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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "beamdraw.h"
#include "enginesprite.h"
#include "iviewrender_beams.h"
#include "view.h"
#include "iviewrender.h"
#include "engine/ivmodelinfo.h"
#include "fx_line.h"
#include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar r_drawsprites; extern ConVar r_DrawBeams;
static IMaterial *g_pBeamWireframeMaterial;
//-----------------------------------------------------------------------------
// Purpose: Retrieve sprite object and set it up for rendering
// Input : *pSpriteModel -
// frame -
// rendermode -
// Output : CEngineSprite
//-----------------------------------------------------------------------------
CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode ) { CEngineSprite *psprite; IMaterial *material;
psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( pSpriteModel ); Assert( psprite );
material = psprite->GetMaterial( (RenderMode_t)rendermode, frame ); if( !material ) return NULL; CMatRenderContextPtr pRenderContext( materials ); if ( ShouldDrawInWireFrameMode() || r_DrawBeams.GetInt() == 2 ) { if ( !g_pBeamWireframeMaterial ) g_pBeamWireframeMaterial = materials->FindMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER ); pRenderContext->Bind( g_pBeamWireframeMaterial, NULL ); return psprite; } pRenderContext->Bind( material ); return psprite; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pMaterial -
// source -
// color -
//-----------------------------------------------------------------------------
void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale ) { static unsigned int nHDRColorScaleCache = 0; Vector point, screen; if( pMaterial ) { IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
// Transform source into screen space
ScreenTransform( source, screen );
meshBuilder.Color3fv (color); meshBuilder.TexCoord2f (0, 0, 1); VectorMA (source, -scale, CurrentViewUp(), point); VectorMA (point, -scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex();
meshBuilder.Color3fv (color); meshBuilder.TexCoord2f (0, 0, 0); VectorMA (source, scale, CurrentViewUp(), point); VectorMA (point, -scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex();
meshBuilder.Color3fv (color); meshBuilder.TexCoord2f (0, 1, 0); VectorMA (source, scale, CurrentViewUp(), point); VectorMA (point, scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex();
meshBuilder.Color3fv (color); meshBuilder.TexCoord2f (0, 1, 1); VectorMA (source, -scale, CurrentViewUp(), point); VectorMA (point, scale, CurrentViewRight(), point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Assumes the material has already been bound
//-----------------------------------------------------------------------------
void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color ) { unsigned char pColor[4] = { color.r, color.g, color.b, color.a };
// Generate half-widths
flWidth *= 0.5f; flHeight *= 0.5f;
// Compute direction vectors for the sprite
Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 ); VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd ); float flDist = VectorNormalize( fwd ); if (flDist >= 1e-3) { CrossProduct( CurrentViewUp(), fwd, right ); flDist = VectorNormalize( right ); if (flDist >= 1e-3) { CrossProduct( fwd, right, up ); } else { // In this case, fwd == g_vecVUp, it's right above or
// below us in screen space
CrossProduct( fwd, CurrentViewRight(), up ); VectorNormalize( up ); CrossProduct( up, fwd, right ); } }
CMeshBuilder meshBuilder; Vector point; CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( );
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Color4ubv (pColor); meshBuilder.TexCoord2f (0, 0, 1); VectorMA (vecOrigin, -flHeight, up, point); VectorMA (point, -flWidth, right, point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv (pColor); meshBuilder.TexCoord2f (0, 0, 0); VectorMA (vecOrigin, flHeight, up, point); VectorMA (point, -flWidth, right, point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv (pColor); meshBuilder.TexCoord2f (0, 1, 0); VectorMA (vecOrigin, flHeight, up, point); VectorMA (point, flWidth, right, point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv (pColor); meshBuilder.TexCoord2f (0, 1, 1); VectorMA (vecOrigin, -flHeight, up, point); VectorMA (point, flWidth, right, point); meshBuilder.Position3fv (point.Base()); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Compute vectors perpendicular to the beam
//-----------------------------------------------------------------------------
static void ComputeBeamPerpendicular( const Vector &vecBeamDelta, Vector *pPerp ) { // Direction in worldspace of the center of the beam
Vector vecBeamCenter = vecBeamDelta; VectorNormalize( vecBeamCenter );
CrossProduct( CurrentViewForward(), vecBeamCenter, *pPerp ); VectorNormalize( *pPerp ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : noise_divisions -
// *prgNoise -
// *spritemodel -
// frame -
// rendermode -
// source -
// delta -
// flags -
// *color -
// fadescale -
//-----------------------------------------------------------------------------
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 ) { int i, noiseIndex, noiseStep; float div, length, fraction, factor, vLast, vStep, brightness; Assert( fadeLength >= 0.0f ); CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
if ( segments < 2 ) return;
IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } } length = VectorLength( delta ); float flMaxWidth = MAX(startWidth, endWidth) * 0.5f; div = 1.0 / (segments-1);
if ( length*div < flMaxWidth * 1.414 ) { // Here, we have too many segments; we could get overlap... so lets have less segments
segments = (int)(length / (flMaxWidth * 1.414)) + 1; if ( segments < 2 ) { segments = 2; } }
if ( segments > noise_divisions ) // UNDONE: Allow more segments?
{ segments = noise_divisions; }
div = 1.0 / (segments-1); length *= 0.01;
// UNDONE: Expose texture length scale factor to control "fuzziness"
if ( flags & FBEAM_NOTILE ) { // Don't tile
vStep = div; } else { // Texture length texels per space pixel
vStep = length*div; } // UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
if ( flags & FBEAM_SINENOISE ) { if ( segments < 16 ) { segments = 16; div = 1.0 / (segments-1); } scale *= 100; length = segments * (1.0/10); } else { scale *= length; }
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f); noiseIndex = 0; if ( flags & FBEAM_SINENOISE ) { noiseIndex = 0; }
brightness = 1.0; if ( flags & FBEAM_SHADEIN ) { brightness = 0; }
// What fraction of beam should be faded
Assert( fadeLength >= 0.0f ); float fadeFraction = fadeLength/ delta.Length(); // BUGBUG: This code generates NANs when fadeFraction is zero! REVIST!
fadeFraction = clamp(fadeFraction,1e-6,1);
// Choose two vectors that are perpendicular to the beam
Vector perp1; ComputeBeamPerpendicular( delta, &perp1 );
// Specify all the segments.
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); CBeamSegDraw segDraw; segDraw.Start( pRenderContext, segments, NULL );
for ( i = 0; i < segments; i++ ) { Assert( noiseIndex < (noise_divisions<<16) ); BeamSeg_t curSeg;
fraction = i * div;
// Fade in our out beam to fadeLength
if ( (flags & FBEAM_SHADEIN) && (flags & FBEAM_SHADEOUT) ) { if (fraction < 0.5) { brightness = 2*(fraction/fadeFraction); } else { brightness = 2*(1.0 - (fraction/fadeFraction)); } } else if ( flags & FBEAM_SHADEIN ) { brightness = fraction/fadeFraction; } else if ( flags & FBEAM_SHADEOUT ) { brightness = 1.0 - (fraction/fadeFraction); }
// clamps
if (brightness < 0 ) { brightness = 0; } else if (brightness > 1) { brightness = 1; }
Vector vecTemp; VectorScale( *((Vector*)color), brightness, vecTemp ); curSeg.SetColor( vecTemp, 1.0f );
// UNDONE: Make this a spline instead of just a line?
VectorMA( source, fraction, delta, curSeg.m_vPos ); // Distort using noise
if ( scale != 0 ) { factor = prgNoise[noiseIndex>>16] * scale; if ( flags & FBEAM_SINENOISE ) { float s, c; SinCos( fraction*M_PI*length + freq, &s, &c ); VectorMA( curSeg.m_vPos, factor * s, CurrentViewUp(), curSeg.m_vPos ); // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
VectorMA( curSeg.m_vPos, factor * c, CurrentViewRight(), curSeg.m_vPos ); } else { VectorMA( curSeg.m_vPos, factor, perp1, curSeg.m_vPos ); } }
// Specify the next segment.
if( endWidth == startWidth ) { curSeg.m_flWidth = startWidth * 2; } else { curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2; } curSeg.m_flTexCoord = vLast; segDraw.NextSeg( &curSeg );
vLast += vStep; // Advance texture scroll (v axis only)
noiseIndex += noiseStep; }
segDraw.End(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CalcSegOrigin( Vector *vecOut, int iPoint, int noise_divisions, float *prgNoise, const Vector &source, const Vector& delta, const Vector &perp, int segments, float freq, float scale, float fraction, int flags ) { Assert( segments > 1 );
float factor; float length = VectorLength( delta ) * 0.01; float div = 1.0 / (segments-1);
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
int noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f); int noiseIndex = (iPoint) * noiseStep;
// Sine noise beams have different length calculations
if ( flags & FBEAM_SINENOISE ) { length = segments * (1.0/10); noiseIndex = 0; }
// UNDONE: Make this a spline instead of just a line?
VectorMA( source, fraction, delta, *vecOut );
// Distort using noise
if ( scale != 0 ) { factor = prgNoise[noiseIndex>>16] * scale; if ( flags & FBEAM_SINENOISE ) { float s, c; SinCos( fraction*M_PI*length + freq, &s, &c ); VectorMA( *vecOut, factor * s, CurrentViewUp(), *vecOut ); // Rotate the noise along the perpendicular axis a bit to keep the bolt from looking diagonal
VectorMA( *vecOut, factor * c, CurrentViewRight(), *vecOut ); } else { VectorMA( *vecOut, factor, perp, *vecOut ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : noise_divisions -
// *prgNoise -
// *spritemodel -
// frame -
// rendermode -
// source -
// delta -
// flags -
// *color -
// fadescale -
//-----------------------------------------------------------------------------
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 ) { int i; float div, length, fraction, vLast, vStep, brightness; Assert( fadeLength >= 0.0f ); CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
if ( segments < 2 ) return; IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
if ( segments > noise_divisions ) // UNDONE: Allow more segments?
segments = noise_divisions;
length = VectorLength( delta ) * 0.01; div = 1.0 / (segments-1);
// UNDONE: Expose texture length scale factor to control "fuzziness"
vStep = length*div; // Texture length texels per space pixel
// UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
brightness = 1.0; if ( flags & FBEAM_SHADEIN ) brightness = 0;
// What fraction of beam should be faded
Assert( fadeLength >= 0.0f ); float fadeFraction = fadeLength/ delta.Length(); // BUGBUG: This code generates NANs when fadeFraction is zero! REVIST!
fadeFraction = clamp(fadeFraction,1e-6,1);
Vector perp; ComputeBeamPerpendicular( delta, &perp );
// Specify all the segments.
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); CBeamSegDraw segDraw; segDraw.Start( pRenderContext, segments, NULL );
// Keep track of how many times we've branched
int iBranches = 0;
Vector vecStart, vecEnd; float flWidth = 0; float flEndWidth = 0;
for ( i = 0; i < segments; i++ ) { BeamSeg_t curSeg;
fraction = i * div;
// Fade in our out beam to fadeLength
if ( (flags & FBEAM_SHADEIN) && (flags & FBEAM_SHADEOUT) ) { if (fraction < 0.5) { brightness = 2*(fraction/fadeFraction); } else { brightness = 2*(1.0 - (fraction/fadeFraction)); } } else if ( flags & FBEAM_SHADEIN ) { brightness = fraction/fadeFraction; } else if ( flags & FBEAM_SHADEOUT ) { brightness = 1.0 - (fraction/fadeFraction); }
// clamps
if (brightness < 0 ) { brightness = 0; } else if (brightness > 1) { brightness = 1; }
Vector vecTemp; VectorScale( *((Vector*)color), brightness, vecTemp ); curSeg.SetColor( vecTemp, 1.0f );
CalcSegOrigin( &curSeg.m_vPos, i, noise_divisions, prgNoise, source, delta, perp, segments, freq, scale, fraction, flags );
// Specify the next segment.
if( endWidth == startWidth ) curSeg.m_flWidth = startWidth * 2; else curSeg.m_flWidth = ((fraction*(endWidth-startWidth))+startWidth) * 2;
// Reduce the width by the current number of branches we've had
for ( int j = 0; i < iBranches; j++ ) { curSeg.m_flWidth *= 0.5; } curSeg.m_flTexCoord = vLast;
segDraw.NextSeg( &curSeg );
vLast += vStep; // Advance texture scroll (v axis only)
// Now see if we'd like to branch here
// For now, always branch at the midpoint.
// We could branch randomly, and multiple times per beam
if ( i == (segments * 0.5) ) { // Figure out what the new width would be
// Halve the width because the beam is breaking in two, and halve it again because width is doubled above
flWidth = curSeg.m_flWidth * 0.25; if ( flWidth > 1 ) { iBranches++;
// Get an endpoint for the new branch
vecStart = curSeg.m_vPos; vecEnd = source + delta + (CurrentViewUp() * 32) + (CurrentViewRight() * 32); vecEnd -= vecStart;
// Reduce the end width by the current number of branches we've had
flEndWidth = endWidth; for ( int j = 0; i < iBranches; j++ ) { flEndWidth *= 0.5; } } } }
segDraw.End();
// If we branched, draw the new beam too
if ( iBranches ) { DrawTeslaSegs( noise_divisions, prgNoise, spritemodel, frame, rendermode, vecStart, vecEnd, flWidth, flEndWidth, scale, freq, speed, segments, flags, color, fadeLength, flHDRColorScale ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : noise_divisions -
// *prgNoise -
// *beammodel -
// *halomodel -
// flHaloScale -
// startWidth -
// endWidth -
// scale -
// freq -
// speed -
// segments -
// * -
//-----------------------------------------------------------------------------
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 ) { int noiseIndex, noiseStep; float div, length, fraction, factor, vLast, vStep, brightness; float scaledColor[3];
model_t *beamsprite = ( model_t *)beammodel; model_t *halosprite = ( model_t *)halomodel;
CEngineSprite *pBeamSprite = Draw_SetSpriteTexture( beamsprite, frame, rendermode ); if ( !pBeamSprite ) return;
// Figure out the number of segments.
if ( segments < 2 ) return; IMaterial *pMaterial = pBeamSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
if ( segments > noise_divisions ) // UNDONE: Allow more segments?
segments = noise_divisions;
if ( flags & FBEAM_SINENOISE ) { if ( segments < 16 ) segments = 16; }
IMaterial *pBeamMaterial = pBeamSprite->GetMaterial( (RenderMode_t)rendermode ); CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); CBeamSegDraw segDraw; segDraw.Start( pRenderContext, (segments-1)*(numAttachments-1), pBeamMaterial );
CEngineSprite *pHaloSprite = (CEngineSprite *)modelinfo->GetModelExtraData( halosprite ); IMaterial *pHaloMaterial = NULL; if ( pHaloSprite ) { pHaloMaterial = pHaloSprite->GetMaterial( kRenderGlow ); } //-----------------------------------------------------------
// Calculate widthStep if start and end width are different
//-----------------------------------------------------------
float widthStep; if (startWidth != endWidth) { widthStep = (endWidth - startWidth)/numAttachments; } else { widthStep = 0; } // Calculate total length of beam
float flBeamLength = (attachment[0]-attachment[numAttachments-1]).Length();
// What fraction of beam should be faded
float fadeFraction = fadeLength/flBeamLength; if (fadeFraction > 1) { fadeFraction = 1; } //---------------------------------------------------------------
// Go through each attachment drawing spline beams between them
//---------------------------------------------------------------
Vector vLastPoint(0,0,0); Vector pPre; // attachment point before the current beam
Vector pStart; // start of current beam
Vector pEnd; // end of current beam
Vector pNext; // attachment point after the current beam
for (int j=0;j<numAttachments-1;j++) { if (j==0) { VectorCopy(attachment[0],pPre); VectorCopy(pPre,vLastPoint); } else { VectorCopy(attachment[j-1],pPre); }
VectorCopy(attachment[j], pStart); VectorCopy(attachment[j+1], pEnd);
if (j+2 >= numAttachments-1) { VectorCopy(attachment[j+1],pNext); } else { VectorCopy(attachment[j+2],pNext); }
Vector vDelta; VectorSubtract(pEnd,pStart,vDelta); length = VectorLength( vDelta ) * 0.01; if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
length = 0.5; div = 1.0 / (segments-1);
// UNDONE: Expose texture length scale factor to control "fuzziness"
vStep = length*div; // Texture length texels per space pixel
// UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
if ( flags & FBEAM_SINENOISE ) { scale = scale * 100; length = segments * (1.0/10); } else scale = scale * length; // -----------------------------------------------------------------------------
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
// -----------------------------------------------------------------------------
noiseStep = (int)((float)(noise_divisions-1) * div * 65536.0f); noiseIndex = noiseStep; if ( flags & FBEAM_SINENOISE ) noiseIndex = 0;
brightness = 1.0; if ( flags & FBEAM_SHADEIN ) brightness = 0;
BeamSeg_t seg;
VectorScale( color, brightness, scaledColor ); seg.SetColor( scaledColor[0], scaledColor[1], scaledColor[2], 1.0f );
// -------------------------------------------------
// Calc start and end widths for this segment
// -------------------------------------------------
float startSegWidth = startWidth + (widthStep*j); float endSegWidth = startWidth + (widthStep*(j+1));
// -------------------------------------------------
// Now draw each segment
// -------------------------------------------------
float fBestFraction = -1; float bestDot = 0; for (int i = 1; i < segments; i++ ) { fraction = i * div;
// Fade in our out beam to fadeLength
// BUG BUG: should be based on total lengh of beam not this particular fraction
if ( flags & FBEAM_SHADEIN ) { brightness = fraction/fadeFraction; if (brightness > 1) { brightness = 1; } } else if ( flags & FBEAM_SHADEOUT ) { float fadeFraction = fadeLength/length; brightness = 1.0 - (fraction/fadeFraction); if (brightness < 0) { brightness = 0; } }
// -----------------------------------------------------------
// Calculate spline position
// -----------------------------------------------------------
Vector vTarget(0,0,0); Catmull_Rom_Spline(pPre, pStart, pEnd, pNext, fraction, vTarget ); seg.m_vPos[0] = vTarget.x; seg.m_vPos[1] = vTarget.y; seg.m_vPos[2] = vTarget.z;
// --------------------------------------------------------------
// Keep track of segment most facing the player for halo effect
// --------------------------------------------------------------
if (pHaloMaterial) { Vector vBeamDir1; VectorSubtract(seg.m_vPos,vLastPoint,vBeamDir1); VectorNormalize(vBeamDir1);
Vector vLookDir; VectorSubtract(CurrentViewOrigin(),seg.m_vPos,vLookDir); VectorNormalize(vLookDir);
float dotpr = fabs(DotProduct(vBeamDir1,vLookDir)); static float thresh = 0.85; if (dotpr > thresh && dotpr > bestDot) { bestDot = dotpr; fBestFraction = fraction; } VectorCopy(seg.m_vPos,vLastPoint); }
// ----------------------
// Distort using noise
// ----------------------
if ( scale != 0 ) { factor = prgNoise[noiseIndex>>16] * scale; if ( flags & FBEAM_SINENOISE ) { float s, c; SinCos( fraction*M_PI*length + freq, &s, &c ); VectorMA( seg.m_vPos, factor * s, CurrentViewUp(), seg.m_vPos ); // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
VectorMA( seg.m_vPos, factor * c, CurrentViewRight(), seg.m_vPos ); } else { VectorMA( seg.m_vPos, factor, CurrentViewUp(), seg.m_vPos ); // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
factor = prgNoise[noiseIndex>>16] * scale * cos(fraction*M_PI*3+freq); VectorMA( seg.m_vPos, factor, CurrentViewRight(), seg.m_vPos ); } }
// Scale width if non-zero spread
if (startWidth != endWidth) seg.m_flWidth = ((fraction*(endSegWidth-startSegWidth))+startSegWidth)*2; else seg.m_flWidth = startWidth*2;
seg.m_flTexCoord = vLast; segDraw.NextSeg( &seg );
vLast += vStep; // Advance texture scroll (v axis only)
noiseIndex += noiseStep; }
// --------------------------------------------------------------
// Draw halo on segment most facing the player
// --------------------------------------------------------------
if (false&&pHaloMaterial) { Vector vHaloPos(0,0,0); if (bestDot != 0) { Catmull_Rom_Spline(pPre, pStart, pEnd, pNext, fBestFraction, vHaloPos); } else { Vector vBeamDir1; VectorSubtract(pStart,pEnd,vBeamDir1); VectorNormalize(vBeamDir1);
Vector vLookDir; VectorSubtract(CurrentViewOrigin(),pStart,vLookDir); VectorNormalize(vLookDir);
bestDot = fabs(DotProduct(vBeamDir1,vLookDir)); static float thresh = 0.85; if (bestDot > thresh) { fBestFraction = 0.5; VectorAdd(pStart,pEnd,vHaloPos); VectorScale(vHaloPos,0.5,vHaloPos); } } if (fBestFraction > 0) { float fade = pow(bestDot,60); if (fade > 1.0) fade = 1.0; float haloColor[3]; VectorScale( color, fade, haloColor ); pRenderContext->Bind(pHaloMaterial); float curWidth = (fBestFraction*(endSegWidth-startSegWidth))+startSegWidth; DrawHalo(pHaloMaterial,vHaloPos,flHaloScale*curWidth/endWidth,haloColor, flHDRColorScale); } } } segDraw.End();
// ------------------------
// Draw halo at end of beam
// ------------------------
if (pHaloMaterial) { pRenderContext->Bind(pHaloMaterial); DrawHalo(pHaloMaterial,pEnd,flHaloScale,scaledColor, flHDRColorScale); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *spritemodel -
// frame -
// rendermode -
// source -
// scale -
// *color -
//-----------------------------------------------------------------------------
void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source, float scale, float* color, float flHDRColorScale ) { CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
DrawHalo( pSprite->GetMaterial( (RenderMode_t)rendermode ), source, scale, color, flHDRColorScale ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : noise_divisions -
// *prgNoise -
// *spritemodel -
// frame -
// rendermode -
// source -
// delta -
// width -
// scale -
// freq -
// speed -
// segments -
// *color -
//-----------------------------------------------------------------------------
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 ) { int i; float div, length, fraction, vLast, vStep; Vector point; float w; static unsigned int nHDRColorScaleCache = 0;
CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
if ( segments < 2 ) return; IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
if ( segments > noise_divisions ) // UNDONE: Allow more segments?
segments = noise_divisions;
length = VectorLength( delta ) * 0.01; if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
length = 0.5; div = 1.0 / (segments-1);
// UNDONE: Expose texture length scale factor to control "fuzziness"
vStep = length*div; // Texture length texels per space pixel
// UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
scale = scale * length;
w = freq * delta[2];
CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments - 1) * 2 );
// NOTE: We must force the degenerate triangles to be on the edge
for ( i = 0; i < segments; i++ ) { float s, c; fraction = i * div;
point[0] = source[0]; point[1] = source[1]; point[2] = source[2];
meshBuilder.Color3fv( color ); meshBuilder.TexCoord2f( 0, 1.0, vLast ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
SinCos( fraction * 2 * M_PI, &s, &c ); point[0] = s * w + source[0]; point[1] = c * w + source[1]; point[2] = source[2];
meshBuilder.Color3fv( color ); meshBuilder.TexCoord2f( 0, 0.0, vLast ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
vLast += vStep; // Advance texture scroll (v axis only)
}
meshBuilder.End( ); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : noise_divisions -
// *prgNoise -
// *spritemodel -
// frame -
// rendermode -
// source -
// delta -
// width -
// scale -
// freq -
// speed -
// segments -
// *color -
//-----------------------------------------------------------------------------
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 ) { int i; float div, length, fraction, vLast, vStep; Vector point;
CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
if ( segments < 2 ) return; IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
if ( segments > noise_divisions ) // UNDONE: Allow more segments?
segments = noise_divisions;
length = VectorLength( delta ) * 0.01; if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
length = 0.5; div = 1.0 / (segments-1);
// UNDONE: Expose texture length scale factor to control "fuzziness"
vStep = length*div; // Texture length texels per space pixel
// UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
scale = scale * length; CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments - 1) * 2 );
float radius = delta[2]; for ( i = 0; i < segments; i++ ) { float s, c; fraction = i * div; SinCos( fraction * 2 * M_PI, &s, &c );
point[0] = s * freq * radius + source[0]; point[1] = c * freq * radius + source[1]; point[2] = source[2] + width;
meshBuilder.Color3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, vLast ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
point[0] = s * freq * (radius + width) + source[0]; point[1] = c * freq * (radius + width) + source[1]; point[2] = source[2] - width;
meshBuilder.Color3fv( color ); meshBuilder.TexCoord2f( 0, 0.0f, vLast ); meshBuilder.Position3fv( point.Base() ); meshBuilder.AdvanceVertex();
vLast += vStep; // Advance texture scroll (v axis only)
} meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : noise_divisions -
// *prgNoise -
// (*pfnNoise -
//-----------------------------------------------------------------------------
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 ) { int i, j, noiseIndex, noiseStep; float div, length, fraction, factor, vLast, vStep; Vector last1, last2, point, screen, screenLast(0,0,0), tmp, normal; Vector center, xaxis, yaxis, zaxis; float radius, x, y, scale; Vector d;
CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
VectorCopy( delta, d );
if ( segments < 2 ) return;
segments = segments * M_PI; if ( segments > noise_divisions * 8 ) // UNDONE: Allow more segments?
segments = noise_divisions * 8;
length = VectorLength( d ) * 0.01 * M_PI; if ( length < 0.5 ) // Don't lose all of the noise/texture on short beams
length = 0.5; div = 1.0 / (segments-1);
// UNDONE: Expose texture length scale factor to control "fuzziness"
vStep = length*div/8.0; // Texture length texels per space pixel
// UNDONE: Expose this paramter as well(3.5)? Texture scroll rate along beam
vLast = fmod(freq*speed,1); // Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
scale = amplitude * length / 8.0;
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
noiseStep = (int)((noise_divisions-1) * div * 65536.0) * 8; noiseIndex = 0;
VectorScale( d, 0.5, d ); VectorAdd( source, d, center ); zaxis[0] = 0; zaxis[1] = 0; zaxis[2] = 1;
VectorCopy( d, xaxis ); radius = VectorLength( xaxis ); // cull beamring
// --------------------------------
// Compute box center +/- radius
last1[0] = radius; last1[1] = radius; last1[2] = scale; VectorAdd( center, last1, tmp ); // maxs
VectorSubtract( center, last1, screen ); // mins
// Is that box in PVS && frustum?
if ( !engine->IsBoxVisible( screen, tmp ) || engine->CullBox( screen, tmp ) ) { return; }
yaxis[0] = xaxis[1]; yaxis[1] = -xaxis[0]; yaxis[2] = 0; VectorNormalize( yaxis ); VectorScale( yaxis, radius, yaxis );
j = segments / 8;
CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (segments) * 2 );
for ( i = 0; i < segments + 1; i++ ) { fraction = i * div; SinCos( fraction * 2 * M_PI, &x, &y );
point[0] = xaxis[0] * x + yaxis[0] * y + center[0]; point[1] = xaxis[1] * x + yaxis[1] * y + center[1]; point[2] = xaxis[2] * x + yaxis[2] * y + center[2];
// Distort using noise
if ( scale != 0.0f ) { factor = prgNoise[(noiseIndex>>16) & 0x7F] * scale; VectorMA( point, factor, CurrentViewUp(), point );
// Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
factor = prgNoise[(noiseIndex>>16) & 0x7F] * scale * cos(fraction*M_PI*3*8+freq); VectorMA( point, factor, CurrentViewRight(), point ); } // Transform point into screen space
ScreenTransform( point, screen );
if (i != 0) { // Build world-space normal to screen-space direction vector
VectorSubtract( screen, screenLast, tmp ); // We don't need Z, we're in screen space
tmp[2] = 0; VectorNormalize( tmp ); VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x)
VectorMA( normal, -tmp[1], CurrentViewRight(), normal ); // Make a wide line
VectorMA( point, width, normal, last1 ); VectorMA( point, -width, normal, last2 );
vLast += vStep; // Advance texture scroll (v axis only)
meshBuilder.Color3fv( color ); meshBuilder.TexCoord2f( 0, 1.0f, vLast ); meshBuilder.Position3fv( last2.Base() ); meshBuilder.AdvanceVertex();
meshBuilder.Color3fv( color ); meshBuilder.TexCoord2f( 0, 0.0f, vLast ); meshBuilder.Position3fv( last1.Base() ); meshBuilder.AdvanceVertex(); } VectorCopy( screen, screenLast ); noiseIndex += noiseStep;
j--; if (j == 0 && amplitude != 0 ) { j = segments / 8; (*pfnNoise)( prgNoise, noise_divisions, 1.0f ); } }
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : spritemodel -
// *pHead -
// delta -
// *screen -
// *screenLast -
// die -
// source -
// flags -
// width -
// amplitude -
// freq -
// *color -
//-----------------------------------------------------------------------------
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 ) { float fraction; float div; float vLast = 0.0; float vStep = 1.0; Vector last1, last2, tmp, normal; float scaledColor[3];
CEngineSprite *pSprite = Draw_SetSpriteTexture( spritemodel, frame, rendermode ); if ( !pSprite ) return;
IMaterial *pMaterial = pSprite->GetMaterial( (RenderMode_t)rendermode ); if( pMaterial ) { static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( flHDRColorScale ); } }
// UNDONE: This won't work, screen and screenLast must be extrapolated here to fix the
// first beam segment for this trail
// Build world-space normal to screen-space direction vector
VectorSubtract( screen, screenLast, tmp ); // We don't need Z, we're in screen space
tmp[2] = 0; VectorNormalize( tmp ); VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x)
VectorMA( normal, -tmp[1], CurrentViewRight(), normal ); // Make a wide line
VectorMA( delta, width, normal, last1 ); VectorMA( delta, -width, normal, last2 );
div = 1.0 / amplitude; fraction = ( die - gpGlobals->curtime ) * div; unsigned char nColor[3];
VectorScale( color, fraction, scaledColor ); nColor[0] = (unsigned char)clamp( (int)(scaledColor[0] * 255.0f), 0, 255 ); nColor[1] = (unsigned char)clamp( (int)(scaledColor[1] * 255.0f), 0, 255 ); nColor[2] = (unsigned char)clamp( (int)(scaledColor[2] * 255.0f), 0, 255 ); // need to count the segments
int count = 0; BeamTrail_t* pTraverse = pHead; while ( pTraverse ) { ++count; pTraverse = pTraverse->next; }
CMatRenderContextPtr pRenderContext( materials ); IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, count );
while (pHead) { // Msg("%.2f ", fraction );
meshBuilder.Position3fv( last1.Base() ); meshBuilder.Color3ubv( nColor ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( last2.Base() ); meshBuilder.Color3ubv( nColor ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.AdvanceVertex();
// Transform point into screen space
ScreenTransform( pHead->org, screen ); // Build world-space normal to screen-space direction vector
VectorSubtract( screen, screenLast, tmp ); // We don't need Z, we're in screen space
tmp[2] = 0; VectorNormalize( tmp ); VectorScale( CurrentViewUp(), tmp[0], normal ); // Build point along noraml line (normal is -y, x)
VectorMA( normal, -tmp[1], CurrentViewRight(), normal ); // Make a wide line
VectorMA( pHead->org, width, normal, last1 ); VectorMA( pHead->org, -width, normal, last2 );
vLast += vStep; // Advance texture scroll (v axis only)
if (pHead->next != NULL) { fraction = (pHead->die - gpGlobals->curtime) * div; VectorScale( color, fraction, scaledColor ); nColor[0] = (unsigned char)clamp( (int)(scaledColor[0] * 255.0f), 0, 255 ); nColor[1] = (unsigned char)clamp( (int)(scaledColor[1] * 255.0f), 0, 255 ); nColor[2] = (unsigned char)clamp( (int)(scaledColor[2] * 255.0f), 0, 255 ); } else { fraction = 0.0; nColor[0] = nColor[1] = nColor[2] = 0; }
meshBuilder.Position3fv( last2.Base() ); meshBuilder.Color3ubv( nColor ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( last1.Base() ); meshBuilder.Color3ubv( nColor ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.AdvanceVertex();
VectorCopy( screen, screenLast );
pHead = pHead->next; }
meshBuilder.End(); pMesh->Draw(); }
/*
P0 = start P1 = control P2 = end P(t) = (1-t)^2 * P0 + 2t(1-t)*P1 + t^2 * P2 */ void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale ) { int subdivisions = 16;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); CBeamSegDraw beamDraw; beamDraw.Start( pRenderContext, subdivisions+1, NULL );
BeamSeg_t seg; seg.m_flWidth = width; float t = 0; float u = fmod( scrollOffset, 1 ); float dt = 1.0 / (float)subdivisions; for( int i = 0; i <= subdivisions; i++, t += dt ) { float omt = (1-t); float p0 = omt*omt; float p1 = 2*t*omt; float p2 = t*t;
seg.m_vPos = p0 * start + p1 * control + p2 * end; seg.m_flTexCoord = u - t; if ( i == 0 || i == subdivisions ) { // HACK: fade out the ends a bit
seg.m_color.r = seg.m_color.g = seg.m_color.b = 0; seg.m_color.a = 255; } else { seg.SetColor( color, 1.0f ); } beamDraw.NextSeg( &seg ); }
beamDraw.End(); }
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