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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/public/tier2/beamsegdraw.h
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/public/tier2/beamsegdraw.h')
-rw-r--r--mp/src/public/tier2/beamsegdraw.h238
1 files changed, 119 insertions, 119 deletions
diff --git a/mp/src/public/tier2/beamsegdraw.h b/mp/src/public/tier2/beamsegdraw.h
index 2ea110cf..7a11f9cb 100644
--- a/mp/src/public/tier2/beamsegdraw.h
+++ b/mp/src/public/tier2/beamsegdraw.h
@@ -1,119 +1,119 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//===========================================================================//
-#if !defined( BEAMSEGDRAW_H )
-#define BEAMSEGDRAW_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#define NOISE_DIVISIONS 128
-
-
-#include "mathlib/vector.h"
-#include "materialsystem/imesh.h"
-
-//-----------------------------------------------------------------------------
-// Forward declarations
-//-----------------------------------------------------------------------------
-struct BeamTrail_t;
-class IMaterial;
-
-
-//-----------------------------------------------------------------------------
-// CBeamSegDraw is a simple interface to beam rendering.
-//-----------------------------------------------------------------------------
-struct BeamSeg_t
-{
- Vector m_vPos;
- Vector m_vColor;
- float m_flTexCoord; // Y texture coordinate
- float m_flWidth;
- float m_flAlpha;
-};
-
-class CBeamSegDraw
-{
-public:
- CBeamSegDraw() : m_pRenderContext( NULL ) {}
- // Pass null for pMaterial if you have already set the material you want.
- void Start( IMatRenderContext *pRenderContext, int nSegs, IMaterial *pMaterial=0, CMeshBuilder *pMeshBuilder = NULL, int nMeshVertCount = 0 );
- virtual void NextSeg( BeamSeg_t *pSeg );
- void End();
-
-protected:
- void SpecifySeg( const Vector &vecCameraPos, const Vector &vNextPos );
- void ComputeNormal( const Vector &vecCameraPos, const Vector &vStartPos, const Vector &vNextPos, Vector *pNormal );
-
- CMeshBuilder *m_pMeshBuilder;
- int m_nMeshVertCount;
-
- CMeshBuilder m_Mesh;
- BeamSeg_t m_Seg;
-
- int m_nTotalSegs;
- int m_nSegsDrawn;
-
- Vector m_vNormalLast;
- IMatRenderContext *m_pRenderContext;
-};
-
-class CBeamSegDrawArbitrary : public CBeamSegDraw
-{
-public:
- void SetNormal( const Vector &normal );
- void NextSeg( BeamSeg_t *pSeg );
-
-protected:
- void SpecifySeg( const Vector &vNextPos );
-
- BeamSeg_t m_PrevSeg;
-};
-
-#if 0
-int ScreenTransform( const Vector& point, Vector& screen );
-
-void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source, const Vector& delta,
- float startWidth, float endWidth, float scale, float freq, float speed, int segments,
- int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
-void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source, const Vector& delta,
- float startWidth, float endWidth, float scale, float freq, float speed, int segments,
- int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
-void DrawSplineSegs( int noise_divisions, float *prgNoise,
- const model_t* beammodel, const model_t* halomodel, float flHaloScale,
- float frame, int rendermode, int numAttachments, Vector* attachment,
- float startWidth, float endWidth, float scale, float freq, float speed, int segments,
- int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
-void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f );
-void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source,
- float scale, float* color, float flHDRColorScale = 1.0f );
-void DrawDisk( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source, const Vector& delta,
- float width, float scale, float freq, float speed,
- int segments, float* color, float flHDRColorScale = 1.0f );
-void DrawCylinder( int noise_divisions, float *prgNoise, const model_t* spritemodel,
- float frame, int rendermode, const Vector& source,
- const Vector& delta, float width, float scale, float freq,
- float speed, int segments, float* color, float flHDRColorScale = 1.0f );
-void DrawRing( int noise_divisions, float *prgNoise, void (*pfnNoise)( float *noise, int divs, float scale ),
- const model_t* spritemodel, float frame, int rendermode,
- const Vector& source, const Vector& delta, float width, float amplitude,
- float freq, float speed, int segments, float* color, float flHDRColorScale = 1.0f );
-void DrawBeamFollow( const model_t* spritemodel, BeamTrail_t* pHead, int frame, int rendermode, Vector& delta,
- Vector& screen, Vector& screenLast, float die, const Vector& source,
- int flags, float width, float amplitude, float freq, float* color, float flHDRColorScale = 1.0f );
-
-void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f );
-#endif
-
-//-----------------------------------------------------------------------------
-// Assumes the material has already been bound
-//-----------------------------------------------------------------------------
-void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
-
-#endif // BEAMDRAW_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+#if !defined( BEAMSEGDRAW_H )
+#define BEAMSEGDRAW_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#define NOISE_DIVISIONS 128
+
+
+#include "mathlib/vector.h"
+#include "materialsystem/imesh.h"
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+struct BeamTrail_t;
+class IMaterial;
+
+
+//-----------------------------------------------------------------------------
+// CBeamSegDraw is a simple interface to beam rendering.
+//-----------------------------------------------------------------------------
+struct BeamSeg_t
+{
+ Vector m_vPos;
+ Vector m_vColor;
+ float m_flTexCoord; // Y texture coordinate
+ float m_flWidth;
+ float m_flAlpha;
+};
+
+class CBeamSegDraw
+{
+public:
+ CBeamSegDraw() : m_pRenderContext( NULL ) {}
+ // Pass null for pMaterial if you have already set the material you want.
+ void Start( IMatRenderContext *pRenderContext, int nSegs, IMaterial *pMaterial=0, CMeshBuilder *pMeshBuilder = NULL, int nMeshVertCount = 0 );
+ virtual void NextSeg( BeamSeg_t *pSeg );
+ void End();
+
+protected:
+ void SpecifySeg( const Vector &vecCameraPos, const Vector &vNextPos );
+ void ComputeNormal( const Vector &vecCameraPos, const Vector &vStartPos, const Vector &vNextPos, Vector *pNormal );
+
+ CMeshBuilder *m_pMeshBuilder;
+ int m_nMeshVertCount;
+
+ CMeshBuilder m_Mesh;
+ BeamSeg_t m_Seg;
+
+ int m_nTotalSegs;
+ int m_nSegsDrawn;
+
+ Vector m_vNormalLast;
+ IMatRenderContext *m_pRenderContext;
+};
+
+class CBeamSegDrawArbitrary : public CBeamSegDraw
+{
+public:
+ void SetNormal( const Vector &normal );
+ void NextSeg( BeamSeg_t *pSeg );
+
+protected:
+ void SpecifySeg( const Vector &vNextPos );
+
+ BeamSeg_t m_PrevSeg;
+};
+
+#if 0
+int ScreenTransform( const Vector& point, Vector& screen );
+
+void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source, const Vector& delta,
+ float startWidth, float endWidth, float scale, float freq, float speed, int segments,
+ int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
+void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source, const Vector& delta,
+ float startWidth, float endWidth, float scale, float freq, float speed, int segments,
+ int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
+void DrawSplineSegs( int noise_divisions, float *prgNoise,
+ const model_t* beammodel, const model_t* halomodel, float flHaloScale,
+ float frame, int rendermode, int numAttachments, Vector* attachment,
+ float startWidth, float endWidth, float scale, float freq, float speed, int segments,
+ int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
+void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f );
+void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source,
+ float scale, float* color, float flHDRColorScale = 1.0f );
+void DrawDisk( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source, const Vector& delta,
+ float width, float scale, float freq, float speed,
+ int segments, float* color, float flHDRColorScale = 1.0f );
+void DrawCylinder( int noise_divisions, float *prgNoise, const model_t* spritemodel,
+ float frame, int rendermode, const Vector& source,
+ const Vector& delta, float width, float scale, float freq,
+ float speed, int segments, float* color, float flHDRColorScale = 1.0f );
+void DrawRing( int noise_divisions, float *prgNoise, void (*pfnNoise)( float *noise, int divs, float scale ),
+ const model_t* spritemodel, float frame, int rendermode,
+ const Vector& source, const Vector& delta, float width, float amplitude,
+ float freq, float speed, int segments, float* color, float flHDRColorScale = 1.0f );
+void DrawBeamFollow( const model_t* spritemodel, BeamTrail_t* pHead, int frame, int rendermode, Vector& delta,
+ Vector& screen, Vector& screenLast, float die, const Vector& source,
+ int flags, float width, float amplitude, float freq, float* color, float flHDRColorScale = 1.0f );
+
+void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f );
+#endif
+
+//-----------------------------------------------------------------------------
+// Assumes the material has already been bound
+//-----------------------------------------------------------------------------
+void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
+
+#endif // BEAMDRAW_H