aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/client/fx_quad.cpp
blob: 6a254b97c2f09455bc5ac46e692484253b042bd5 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#include "cbase.h"
#include "view.h"
#include "materialsystem/imesh.h"
#include "fx_quad.h"
#include "tier0/vprof.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

CFXQuad::CFXQuad( const FXQuadData_t &data )

: CClientSideEffect( "Quad" )
{
	m_FXData = data;
}

CFXQuad::~CFXQuad( void )
{
	Destroy();
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : frametime - 
//-----------------------------------------------------------------------------
void CFXQuad::Draw( double frametime )
{
	VPROF_BUDGET( "FX_Quad::Draw", VPROF_BUDGETGROUP_PARTICLE_RENDERING );

	// Update the effect
	Update( frametime );

	float	scaleTimePerc, alphaTimePerc;

	//Determine the scale
	if ( m_FXData.m_uiFlags & FXQUAD_BIAS_SCALE )
	{
		scaleTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flScaleBias );
	}
	else
	{
		scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
	}

	float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );

	//Determine the alpha
	if ( m_FXData.m_uiFlags & FXQUAD_BIAS_ALPHA )
	{
		alphaTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flAlphaBias );
	}
	else
	{
		alphaTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
	}

	float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * alphaTimePerc );
	alpha = clamp( alpha, 0.0f, 1.0f );
	
	CMatRenderContextPtr pRenderContext( materials );

	//Bind the material
	IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
	CMeshBuilder meshBuilder;

	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

	//Update our roll
	m_FXData.m_flYaw = anglemod( m_FXData.m_flYaw + ( m_FXData.m_flDeltaYaw * frametime ) );

	Vector	pos;
	Vector	vRight, vUp;

	float color[4];

	color[0] = m_FXData.m_Color[0];
	color[1] = m_FXData.m_Color[1];
	color[2] = m_FXData.m_Color[2];

	if ( m_FXData.m_uiFlags & FXQUAD_COLOR_FADE )
	{
		color[0] *= alpha;
		color[1] *= alpha;
		color[2] *= alpha;
	}

	color[3] = alpha;

	VectorVectors( m_FXData.m_vecNormal, vRight, vUp );

	Vector	rRight, rUp;

	rRight	= ( vRight * cos( DEG2RAD( m_FXData.m_flYaw ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw ) ) );
	rUp		= ( vRight * cos( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) );

	vRight	= rRight * ( scale * 0.5f );
	vUp		= rUp * ( scale * 0.5f );

	pos = m_FXData.m_vecOrigin + vRight - vUp;

	meshBuilder.Position3fv( pos.Base() );
	meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
	meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
	meshBuilder.Color4fv( color );
	meshBuilder.AdvanceVertex();

	pos = m_FXData.m_vecOrigin - vRight - vUp;

	meshBuilder.Position3fv( pos.Base() );
	meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
	meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
	meshBuilder.Color4fv( color );
	meshBuilder.AdvanceVertex();

	pos = m_FXData.m_vecOrigin - vRight + vUp;

	meshBuilder.Position3fv( pos.Base() );
	meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
	meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
	meshBuilder.Color4fv( color );
	meshBuilder.AdvanceVertex();

	pos = m_FXData.m_vecOrigin + vRight + vUp;

	meshBuilder.Position3fv( pos.Base() );
	meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
	meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
	meshBuilder.Color4fv( color );
	meshBuilder.AdvanceVertex();

	meshBuilder.End();
	pMesh->Draw();
}

//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFXQuad::IsActive( void )
{
	return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFXQuad::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 CFXQuad::Update( double frametime )
{
	m_FXData.m_flLifeTime += frametime;
}