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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/fx_line.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/fx_line.cpp')
-rw-r--r--mp/src/game/client/fx_line.cpp310
1 files changed, 310 insertions, 0 deletions
diff --git a/mp/src/game/client/fx_line.cpp b/mp/src/game/client/fx_line.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "materialsystem/imaterial.h"
+#include "clientsideeffects.h"
+#include "fx_line.h"
+#include "materialsystem/imesh.h"
+#include "view.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+/*
+==================================================
+CFXLine
+==================================================
+*/
+
+CFXLine::CFXLine( const char *name, const FXLineData_t &data )
+: CClientSideEffect( name )
+{
+ m_FXData = data;
+
+ m_FXData.m_flLifeTime = 0.0f;
+
+ if ( m_FXData.m_pMaterial != NULL )
+ {
+ m_FXData.m_pMaterial->IncrementReferenceCount();
+ }
+}
+
+CFXLine::~CFXLine( void )
+{
+ Destroy();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : frametime -
+//-----------------------------------------------------------------------------
+void CFXLine::Draw( double frametime )
+{
+ // Update the effect
+ Update( frametime );
+
+ Vector lineDir, viewDir;
+
+ //Get the proper orientation for the line
+ VectorSubtract( m_FXData.m_vecStart, m_FXData.m_vecEnd, lineDir );
+ VectorSubtract( m_FXData.m_vecEnd, CurrentViewOrigin(), viewDir );
+
+ Vector cross = lineDir.Cross( viewDir );
+
+ VectorNormalize( cross );
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ //Bind the material
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
+
+ CMeshBuilder meshBuilder;
+
+ Vector tmp;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ float scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
+ float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
+
+ color32 color = {255,255,255,255};
+
+ float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * scaleTimePerc );
+ alpha = clamp( alpha, 0.0f, 1.0f );
+
+ color.a *= alpha;
+
+ // Start
+ VectorMA( m_FXData.m_vecStart, -scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( m_FXData.m_vecStart, scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ // End
+ VectorMA( m_FXData.m_vecEnd, scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( m_FXData.m_vecEnd, -scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CFXLine::IsActive( void )
+{
+ return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFXLine::Destroy( void )
+{
+ //Release the material
+ if ( m_FXData.m_pMaterial != NULL )
+ {
+ m_FXData.m_pMaterial->DecrementReferenceCount();
+ m_FXData.m_pMaterial = NULL;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : frametime -
+//-----------------------------------------------------------------------------
+void CFXLine::Update( double frametime )
+{
+ m_FXData.m_flLifeTime += frametime;
+
+ //Move our end points
+ VectorMA( m_FXData.m_vecStart, frametime, m_FXData.m_vecStartVelocity, m_FXData.m_vecStart );
+ VectorMA( m_FXData.m_vecEnd, frametime, m_FXData.m_vecEndVelocity, m_FXData.m_vecEnd );
+}
+
+void FX_DrawLine( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color )
+{
+ Vector lineDir, viewDir;
+ //Get the proper orientation for the line
+ VectorSubtract( end, start, lineDir );
+ VectorSubtract( end, CurrentViewOrigin(), viewDir );
+
+ Vector cross = lineDir.Cross( viewDir );
+
+ VectorNormalize( cross );
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ //Bind the material
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
+ CMeshBuilder meshBuilder;
+
+ Vector tmp;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ VectorMA( start, -scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( start, scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( end, scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( end, -scale, cross, tmp );
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+void FX_DrawLineFade( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color, float fadeDist )
+{
+ Vector lineDir, viewDir;
+ //Get the proper orientation for the line
+ VectorSubtract( end, start, lineDir );
+ VectorSubtract( end, CurrentViewOrigin(), viewDir );
+
+ float lineLength = lineDir.Length();
+ float t0 = 0.25f;
+ float t1 = 0.75f;
+ if ( lineLength > 0 )
+ {
+ t0 = fadeDist / lineLength;
+ t0 = clamp( t0, 0.0f, 0.25f );
+ t1 = 1.0f - t0;
+ }
+
+ Vector cross = lineDir.Cross( viewDir );
+
+ VectorNormalize( cross );
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ //Bind the material
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
+ CMeshBuilder meshBuilder;
+
+ Vector tmp;
+ meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 8, 24 );
+
+ // 2 5
+ // 0 1 4 7
+ // 3 6
+
+ // 0,2,1 - 0,1,3 - 7,4,5 - 7,6,4 - 1,4,6, 1,6,3 - 1,5,4 - 1,2,5
+
+ // v0
+ meshBuilder.Position3fv( start.Base() );
+ meshBuilder.TexCoord2f( 0, 0.5f, 0.0f );
+ meshBuilder.Color4ub( 0, 0, 0, 0 );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v1
+ Vector v1 = start + t0 * lineDir;
+ meshBuilder.Position3fv( v1.Base() );
+ meshBuilder.TexCoord2f( 0, 0.5f, t0 );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v2
+ tmp = v1 - scale*cross;
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, t0 );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v3
+ tmp = v1 + scale*cross;
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, t0 );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v4
+ Vector v4 = start + t1 * lineDir;
+ meshBuilder.Position3fv( v4.Base() );
+ meshBuilder.TexCoord2f( 0, 0.5f, t1 );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v5
+ tmp = v4 - scale*cross;
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, t1 );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v6
+ tmp = v4 + scale*cross;
+ meshBuilder.Position3fv( tmp.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, t1 );
+ meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+ // v7
+ meshBuilder.Position3fv( end.Base() );
+ meshBuilder.TexCoord2f( 0, 0.5f, 1.0f );
+ meshBuilder.Color4ub( 0, 0, 0, 0 );
+ meshBuilder.Normal3fv( cross.Base() );
+ meshBuilder.AdvanceVertex();
+
+
+ // triangles - 0,2,1 - 0,1,3 - 7,4,5 - 7,6,4 - 1,4,6, 1,6,3 - 1,5,4 - 1,2,5
+ meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 1 );
+ meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 3 );
+
+ meshBuilder.FastIndex( 7 ); meshBuilder.FastIndex( 4 ); meshBuilder.FastIndex( 5 );
+ meshBuilder.FastIndex( 7 ); meshBuilder.FastIndex( 6 ); meshBuilder.FastIndex( 4 );
+
+ meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 4 ); meshBuilder.FastIndex( 6 );
+ meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 6 ); meshBuilder.FastIndex( 3 );
+ meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 5 ); meshBuilder.FastIndex( 4 );
+ meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 5 );
+
+ meshBuilder.End();
+ pMesh->Draw();
+}