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//========= Copyright � 1996-2005, 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 "precache_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectWarp ) PRECACHE( MATERIAL, "sun/overlay" ) PRECACHE_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 ); } }
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