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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements a particle system steam jet.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particle_prototype.h"
#include "baseparticleentity.h"
#include "particles_simple.h"
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef HL2_EPISODIC
#define SMOKESTACK_MAX_MATERIALS 8
#else
#define SMOKESTACK_MAX_MATERIALS 1
#endif
//==================================================
// C_SmokeStack
//==================================================
class C_SmokeStack : public C_BaseParticleEntity, public IPrototypeAppEffect { public: DECLARE_CLIENTCLASS(); DECLARE_CLASS( C_SmokeStack, C_BaseParticleEntity );
C_SmokeStack(); ~C_SmokeStack();
class SmokeStackParticle : public Particle { public: Vector m_Velocity; Vector m_vAccel; float m_Lifetime; float m_flAngle; float m_flRollDelta; float m_flSortPos; };
//C_BaseEntity
public: virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void ClientThink();
//IPrototypeAppEffect
public: virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); virtual bool GetPropEditInfo(RecvTable **ppTable, void **ppObj);
//IParticleEffect
public: virtual void Update(float fTimeDelta); virtual void RenderParticles( CParticleRenderIterator *pIterator ); virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); virtual void StartRender( VMatrix &effectMatrix );
private:
void QueueLightParametersInRenderer();
//Stuff from the datatable
public:
CParticleSphereRenderer m_Renderer;
float m_SpreadSpeed; float m_Speed; float m_StartSize; float m_EndSize; float m_Rate; float m_JetLength; // Length of the jet. Lifetime is derived from this.
int m_bEmit; // Emit particles?
float m_flBaseSpread;
class CLightInfo { public: Vector m_vPos; Vector m_vColor; float m_flIntensity; };
// Note: there are two ways the directional light can be specified. The default is to use
// DirLightColor and a default dirlight source (from above or below).
// In this case, m_DirLight.m_vPos and m_DirLight.m_flIntensity are ignored.
//
// The other is to attach a directional env_particlelight to us.
// In this case, m_DirLightSource is ignored and all the m_DirLight parameters are used.
CParticleLightInfo m_AmbientLight; CParticleLightInfo m_DirLight;
Vector m_vBaseColor; Vector m_vWind; float m_flTwist; int m_iMaterialModel;
private: C_SmokeStack( const C_SmokeStack & );
float m_TwistMat[2][2]; int m_bTwist;
float m_flAlphaScale; float m_InvLifetime; // Calculated from m_JetLength / m_Speed;
CParticleMgr *m_pParticleMgr; PMaterialHandle m_MaterialHandle[SMOKESTACK_MAX_MATERIALS]; TimedEvent m_ParticleSpawn; int m_iMaxFrames; bool m_bInView; float m_flRollSpeed; };
// ------------------------------------------------------------------------- //
// Tables.
// ------------------------------------------------------------------------- //
// Expose to the particle app.
EXPOSE_PROTOTYPE_EFFECT(SmokeStack, C_SmokeStack);
IMPLEMENT_CLIENTCLASS_DT(C_SmokeStack, DT_SmokeStack, CSmokeStack) RecvPropFloat(RECVINFO(m_SpreadSpeed), 0), RecvPropFloat(RECVINFO(m_Speed), 0), RecvPropFloat(RECVINFO(m_StartSize), 0), RecvPropFloat(RECVINFO(m_EndSize), 0), RecvPropFloat(RECVINFO(m_Rate), 0), RecvPropFloat(RECVINFO(m_JetLength), 0), RecvPropInt(RECVINFO(m_bEmit), 0), RecvPropFloat(RECVINFO(m_flBaseSpread)), RecvPropFloat(RECVINFO(m_flTwist)), RecvPropFloat(RECVINFO(m_flRollSpeed )), RecvPropIntWithMinusOneFlag( RECVINFO( m_iMaterialModel ) ),
RecvPropVector( RECVINFO(m_AmbientLight.m_vPos) ), RecvPropVector( RECVINFO(m_AmbientLight.m_vColor) ), RecvPropFloat( RECVINFO(m_AmbientLight.m_flIntensity) ),
RecvPropVector( RECVINFO(m_DirLight.m_vPos) ), RecvPropVector( RECVINFO(m_DirLight.m_vColor) ), RecvPropFloat( RECVINFO(m_DirLight.m_flIntensity) ),
RecvPropVector(RECVINFO(m_vWind)) END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// C_SmokeStack implementation.
// ------------------------------------------------------------------------- //
C_SmokeStack::C_SmokeStack() { m_pParticleMgr = NULL; m_MaterialHandle[0] = INVALID_MATERIAL_HANDLE; m_iMaterialModel = -1; m_SpreadSpeed = 15; m_Speed = 30; m_StartSize = 10; m_EndSize = 15; m_Rate = 80; m_JetLength = 180; m_bEmit = true;
m_flBaseSpread = 20; m_bInView = false;
// Lighting is (base color) + (ambient / dist^2) + bump(directional / dist^2)
// By default, we use bottom-up lighting for the directional.
SetRenderColor( 0, 0, 0 ); SetRenderAlpha( 255 );
m_AmbientLight.m_vPos.Init(0,0,-100); m_AmbientLight.m_vColor.Init( 40, 40, 40 ); m_AmbientLight.m_flIntensity = 8000;
m_DirLight.m_vColor.Init( 255, 128, 0 ); m_vWind.Init();
m_flTwist = 0; }
C_SmokeStack::~C_SmokeStack() { if(m_pParticleMgr) m_pParticleMgr->RemoveEffect( &m_ParticleEffect ); }
//-----------------------------------------------------------------------------
// Purpose: Called after a data update has occured
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_SmokeStack::OnDataChanged(DataUpdateType_t updateType) { C_BaseEntity::OnDataChanged(updateType);
if(updateType == DATA_UPDATE_CREATED) { Start(ParticleMgr(), NULL); }
// Recalulate lifetime in case length or speed changed.
m_InvLifetime = m_Speed / m_JetLength; }
//-----------------------------------------------------------------------------
// Purpose: Starts the effect
// Input : *pParticleMgr -
// *pArgs -
//-----------------------------------------------------------------------------
void C_SmokeStack::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs) { pParticleMgr->AddEffect( &m_ParticleEffect, this ); // Figure out the material name.
char str[512] = "unset_material"; const model_t *pModel = modelinfo->GetModel( m_iMaterialModel ); if ( pModel ) { Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) );
// Get rid of the extension because the material system doesn't want it.
char *pExt = Q_stristr( str, ".vmt" ); if ( pExt ) pExt[0] = 0; }
m_MaterialHandle[0] = m_ParticleEffect.FindOrAddMaterial( str );
#ifdef HL2_EPISODIC
int iCount = 1; char szNames[512];
int iLength = Q_strlen( str ); str[iLength-1] = '\0';
Q_snprintf( szNames, sizeof( szNames ), "%s%d.vmt", str, iCount );
while ( filesystem->FileExists( VarArgs( "materials/%s", szNames ) ) && iCount < SMOKESTACK_MAX_MATERIALS ) { char *pExt = Q_stristr( szNames, ".vmt" ); if ( pExt ) pExt[0] = 0;
m_MaterialHandle[iCount] = m_ParticleEffect.FindOrAddMaterial( szNames ); iCount++; } m_iMaxFrames = iCount-1; #endif
m_ParticleSpawn.Init(m_Rate);
m_InvLifetime = m_Speed / m_JetLength;
m_pParticleMgr = pParticleMgr;
// Figure out how we need to draw.
IMaterial *pMaterial = pParticleMgr->PMaterialToIMaterial( m_MaterialHandle[0] ); if( pMaterial ) { m_Renderer.Init( pParticleMgr, pMaterial ); } QueueLightParametersInRenderer();
// For the first N seconds, always simulate so it can build up the smokestack.
// Afterwards, we set it to freeze when it's not being rendered.
m_ParticleEffect.SetAlwaysSimulate( true ); SetNextClientThink( gpGlobals->curtime + 5 ); }
void C_SmokeStack::ClientThink() { m_ParticleEffect.SetAlwaysSimulate( false ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : **ppTable -
// **ppObj -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_SmokeStack::GetPropEditInfo( RecvTable **ppTable, void **ppObj ) { *ppTable = &REFERENCE_RECV_TABLE(DT_SmokeStack); *ppObj = this; return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : fTimeDelta -
//-----------------------------------------------------------------------------
void C_SmokeStack::Update(float fTimeDelta) { if( !m_pParticleMgr ) { assert(false); return; }
// Don't spawn particles unless we're visible.
if( m_bEmit && (m_ParticleEffect.WasDrawnPrevFrame() || m_ParticleEffect.GetAlwaysSimulate()) ) { // Add new particles.
Vector forward, right, up; AngleVectors(GetAbsAngles(), &forward, &right, &up);
float tempDelta = fTimeDelta; while(m_ParticleSpawn.NextEvent(tempDelta)) { int iRandomFrame = random->RandomInt( 0, m_iMaxFrames );
#ifndef HL2_EPISODIC
iRandomFrame = 0; #endif
// Make a new particle.
if(SmokeStackParticle *pParticle = (SmokeStackParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeStackParticle), m_MaterialHandle[iRandomFrame])) { float angle = FRand( 0, 2.0f*M_PI_F ); pParticle->m_Pos = GetAbsOrigin() + right * (cos( angle ) * m_flBaseSpread) + forward * (sin( angle ) * m_flBaseSpread);
pParticle->m_Velocity = FRand(-m_SpreadSpeed,m_SpreadSpeed) * right + FRand(-m_SpreadSpeed,m_SpreadSpeed) * forward + m_Speed * up;
pParticle->m_vAccel = m_vWind; pParticle->m_Lifetime = 0; pParticle->m_flAngle = 0.0f;
#ifdef HL2_EPISODIC
pParticle->m_flAngle = RandomFloat( 0, 360 ); #endif
pParticle->m_flRollDelta = random->RandomFloat( -m_flRollSpeed, m_flRollSpeed ); pParticle->m_flSortPos = pParticle->m_Pos.z; } } }
// Setup the twist matrix.
float flTwist = (m_flTwist * (M_PI_F * 2.f) / 360.0f) * Helper_GetFrameTime(); if( m_bTwist = !!flTwist ) { m_TwistMat[0][0] = cos(flTwist); m_TwistMat[0][1] = sin(flTwist); m_TwistMat[1][0] = -sin(flTwist); m_TwistMat[1][1] = cos(flTwist); }
QueueLightParametersInRenderer(); }
void C_SmokeStack::StartRender( VMatrix &effectMatrix ) { m_Renderer.StartRender( effectMatrix ); }
void C_SmokeStack::QueueLightParametersInRenderer() { m_Renderer.SetBaseColor( Vector( GetRenderColorR() / 255.0f, GetRenderColorG() / 255.0f, GetRenderColorB() / 255.0f ) ); m_Renderer.SetAmbientLight( m_AmbientLight ); m_Renderer.SetDirectionalLight( m_DirLight ); m_flAlphaScale = (float)GetRenderAlpha(); }
void C_SmokeStack::RenderParticles( CParticleRenderIterator *pIterator ) { const SmokeStackParticle *pParticle = (const SmokeStackParticle*)pIterator->GetFirst(); while ( pParticle ) { // Transform.
Vector tPos; TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos );
// Figure out its alpha. Squaring it after it gets halfway through its lifetime
// makes it get translucent and fade out for a longer time.
//float alpha = cosf( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f;
float tLifetime = pParticle->m_Lifetime * m_InvLifetime; float alpha = TableCos( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f; if( tLifetime > 0.5f ) alpha *= alpha;
m_Renderer.RenderParticle( pIterator->GetParticleDraw(), pParticle->m_Pos, tPos, alpha * m_flAlphaScale, FLerp(m_StartSize, m_EndSize, tLifetime), DEG2RAD( pParticle->m_flAngle ) ); pParticle = (const SmokeStackParticle*)pIterator->GetNext( pParticle->m_flSortPos ); } }
void C_SmokeStack::SimulateParticles( CParticleSimulateIterator *pIterator ) { bool bSortNow = true; // Change this to false if we see sorting issues.
bool bQuickTest = false;
bool bDrawn = m_ParticleEffect.WasDrawnPrevFrame() ? true : false;
if ( bDrawn == true && m_bInView == false ) { bSortNow = true; }
if ( bDrawn == false && m_bInView == true ) { bQuickTest = true; }
#ifndef HL2_EPISODIC
bQuickTest = false; bSortNow = true; #endif
if( bQuickTest == false && m_bEmit && (!m_ParticleEffect.WasDrawnPrevFrame() && !m_ParticleEffect.GetAlwaysSimulate()) ) return;
SmokeStackParticle *pParticle = (SmokeStackParticle*)pIterator->GetFirst(); while ( pParticle ) { // Should this particle die?
pParticle->m_Lifetime += pIterator->GetTimeDelta();
float tLifetime = pParticle->m_Lifetime * m_InvLifetime; if( tLifetime >= 1 ) { pIterator->RemoveParticle( pParticle ); } else { // Transform.
Vector tPos; if( m_bTwist ) { Vector vTwist( pParticle->m_Pos.x - GetAbsOrigin().x, pParticle->m_Pos.y - GetAbsOrigin().y, 0);
pParticle->m_Pos.x = vTwist.x * m_TwistMat[0][0] + vTwist.y * m_TwistMat[0][1] + GetAbsOrigin().x; pParticle->m_Pos.y = vTwist.x * m_TwistMat[1][0] + vTwist.y * m_TwistMat[1][1] + GetAbsOrigin().y; }
#ifndef HL2_EPISODIC
pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta() + pParticle->m_vAccel * (0.5f * pIterator->GetTimeDelta() * pIterator->GetTimeDelta());
pParticle->m_Velocity += pParticle->m_vAccel * pIterator->GetTimeDelta(); #else
pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta() + pParticle->m_vAccel * pIterator->GetTimeDelta(); #endif
pParticle->m_flAngle += pParticle->m_flRollDelta * pIterator->GetTimeDelta();
if ( bSortNow == true ) { Vector tPos; TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos ); pParticle->m_flSortPos = tPos.z; } }
pParticle = (SmokeStackParticle*)pIterator->GetNext(); }
m_bInView = bDrawn; }
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