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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "clientsideeffects.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class FX_Cube : public CClientSideEffect { public: FX_Cube(IMaterial *pMaterial) : CClientSideEffect("FX_Cube") { m_pMaterial = pMaterial; if(m_pMaterial) m_pMaterial->IncrementReferenceCount(); }
virtual ~FX_Cube() { if(m_pMaterial) m_pMaterial->DecrementReferenceCount(); }
void SetupVec(Vector& v, int dim1, int dim2, int fixedDim, float dim1Val, float dim2Val, float fixedDimVal) { v[dim1] = dim1Val; v[dim2] = dim2Val; v[fixedDim] = fixedDimVal; }
void DrawBoxSide( int dim1, int dim2, int fixedDim, float minX, float minY, float maxX, float maxY, float fixedDimVal, bool bFlip, float shade) { Vector v; Vector color; VectorScale( m_vColor, shade, color );
CMatRenderContextPtr pRenderContext( materials ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder builder; builder.Begin(pMesh, MATERIAL_TRIANGLE_STRIP, 2);
SetupVec(v, dim1, dim2, fixedDim, minX, maxY, fixedDimVal); builder.Position3fv(v.Base()); builder.Color3fv(color.Base()); builder.AdvanceVertex();
SetupVec(v, dim1, dim2, fixedDim, bFlip ? maxX : minX, bFlip ? maxY : minY, fixedDimVal); builder.Position3fv(v.Base()); builder.Color3fv(color.Base()); builder.AdvanceVertex();
SetupVec(v, dim1, dim2, fixedDim, bFlip ? minX : maxX, bFlip ? minY : maxY, fixedDimVal); builder.Position3fv(v.Base()); builder.Color3fv(color.Base()); builder.AdvanceVertex();
SetupVec(v, dim1, dim2, fixedDim, maxX, minY, fixedDimVal); builder.Position3fv(v.Base()); builder.Color3fv(color.Base()); builder.AdvanceVertex();
builder.End(); pMesh->Draw(); }
virtual void Draw( double frametime ) { CMatRenderContextPtr pRenderContext( materials ); // Draw it.
pRenderContext->Bind( m_pMaterial ); Vector vLightDir(-1,-2,-3); VectorNormalize( vLightDir );
DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_mins[0], false, vLightDir.x * 0.5f + 0.5f); DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_maxs[0], true, -vLightDir.x * 0.5f + 0.5f);
DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_mins[1], true, vLightDir.y * 0.5f + 0.5f); DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_maxs[1], false, -vLightDir.y * 0.5f + 0.5f);
DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_mins[2], false, vLightDir.z * 0.5f + 0.5f); DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_maxs[2], true, -vLightDir.z * 0.5f + 0.5f); // Decrease lifetime.
m_Life -= frametime; }
bool IsActive( void ) { return m_Life > 0.0; }
public: Vector m_mins; Vector m_maxs; Vector m_vColor; float m_Life; IMaterial *m_pMaterial; };
void FX_AddCube( const Vector &mins, const Vector &maxs, const Vector &vColor, float life, const char *materialName ) { IMaterial *mat = materials->FindMaterial(materialName, TEXTURE_GROUP_CLIENT_EFFECTS);
FX_Cube *pCube = new FX_Cube(mat); pCube->m_mins = mins; pCube->m_maxs = maxs; pCube->m_vColor = vColor; pCube->m_Life = life;
clienteffects->AddEffect(pCube); }
void FX_AddCenteredCube( const Vector ¢er, float size, const Vector &vColor, float life, const char *materialName ) { FX_AddCube(center-Vector(size,size,size), center+Vector(size,size,size), vColor, life, materialName); }
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