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/warp_overlay.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/warp_overlay.cpp')
| -rw-r--r-- | mp/src/game/client/warp_overlay.cpp | 190 |
1 files changed, 95 insertions, 95 deletions
diff --git a/mp/src/game/client/warp_overlay.cpp b/mp/src/game/client/warp_overlay.cpp index 974d2de1..f851faca 100644 --- a/mp/src/game/client/warp_overlay.cpp +++ b/mp/src/game/client/warp_overlay.cpp @@ -1,95 +1,95 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Screen warp overlay
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "view.h"
-#include "c_sun.h"
-#include "particles_simple.h"
-#include "clienteffectprecachesystem.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectWarp )
-CLIENTEFFECT_MATERIAL( "sun/overlay" )
-CLIENTEFFECT_REGISTER_END()
-
-//-----------------------------------------------------------------------------
-// Purpose: Special draw for the warped overlay
-//-----------------------------------------------------------------------------
-void CWarpOverlay::Draw( bool bCacheFullSceneState )
-{
- // Get the vector to the sun.
- Vector vToGlow;
-
- if( m_bDirectional )
- vToGlow = m_vDirection;
- else
- vToGlow = m_vPos - CurrentViewOrigin();
-
- VectorNormalize( vToGlow );
-
- float flDot = vToGlow.Dot( CurrentViewForward() );
-
- if( flDot <= g_flOverlayRange )
- return;
-
- UpdateGlowObstruction( vToGlow, bCacheFullSceneState );
- if( m_flGlowObstructionScale == 0 )
- return;
-
- CMatRenderContextPtr pRenderContext( materials );
-
- //FIXME: Allow multiple?
- for( int iSprite=0; iSprite < m_nSprites; iSprite++ )
- {
- CGlowSprite *pSprite = &m_Sprites[iSprite];
-
- // Figure out the color and size to draw it.
- float flHorzSize, flVertSize;
- Vector vColor;
- CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor );
-
- // Setup the basis to draw the sprite.
- Vector vBasePt, vUp, vRight;
- CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight );
-
- // Draw the sprite.
- IMaterial *pMaterial = materials->FindMaterial( "sun/overlay", TEXTURE_GROUP_CLIENT_EFFECTS );
- IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pMaterial );
-
- CMeshBuilder builder;
- builder.Begin( pMesh, MATERIAL_QUADS, 1 );
-
- Vector vPt;
-
- vPt = vBasePt - vRight + vUp;
- builder.Position3fv( vPt.Base() );
- builder.Color4f( VectorExpand(vColor), 1 );
- builder.TexCoord2f( 0, 0, 1 );
- builder.AdvanceVertex();
-
- vPt = vBasePt + vRight + vUp;
- builder.Position3fv( vPt.Base() );
- builder.Color4f( VectorExpand(vColor), 1 );
- builder.TexCoord2f( 0, 1, 1 );
- builder.AdvanceVertex();
-
- vPt = vBasePt + vRight - vUp;
- builder.Position3fv( vPt.Base() );
- builder.Color4f( VectorExpand(vColor), 1 );
- builder.TexCoord2f( 0, 1, 0 );
- builder.AdvanceVertex();
-
- vPt = vBasePt - vRight - vUp;
- builder.Position3fv( vPt.Base() );
- builder.Color4f( VectorExpand(vColor), 1 );
- builder.TexCoord2f( 0, 0, 0 );
- builder.AdvanceVertex();
-
- builder.End( false, true );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Screen warp overlay +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "view.h" +#include "c_sun.h" +#include "particles_simple.h" +#include "clienteffectprecachesystem.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectWarp ) +CLIENTEFFECT_MATERIAL( "sun/overlay" ) +CLIENTEFFECT_REGISTER_END() + +//----------------------------------------------------------------------------- +// Purpose: Special draw for the warped overlay +//----------------------------------------------------------------------------- +void CWarpOverlay::Draw( bool bCacheFullSceneState ) +{ + // Get the vector to the sun. + Vector vToGlow; + + if( m_bDirectional ) + vToGlow = m_vDirection; + else + vToGlow = m_vPos - CurrentViewOrigin(); + + VectorNormalize( vToGlow ); + + float flDot = vToGlow.Dot( CurrentViewForward() ); + + if( flDot <= g_flOverlayRange ) + return; + + UpdateGlowObstruction( vToGlow, bCacheFullSceneState ); + if( m_flGlowObstructionScale == 0 ) + return; + + CMatRenderContextPtr pRenderContext( materials ); + + //FIXME: Allow multiple? + for( int iSprite=0; iSprite < m_nSprites; iSprite++ ) + { + CGlowSprite *pSprite = &m_Sprites[iSprite]; + + // Figure out the color and size to draw it. + float flHorzSize, flVertSize; + Vector vColor; + CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor ); + + // Setup the basis to draw the sprite. + Vector vBasePt, vUp, vRight; + CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight ); + + // Draw the sprite. + IMaterial *pMaterial = materials->FindMaterial( "sun/overlay", TEXTURE_GROUP_CLIENT_EFFECTS ); + IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pMaterial ); + + CMeshBuilder builder; + builder.Begin( pMesh, MATERIAL_QUADS, 1 ); + + Vector vPt; + + vPt = vBasePt - vRight + vUp; + builder.Position3fv( vPt.Base() ); + builder.Color4f( VectorExpand(vColor), 1 ); + builder.TexCoord2f( 0, 0, 1 ); + builder.AdvanceVertex(); + + vPt = vBasePt + vRight + vUp; + builder.Position3fv( vPt.Base() ); + builder.Color4f( VectorExpand(vColor), 1 ); + builder.TexCoord2f( 0, 1, 1 ); + builder.AdvanceVertex(); + + vPt = vBasePt + vRight - vUp; + builder.Position3fv( vPt.Base() ); + builder.Color4f( VectorExpand(vColor), 1 ); + builder.TexCoord2f( 0, 1, 0 ); + builder.AdvanceVertex(); + + vPt = vBasePt - vRight - vUp; + builder.Position3fv( vPt.Base() ); + builder.Color4f( VectorExpand(vColor), 1 ); + builder.TexCoord2f( 0, 0, 0 ); + builder.AdvanceVertex(); + + builder.End( false, true ); + } +} |