOneFlag( RECVINFO( m_iMaterialModel ) ),
-
- RecvPropVector( RECVINFO(m_AmbientLight.m_vPos) ),
- RecvPropVector( RECVINFO(m_AmbientLight.m_vColor) ),
- RecvPropFloat( RECVINFO(m_AmbientLight.m_flIntensity) ),
-
- RecvPropVector( RECVINFO(m_DirLight.m_vPos) ),
- RecvPropVector( RECVINFO(m_DirLight.m_vColor) ),
- RecvPropFloat( RECVINFO(m_DirLight.m_flIntensity) ),
-
- RecvPropVector(RECVINFO(m_vWind))
-END_RECV_TABLE()
-
-
-
-// ------------------------------------------------------------------------- //
-// C_SmokeStack implementation.
-// ------------------------------------------------------------------------- //
-C_SmokeStack::C_SmokeStack()
-{
- m_pParticleMgr = NULL;
- m_MaterialHandle[0] = INVALID_MATERIAL_HANDLE;
- m_iMaterialModel = -1;
-
- m_SpreadSpeed = 15;
- m_Speed = 30;
- m_StartSize = 10;
- m_EndSize = 15;
- m_Rate = 80;
- m_JetLength = 180;
- m_bEmit = true;
-
- m_flBaseSpread = 20;
- m_bInView = false;
-
- // Lighting is (base color) + (ambient / dist^2) + bump(directional / dist^2)
- // By default, we use bottom-up lighting for the directional.
- SetRenderColor( 0, 0, 0, 255 );
-
- m_AmbientLight.m_vPos.Init(0,0,-100);
- m_AmbientLight.m_vColor.Init( 40, 40, 40 );
- m_AmbientLight.m_flIntensity = 8000;
-
- m_DirLight.m_vColor.Init( 255, 128, 0 );
-
- m_vWind.Init();
-
- m_flTwist = 0;
-}
-
-
-C_SmokeStack::~C_SmokeStack()
-{
- if(m_pParticleMgr)
- m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Called after a data update has occured
-// Input : bnewentity -
-//-----------------------------------------------------------------------------
-void C_SmokeStack::OnDataChanged(DataUpdateType_t updateType)
-{
- C_BaseEntity::OnDataChanged(updateType);
-
- if(updateType == DATA_UPDATE_CREATED)
- {
- Start(ParticleMgr(), NULL);
- }
-
- // Recalulate lifetime in case length or speed changed.
- m_InvLifetime = m_Speed / m_JetLength;
-}
-
-
-static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
-
-//-----------------------------------------------------------------------------
-// Purpose: Starts the effect
-// Input : *pParticleMgr -
-// *pArgs -
-//-----------------------------------------------------------------------------
-void C_SmokeStack::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
-{
- pParticleMgr->AddEffect( &m_ParticleEffect, this );
-
- // Figure out the material name.
- char str[512] = "unset_material";
- const model_t *pModel = modelinfo->GetModel( m_iMaterialModel );
- if ( pModel )
- {
- Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) );
-
- // Get rid of the extension because the material system doesn't want it.
- char *pExt = Q_stristr( str, ".vmt" );
- if ( pExt )
- pExt[0] = 0;
- }
-
- m_MaterialHandle[0] = m_ParticleEffect.FindOrAddMaterial( str );
-
-#ifdef HL2_EPISODIC
- int iCount = 1;
- char szNames[512];
-
- int iLength = Q_strlen( str );
- str[iLength-1] = '\0';
-
- Q_snprintf( szNames, sizeof( szNames ), "%s%d.vmt", str, iCount );
-
- while ( filesystem->FileExists( VarArgs( "materials/%s", szNames ) ) && iCount < SMOKESTACK_MAX_MATERIALS )
- {
- char *pExt = Q_stristr( szNames, ".vmt" );
- if ( pExt )
- pExt[0] = 0;
-
- m_MaterialHandle[iCount] = m_ParticleEffect.FindOrAddMaterial( szNames );
- iCount++;
- }
-
- m_iMaxFrames = iCount-1;
-
- m_ParticleSpawn.Init( mat_reduceparticles.GetBool() ? m_Rate / 4 : m_Rate ); // Obey mat_reduceparticles in episodic
-#else
- m_ParticleSpawn.Init( m_Rate );
-#endif
-
- m_InvLifetime = m_Speed / m_JetLength;
-
- m_pParticleMgr = pParticleMgr;
-
- // Figure out how we need to draw.
- IMaterial *pMaterial = pParticleMgr->PMaterialToIMaterial( m_MaterialHandle[0] );
- if( pMaterial )
- {
- m_Renderer.Init( pParticleMgr, pMaterial );
- }
-
- QueueLightParametersInRenderer();
-
- // For the first N seconds, always simulate so it can build up the smokestack.
- // Afterwards, we set it to freeze when it's not being rendered.
- m_ParticleEffect.SetAlwaysSimulate( true );
- SetNextClientThink( gpGlobals->curtime + 5 );
-}
-
-
-void C_SmokeStack::ClientThink()
-{
- m_ParticleEffect.SetAlwaysSimulate( false );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : **ppTable -
-// **ppObj -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool C_SmokeStack::GetPropEditInfo( RecvTable **ppTable, void **ppObj )
-{
- *ppTable = &REFERENCE_RECV_TABLE(DT_SmokeStack);
- *ppObj = this;
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : fTimeDelta -
-//-----------------------------------------------------------------------------
-void C_SmokeStack::Update(float fTimeDelta)
-{
- if( !m_pParticleMgr )
- {
- assert(false);
- return;
- }
-
- // Don't spawn particles unless we're visible.
- if( m_bEmit && (m_ParticleEffect.WasDrawnPrevFrame() || m_ParticleEffect.GetAlwaysSimulate()) )
- {
- // Add new particles.
- Vector forward, right, up;
- AngleVectors(GetAbsAngles(), &forward, &right, &up);
-
- float tempDelta = fTimeDelta;
- while(m_ParticleSpawn.NextEvent(tempDelta))
- {
- int iRandomFrame = random->RandomInt( 0, m_iMaxFrames );
-
-#ifndef HL2_EPISODIC
- iRandomFrame = 0;
-#endif
-
- // Make a new particle.
- if(SmokeStackParticle *pParticle = (SmokeStackParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeStackParticle), m_MaterialHandle[iRandomFrame]))
- {
- float angle = FRand( 0, 2.0f*M_PI_F );
-
- pParticle->m_Pos = GetAbsOrigin() +
- right * (cos( angle ) * m_flBaseSpread) +
- forward * (sin( angle ) * m_flBaseSpread);
-
- pParticle->m_Velocity =
- FRand(-m_SpreadSpeed,m_SpreadSpeed) * right +
- FRand(-m_SpreadSpeed,m_SpreadSpeed) * forward +
- m_Speed * up;
-
- pParticle->m_vAccel = m_vWind;
- pParticle->m_Lifetime = 0;
- pParticle->m_flAngle = 0.0f;
-
-#ifdef HL2_EPISODIC
- pParticle->m_flAngle = RandomFloat( 0, 360 );
-#endif
- pParticle->m_flRollDelta = random->RandomFloat( -m_flRollSpeed, m_flRollSpeed );
- pParticle->m_flSortPos = pParticle->m_Pos.z;
- }
- }
- }
-
- // Setup the twist matrix.
- float flTwist = (m_flTwist * (M_PI_F * 2.f) / 360.0f) * Helper_GetFrameTime();
- if( ( m_bTwist = !!flTwist ) )
- {
- m_TwistMat[0][0] = cos(flTwist);
- m_TwistMat[0][1] = sin(flTwist);
- m_TwistMat[1][0] = -sin(flTwist);
- m_TwistMat[1][1] = cos(flTwist);
- }
-
- QueueLightParametersInRenderer();
-}
-
-
-void C_SmokeStack::StartRender( VMatrix &effectMatrix )
-{
- m_Renderer.StartRender( effectMatrix );
-}
-
-
-void C_SmokeStack::QueueLightParametersInRenderer()
-{
- m_Renderer.SetBaseColor( Vector( m_clrRender->r / 255.0f, m_clrRender->g / 255.0f, m_clrRender->b / 255.0f ) );
- m_Renderer.SetAmbientLight( m_AmbientLight );
- m_Renderer.SetDirectionalLight( m_DirLight );
- m_flAlphaScale = (float)m_clrRender->a;
-}
-
-
-void C_SmokeStack::RenderParticles( CParticleRenderIterator *pIterator )
-{
- const SmokeStackParticle *pParticle = (const SmokeStackParticle*)pIterator->GetFirst();
- while ( pParticle )
- {
- // Transform.
- Vector tPos;
- TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos );
-
- // Figure out its alpha. Squaring it after it gets halfway through its lifetime
- // makes it get translucent and fade out for a longer time.
- //float alpha = cosf( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f;
- float tLifetime = pParticle->m_Lifetime * m_InvLifetime;
- float alpha = TableCos( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f;
- if( tLifetime > 0.5f )
- alpha *= alpha;
-
- m_Renderer.RenderParticle(
- pIterator->GetParticleDraw(),
- pParticle->m_Pos,
- tPos,
- alpha * m_flAlphaScale,
- FLerp(m_StartSize, m_EndSize, tLifetime),
- DEG2RAD( pParticle->m_flAngle )
- );
-
- pParticle = (const SmokeStackParticle*)pIterator->GetNext( pParticle->m_flSortPos );
- }
-}
-
-
-void C_SmokeStack::SimulateParticles( CParticleSimulateIterator *pIterator )
-{
- bool bSortNow = true; // Change this to false if we see sorting issues.
- bool bQuickTest = false;
-
- bool bDrawn = m_ParticleEffect.WasDrawnPrevFrame();
-
- if ( bDrawn == true && m_bInView == false )
- {
- bSortNow = true;
- }
-
- if ( bDrawn == false && m_bInView == true )
- {
- bQuickTest = true;
- }
-
-#ifndef HL2_EPISODIC
- bQuickTest = false;
- bSortNow = true;
-#endif
-
- if( bQuickTest == false && m_bEmit && (!m_ParticleEffect.WasDrawnPrevFrame() && !m_ParticleEffect.GetAlwaysSimulate()) )
- return;
-
- SmokeStackParticle *pParticle = (SmokeStackParticle*)pIterator->GetFirst();
- while ( pParticle )
- {
- // Should this particle die?
- pParticle->m_Lifetime += pIterator->GetTimeDelta();
-
- float tLifetime = pParticle->m_Lifetime * m_InvLifetime;
- if( tLifetime >= 1 )
- {
- pIterator->RemoveParticle( pParticle );
- }
- else
- {
- // Transform.
- Vector tPos;
- if( m_bTwist )
- {
- Vector vTwist(
- pParticle->m_Pos.x - GetAbsOrigin().x,
- pParticle->m_Pos.y - GetAbsOrigin().y,
- 0);
-
- pParticle->m_Pos.x = vTwist.x * m_TwistMat[0][0] + vTwist.y * m_TwistMat[0][1] + GetAbsOrigin().x;
- pParticle->m_Pos.y = vTwist.x * m_TwistMat[1][0] + vTwist.y * m_TwistMat[1][1] + GetAbsOrigin().y;
- }
-
-#ifndef HL2_EPISODIC
- pParticle->m_Pos = pParticle->m_Pos +
- pParticle->m_Velocity * pIterator->GetTimeDelta() +
- pParticle->m_vAccel * (0.5f * pIterator->GetTimeDelta() * pIterator->GetTimeDelta());
-
- pParticle->m_Velocity += pParticle->m_vAccel * pIterator->GetTimeDelta();
-#else
- pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta() + pParticle->m_vAccel * pIterator->GetTimeDelta();
-#endif
-
- pParticle->m_flAngle += pParticle->m_flRollDelta * pIterator->GetTimeDelta();
-
- if ( bSortNow == true )
- {
- Vector tPos;
- TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos );
- pParticle->m_flSortPos = tPos.z;
- }
- }
-
- pParticle = (SmokeStackParticle*)pIterator->GetNext();
- }
-
- m_bInView = bDrawn;
-}
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Implements a particle system steam jet. +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "particle_prototype.h" +#include "baseparticleentity.h" +#include "particles_simple.h" +#include "filesystem.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#ifdef HL2_EPISODIC + #define SMOKESTACK_MAX_MATERIALS 8 +#else + #define SMOKESTACK_MAX_MATERIALS 1 +#endif + +//================================================== +// C_SmokeStack +//================================================== + +class C_SmokeStack : public C_BaseParticleEntity, public IPrototypeAppEffect +{ +public: + DECLARE_CLIENTCLASS(); + DECLARE_CLASS( C_SmokeStack, C_BaseParticleEntity ); + + C_SmokeStack(); + ~C_SmokeStack(); + + class SmokeStackParticle : public Particle + { + public: + Vector m_Velocity; + Vector m_vAccel; + float m_Lifetime; + float m_flAngle; + float m_flRollDelta; + float m_flSortPos; + }; + +//C_BaseEntity +public: + virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual void ClientThink(); + +//IPrototypeAppEffect +public: + virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); + virtual bool GetPropEditInfo(RecvTable **ppTable, void **ppObj); + + +//IParticleEffect +public: + virtual void Update(float fTimeDelta); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + virtual void StartRender( VMatrix &effectMatrix ); + + +private: + + void QueueLightParametersInRenderer(); + + +//Stuff from the datatable +public: + + CParticleSphereRenderer m_Renderer; + + float m_SpreadSpeed; + float m_Speed; + float m_StartSize; + float m_EndSize; + float m_Rate; + float m_JetLength; // Length of the jet. Lifetime is derived from this. + + int m_bEmit; // Emit particles? + float m_flBaseSpread; + + class CLightInfo + { + public: + Vector m_vPos; + Vector m_vColor; + float m_flIntensity; + }; + + // Note: there are two ways the directional light can be specified. The default is to use + // DirLightColor and a default dirlight source (from above or below). + // In this case, m_DirLight.m_vPos and m_DirLight.m_flIntensity are ignored. + // + // The other is to attach a directional env_particlelight to us. + // In this case, m_DirLightSource is ignored and all the m_DirLight parameters are used. + CParticleLightInfo m_AmbientLight; + CParticleLightInfo m_DirLight; + + Vector m_vBaseColor; + + Vector m_vWind; + float m_flTwist; + int m_iMaterialModel; + +private: + C_SmokeStack( const C_SmokeStack & ); + + float m_TwistMat[2][2]; + int m_bTwist; + + float m_flAlphaScale; + float m_InvLifetime; // Calculated from m_JetLength / m_Speed; + + CParticleMgr *m_pParticleMgr; + PMaterialHandle m_MaterialHandle[SMOKESTACK_MAX_MATERIALS]; + TimedEvent m_ParticleSpawn; + int m_iMaxFrames; + bool m_bInView; + float m_flRollSpeed; +}; + + +// ------------------------------------------------------------------------- // +// Tables. +// ------------------------------------------------------------------------- // + +// Expose to the particle app. +EXPOSE_PROTOTYPE_EFFECT(SmokeStack, C_SmokeStack); + + +IMPLEMENT_CLIENTCLASS_DT(C_SmokeStack, DT_SmokeStack, CSmokeStack) + RecvPropFloat(RECVINFO(m_SpreadSpeed), 0), + RecvPropFloat(RECVINFO(m_Speed), 0), + RecvPropFloat(RECVINFO(m_StartSize), 0), + RecvPropFloat(RECVINFO(m_EndSize), 0), + RecvPropFloat(RECVINFO(m_Rate), 0), + RecvPropFloat(RECVINFO(m_JetLength), 0), + RecvPropInt(RECVINFO(m_bEmit), 0), + RecvPropFloat(RECVINFO(m_flBaseSpread)), + RecvPropFloat(RECVINFO(m_flTwist)), + RecvPropFloat(RECVINFO(m_flRollSpeed )), + RecvPropIntWithMinusOneFlag( RECVINFO( m_iMaterialModel ) ), + + RecvPropVector( RECVINFO(m_AmbientLight.m_vPos) ), + RecvPropVector( RECVINFO(m_AmbientLight.m_vColor) ), + RecvPropFloat( RECVINFO(m_AmbientLight.m_flIntensity) ), + + RecvPropVector( RECVINFO(m_DirLight.m_vPos) ), + RecvPropVector( RECVINFO(m_DirLight.m_vColor) ), + RecvPropFloat( RECVINFO(m_DirLight.m_flIntensity) ), + + RecvPropVector(RECVINFO(m_vWind)) +END_RECV_TABLE() + + + +// ------------------------------------------------------------------------- // +// C_SmokeStack implementation. +// ------------------------------------------------------------------------- // +C_SmokeStack::C_SmokeStack() +{ + m_pParticleMgr = NULL; + m_MaterialHandle[0] = INVALID_MATERIAL_HANDLE; + m_iMaterialModel = -1; + + m_SpreadSpeed = 15; + m_Speed = 30; + m_StartSize = 10; + m_EndSize = 15; + m_Rate = 80; + m_JetLength = 180; + m_bEmit = true; + + m_flBaseSpread = 20; + m_bInView = false; + + // Lighting is (base color) + (ambient / dist^2) + bump(directional / dist^2) + // By default, we use bottom-up lighting for the directional. + SetRenderColor( 0, 0, 0, 255 ); + + m_AmbientLight.m_vPos.Init(0,0,-100); + m_AmbientLight.m_vColor.Init( 40, 40, 40 ); + m_AmbientLight.m_flIntensity = 8000; + + m_DirLight.m_vColor.Init( 255, 128, 0 ); + + m_vWind.Init(); + + m_flTwist = 0; +} + + +C_SmokeStack::~C_SmokeStack() +{ + if(m_pParticleMgr) + m_pParticleMgr->RemoveEffect( &m_ParticleEffect ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Called after a data update has occured +// Input : bnewentity - +//----------------------------------------------------------------------------- +void C_SmokeStack::OnDataChanged(DataUpdateType_t updateType) +{ + C_BaseEntity::OnDataChanged(updateType); + + if(updateType == DATA_UPDATE_CREATED) + { + Start(ParticleMgr(), NULL); + } + + // Recalulate lifetime in case length or speed changed. + m_InvLifetime = m_Speed / m_JetLength; +} + + +static ConVar mat_reduceparticles( "mat_reduceparticles", "0" ); + +//----------------------------------------------------------------------------- +// Purpose: Starts the effect +// Input : *pParticleMgr - +// *pArgs - +//----------------------------------------------------------------------------- +void C_SmokeStack::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs) +{ + pParticleMgr->AddEffect( &m_ParticleEffect, this ); + + // Figure out the material name. + char str[512] = "unset_material"; + const model_t *pModel = modelinfo->GetModel( m_iMaterialModel ); + if ( pModel ) + { + Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) ); + + // Get rid of the extension because the material system doesn't want it. + char *pExt = Q_stristr( str, ".vmt" ); + if ( pExt ) + pExt[0] = 0; + } + + m_MaterialHandle[0] = m_ParticleEffect.FindOrAddMaterial( str ); + +#ifdef HL2_EPISODIC + int iCount = 1; + char szNames[512]; + + int iLength = Q_strlen( str ); + str[iLength-1] = '\0'; + + Q_snprintf( szNames, sizeof( szNames ), "%s%d.vmt", str, iCount ); + + while ( filesystem->FileExists( VarArgs( "materials/%s", szNames ) ) && iCount < SMOKESTACK_MAX_MATERIALS ) + { + char *pExt = Q_stristr( szNames, ".vmt" ); + if ( pExt ) + pExt[0] = 0; + + m_MaterialHandle[iCount] = m_ParticleEffect.FindOrAddMaterial( szNames ); + iCount++; + } + + m_iMaxFrames = iCount-1; + + m_ParticleSpawn.Init( mat_reduceparticles.GetBool() ? m_Rate / 4 : m_Rate ); // Obey mat_reduceparticles in episodic +#else + m_ParticleSpawn.Init( m_Rate ); +#endif + + m_InvLifetime = m_Speed / m_JetLength; + + m_pParticleMgr = pParticleMgr; + + // Figure out how we need to draw. + IMaterial *pMaterial = pParticleMgr->PMaterialToIMaterial( m_MaterialHandle[0] ); + if( pMaterial ) + { + m_Renderer.Init( pParticleMgr, pMaterial ); + } + + QueueLightParametersInRenderer(); + + // For the first N seconds, always simulate so it can build up the smokestack. + // Afterwards, we set it to freeze when it's not being rendered. + m_ParticleEffect.SetAlwaysSimulate( true ); + SetNextClientThink( gpGlobals->curtime + 5 ); +} + + +void C_SmokeStack::ClientThink() +{ + m_ParticleEffect.SetAlwaysSimulate( false ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : **ppTable - +// **ppObj - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool C_SmokeStack::GetPropEditInfo( RecvTable **ppTable, void **ppObj ) +{ + *ppTable = &REFERENCE_RECV_TABLE(DT_SmokeStack); + *ppObj = this; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : fTimeDelta - +//----------------------------------------------------------------------------- +void C_SmokeStack::Update(float fTimeDelta) +{ + if( !m_pParticleMgr ) + { + assert(false); + return; + } + + // Don't spawn particles unless we're visible. + if( m_bEmit && (m_ParticleEffect.WasDrawnPrevFrame() || m_ParticleEffect.GetAlwaysSimulate()) ) + { + // Add new particles. + Vector forward, right, up; + AngleVectors(GetAbsAngles(), &forward, &right, &up); + + float tempDelta = fTimeDelta; + while(m_ParticleSpawn.NextEvent(tempDelta)) + { + int iRandomFrame = random->RandomInt( 0, m_iMaxFrames ); + +#ifndef HL2_EPISODIC + iRandomFrame = 0; +#endif + + // Make a new particle. + if(SmokeStackParticle *pParticle = (SmokeStackParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeStackParticle), m_MaterialHandle[iRandomFrame])) + { + float angle = FRand( 0, 2.0f*M_PI_F ); + + pParticle->m_Pos = GetAbsOrigin() + + right * (cos( angle ) * m_flBaseSpread) + + forward * (sin( angle ) * m_flBaseSpread); + + pParticle->m_Velocity = + FRand(-m_SpreadSpeed,m_SpreadSpeed) * right + + FRand(-m_SpreadSpeed,m_SpreadSpeed) * forward + + m_Speed * up; + + pParticle->m_vAccel = m_vWind; + pParticle->m_Lifetime = 0; + pParticle->m_flAngle = 0.0f; + +#ifdef HL2_EPISODIC + pParticle->m_flAngle = RandomFloat( 0, 360 ); +#endif + pParticle->m_flRollDelta = random->RandomFloat( -m_flRollSpeed, m_flRollSpeed ); + pParticle->m_flSortPos = pParticle->m_Pos.z; + } + } + } + + // Setup the twist matrix. + float flTwist = (m_flTwist * (M_PI_F * 2.f) / 360.0f) * Helper_GetFrameTime(); + if( ( m_bTwist = !!flTwist ) ) + { + m_TwistMat[0][0] = cos(flTwist); + m_TwistMat[0][1] = sin(flTwist); + m_TwistMat[1][0] = -sin(flTwist); + m_TwistMat[1][1] = cos(flTwist); + } + + QueueLightParametersInRenderer(); +} + + +void C_SmokeStack::StartRender( VMatrix &effectMatrix ) +{ + m_Renderer.StartRender( effectMatrix ); +} + + +void C_SmokeStack::QueueLightParametersInRenderer() +{ + m_Renderer.SetBaseColor( Vector( m_clrRender->r / 255.0f, m_clrRender->g / 255.0f, m_clrRender->b / 255.0f ) ); + m_Renderer.SetAmbientLight( m_AmbientLight ); + m_Renderer.SetDirectionalLight( m_DirLight ); + m_flAlphaScale = (float)m_clrRender->a; +} + + +void C_SmokeStack::RenderParticles( CParticleRenderIterator *pIterator ) +{ + const SmokeStackParticle *pParticle = (const SmokeStackParticle*)pIterator->GetFirst(); + while ( pParticle ) + { + // Transform. + Vector tPos; + TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos ); + + // Figure out its alpha. Squaring it after it gets halfway through its lifetime + // makes it get translucent and fade out for a longer time. + //float alpha = cosf( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f; + float tLifetime = pParticle->m_Lifetime * m_InvLifetime; + float alpha = TableCos( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f; + if( tLifetime > 0.5f ) + alpha *= alpha; + + m_Renderer.RenderParticle( + pIterator->GetParticleDraw(), + pParticle->m_Pos, + tPos, + alpha * m_flAlphaScale, + FLerp(m_StartSize, m_EndSize, tLifetime), + DEG2RAD( pParticle->m_flAngle ) + ); + + pParticle = (const SmokeStackParticle*)pIterator->GetNext( pParticle->m_flSortPos ); + } +} + + +void C_SmokeStack::SimulateParticles( CParticleSimulateIterator *pIterator ) +{ + bool bSortNow = true; // Change this to false if we see sorting issues. + bool bQuickTest = false; + + bool bDrawn = m_ParticleEffect.WasDrawnPrevFrame(); + + if ( bDrawn == true && m_bInView == false ) + { + bSortNow = true; + } + + if ( bDrawn == false && m_bInView == true ) + { + bQuickTest = true; + } + +#ifndef HL2_EPISODIC + bQuickTest = false; + bSortNow = true; +#endif + + if( bQuickTest == false && m_bEmit && (!m_ParticleEffect.WasDrawnPrevFrame() && !m_ParticleEffect.GetAlwaysSimulate()) ) + return; + + SmokeStackParticle *pParticle = (SmokeStackParticle*)pIterator->GetFirst(); + while ( pParticle ) + { + // Should this particle die? + pParticle->m_Lifetime += pIterator->GetTimeDelta(); + + float tLifetime = pParticle->m_Lifetime * m_InvLifetime; + if( tLifetime >= 1 ) + { + pIterator->RemoveParticle( pParticle ); + } + else + { + // Transform. + Vector tPos; + if( m_bTwist ) + { + Vector vTwist( + pParticle->m_Pos.x - GetAbsOrigin().x, + pParticle->m_Pos.y - GetAbsOrigin().y, + 0); + + pParticle->m_Pos.x = vTwist.x * m_TwistMat[0][0] + vTwist.y * m_TwistMat[0][1] + GetAbsOrigin().x; + pParticle->m_Pos.y = vTwist.x * m_TwistMat[1][0] + vTwist.y * m_TwistMat[1][1] + GetAbsOrigin().y; + } + +#ifndef HL2_EPISODIC + pParticle->m_Pos = pParticle->m_Pos + + pParticle->m_Velocity * pIterator->GetTimeDelta() + + pParticle->m_vAccel * (0.5f * pIterator->GetTimeDelta() * pIterator->GetTimeDelta()); + + pParticle->m_Velocity += pParticle->m_vAccel * pIterator->GetTimeDelta(); +#else + pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta() + pParticle->m_vAccel * pIterator->GetTimeDelta(); +#endif + + pParticle->m_flAngle += pParticle->m_flRollDelta * pIterator->GetTimeDelta(); + + if ( bSortNow == true ) + { + Vector tPos; + TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos ); + pParticle->m_flSortPos = tPos.z; + } + } + + pParticle = (SmokeStackParticle*)pIterator->GetNext(); + } + + m_bInView = bDrawn; +} + + |