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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/fx_cube.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/fx_cube.cpp')
-rw-r--r--mp/src/game/client/fx_cube.cpp272
1 files changed, 136 insertions, 136 deletions
diff --git a/mp/src/game/client/fx_cube.cpp b/mp/src/game/client/fx_cube.cpp
index ad9380d2..6532f634 100644
--- a/mp/src/game/client/fx_cube.cpp
+++ b/mp/src/game/client/fx_cube.cpp
@@ -1,136 +1,136 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "clientsideeffects.h"
-#include "materialsystem/imaterial.h"
-#include "materialsystem/imesh.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-class FX_Cube : public CClientSideEffect
-{
-public:
- FX_Cube(IMaterial *pMaterial) : CClientSideEffect("FX_Cube")
- {
- m_pMaterial = pMaterial;
- if(m_pMaterial)
- m_pMaterial->IncrementReferenceCount();
- }
-
- virtual ~FX_Cube()
- {
- if(m_pMaterial)
- m_pMaterial->DecrementReferenceCount();
-
- }
-
- void SetupVec(Vector& v, int dim1, int dim2, int fixedDim, float dim1Val, float dim2Val, float fixedDimVal)
- {
- v[dim1] = dim1Val;
- v[dim2] = dim2Val;
- v[fixedDim] = fixedDimVal;
- }
-
- void DrawBoxSide(
- int dim1, int dim2, int fixedDim,
- float minX, float minY,
- float maxX, float maxY,
- float fixedDimVal,
- bool bFlip,
- float shade)
- {
- Vector v;
- Vector color;
- VectorScale( m_vColor, shade, color );
-
- CMatRenderContextPtr pRenderContext( materials );
- IMesh *pMesh = pRenderContext->GetDynamicMesh();
-
- CMeshBuilder builder;
- builder.Begin(pMesh, MATERIAL_TRIANGLE_STRIP, 2);
-
- SetupVec(v, dim1, dim2, fixedDim, minX, maxY, fixedDimVal);
- builder.Position3fv(v.Base());
- builder.Color3fv(color.Base());
- builder.AdvanceVertex();
-
- SetupVec(v, dim1, dim2, fixedDim, bFlip ? maxX : minX, bFlip ? maxY : minY, fixedDimVal);
- builder.Position3fv(v.Base());
- builder.Color3fv(color.Base());
- builder.AdvanceVertex();
-
- SetupVec(v, dim1, dim2, fixedDim, bFlip ? minX : maxX, bFlip ? minY : maxY, fixedDimVal);
- builder.Position3fv(v.Base());
- builder.Color3fv(color.Base());
- builder.AdvanceVertex();
-
- SetupVec(v, dim1, dim2, fixedDim, maxX, minY, fixedDimVal);
- builder.Position3fv(v.Base());
- builder.Color3fv(color.Base());
- builder.AdvanceVertex();
-
- builder.End();
- pMesh->Draw();
- }
-
- virtual void Draw( double frametime )
- {
- CMatRenderContextPtr pRenderContext( materials );
- // Draw it.
- pRenderContext->Bind( m_pMaterial );
-
- Vector vLightDir(-1,-2,-3);
- VectorNormalize( vLightDir );
-
- DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_mins[0], false, vLightDir.x * 0.5f + 0.5f);
- DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_maxs[0], true, -vLightDir.x * 0.5f + 0.5f);
-
- DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_mins[1], true, vLightDir.y * 0.5f + 0.5f);
- DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_maxs[1], false, -vLightDir.y * 0.5f + 0.5f);
-
- DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_mins[2], false, vLightDir.z * 0.5f + 0.5f);
- DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_maxs[2], true, -vLightDir.z * 0.5f + 0.5f);
-
- // Decrease lifetime.
- m_Life -= frametime;
- }
-
- bool IsActive( void )
- {
- return m_Life > 0.0;
- }
-
-public:
- Vector m_mins;
- Vector m_maxs;
- Vector m_vColor;
- float m_Life;
- IMaterial *m_pMaterial;
-};
-
-
-void FX_AddCube( const Vector &mins, const Vector &maxs, const Vector &vColor, float life, const char *materialName )
-{
- IMaterial *mat = materials->FindMaterial(materialName, TEXTURE_GROUP_CLIENT_EFFECTS);
-
- FX_Cube *pCube = new FX_Cube(mat);
- pCube->m_mins = mins;
- pCube->m_maxs = maxs;
- pCube->m_vColor = vColor;
- pCube->m_Life = life;
-
- clienteffects->AddEffect(pCube);
-}
-
-void FX_AddCenteredCube( const Vector &center, float size, const Vector &vColor, float life, const char *materialName )
-{
- FX_AddCube(center-Vector(size,size,size), center+Vector(size,size,size), vColor, life, materialName);
-}
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "clientsideeffects.h"
+#include "materialsystem/imaterial.h"
+#include "materialsystem/imesh.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+class FX_Cube : public CClientSideEffect
+{
+public:
+ FX_Cube(IMaterial *pMaterial) : CClientSideEffect("FX_Cube")
+ {
+ m_pMaterial = pMaterial;
+ if(m_pMaterial)
+ m_pMaterial->IncrementReferenceCount();
+ }
+
+ virtual ~FX_Cube()
+ {
+ if(m_pMaterial)
+ m_pMaterial->DecrementReferenceCount();
+
+ }
+
+ void SetupVec(Vector& v, int dim1, int dim2, int fixedDim, float dim1Val, float dim2Val, float fixedDimVal)
+ {
+ v[dim1] = dim1Val;
+ v[dim2] = dim2Val;
+ v[fixedDim] = fixedDimVal;
+ }
+
+ void DrawBoxSide(
+ int dim1, int dim2, int fixedDim,
+ float minX, float minY,
+ float maxX, float maxY,
+ float fixedDimVal,
+ bool bFlip,
+ float shade)
+ {
+ Vector v;
+ Vector color;
+ VectorScale( m_vColor, shade, color );
+
+ CMatRenderContextPtr pRenderContext( materials );
+ IMesh *pMesh = pRenderContext->GetDynamicMesh();
+
+ CMeshBuilder builder;
+ builder.Begin(pMesh, MATERIAL_TRIANGLE_STRIP, 2);
+
+ SetupVec(v, dim1, dim2, fixedDim, minX, maxY, fixedDimVal);
+ builder.Position3fv(v.Base());
+ builder.Color3fv(color.Base());
+ builder.AdvanceVertex();
+
+ SetupVec(v, dim1, dim2, fixedDim, bFlip ? maxX : minX, bFlip ? maxY : minY, fixedDimVal);
+ builder.Position3fv(v.Base());
+ builder.Color3fv(color.Base());
+ builder.AdvanceVertex();
+
+ SetupVec(v, dim1, dim2, fixedDim, bFlip ? minX : maxX, bFlip ? minY : maxY, fixedDimVal);
+ builder.Position3fv(v.Base());
+ builder.Color3fv(color.Base());
+ builder.AdvanceVertex();
+
+ SetupVec(v, dim1, dim2, fixedDim, maxX, minY, fixedDimVal);
+ builder.Position3fv(v.Base());
+ builder.Color3fv(color.Base());
+ builder.AdvanceVertex();
+
+ builder.End();
+ pMesh->Draw();
+ }
+
+ virtual void Draw( double frametime )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ // Draw it.
+ pRenderContext->Bind( m_pMaterial );
+
+ Vector vLightDir(-1,-2,-3);
+ VectorNormalize( vLightDir );
+
+ DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_mins[0], false, vLightDir.x * 0.5f + 0.5f);
+ DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_maxs[0], true, -vLightDir.x * 0.5f + 0.5f);
+
+ DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_mins[1], true, vLightDir.y * 0.5f + 0.5f);
+ DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_maxs[1], false, -vLightDir.y * 0.5f + 0.5f);
+
+ DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_mins[2], false, vLightDir.z * 0.5f + 0.5f);
+ DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_maxs[2], true, -vLightDir.z * 0.5f + 0.5f);
+
+ // Decrease lifetime.
+ m_Life -= frametime;
+ }
+
+ bool IsActive( void )
+ {
+ return m_Life > 0.0;
+ }
+
+public:
+ Vector m_mins;
+ Vector m_maxs;
+ Vector m_vColor;
+ float m_Life;
+ IMaterial *m_pMaterial;
+};
+
+
+void FX_AddCube( const Vector &mins, const Vector &maxs, const Vector &vColor, float life, const char *materialName )
+{
+ IMaterial *mat = materials->FindMaterial(materialName, TEXTURE_GROUP_CLIENT_EFFECTS);
+
+ FX_Cube *pCube = new FX_Cube(mat);
+ pCube->m_mins = mins;
+ pCube->m_maxs = maxs;
+ pCube->m_vColor = vColor;
+ pCube->m_Life = life;
+
+ clienteffects->AddEffect(pCube);
+}
+
+void FX_AddCenteredCube( const Vector &center, float size, const Vector &vColor, float life, const char *materialName )
+{
+ FX_AddCube(center-Vector(size,size,size), center+Vector(size,size,size), vColor, life, materialName);
+}
+
+