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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "foundryhelpers_client.h"
#include "c_basetempentity.h"
#include "tier2/beamsegdraw.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CUtlVector<EHANDLE> g_EntityHighlightEffects; static ConVar cl_foundry_ShowEntityHighlights( "cl_foundry_ShowEntityHighlights", "1" );
void AddCoolLine( const Vector &v1, const Vector &v2, unsigned long iExtraFadeOffset, bool bNegateMovementDir ) { float flLineSectionLength = 3; // How many inches each line travels. Each line is a solid color and alpha.
int nLineSectionsToFade = 2; // How many lines to fade from translucent to opaque.
int baseColor[3] = { 216, 183, 67 }; // gold
float flTimeBetweenUpdates = 0.2f; unsigned long iLineFadeOffset = iExtraFadeOffset + (int)(gpGlobals->curtime / flTimeBetweenUpdates); if ( bNegateMovementDir ) iLineFadeOffset = 0xFFFFFFFF - iLineFadeOffset;
Vector vDelta = v2 - v1; float flLineLen = vDelta.Length(); vDelta /= flLineLen;
int nMaxLines = (int)(flLineLen / flLineSectionLength) + 1;
static IMaterial *pWireframeMaterial = NULL; if ( !pWireframeMaterial ) pWireframeMaterial = materials->FindMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER );
static IMaterial *pBeamMaterial = NULL; if ( !pBeamMaterial ) pBeamMaterial = materials->FindMaterial( "effects/laser1", TEXTURE_GROUP_OTHER );
CMatRenderContextPtr pRenderContext( materials );
// Draw the solid underlying lines.
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pWireframeMaterial ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
meshBuilder.Position3fv( v1.Base() ); meshBuilder.Color4ub( baseColor[0], baseColor[1], baseColor[2], 255 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( v2.Base() ); meshBuilder.Color4ub( baseColor[0], baseColor[1], baseColor[2], 255 ); meshBuilder.AdvanceVertex();
meshBuilder.End( false, true );
// Draw the additive beams.
float flCurDist = 0; Vector vStartPos = v1; for ( int i=0; i < nMaxLines; i++ ) { float flEndDist = MIN( flCurDist + flLineSectionLength, flLineLen ); Vector vEndPos = v1 + vDelta * flEndDist; int alpha; int iFadeAmt = (iLineFadeOffset+i) % (nLineSectionsToFade * 2); if ( iFadeAmt < nLineSectionsToFade ) alpha = (iFadeAmt * 255) / nLineSectionsToFade; else alpha = (255 * (nLineSectionsToFade - (iFadeAmt - nLineSectionsToFade))) / nLineSectionsToFade;
float flAlpha = Bias( alpha / 255.0f, 0.6 );
CBeamSegDraw beamDraw; beamDraw.Start( pRenderContext, 2, pBeamMaterial ); BeamSeg_t beamSeg; beamSeg.SetColor( baseColor[0] * flAlpha / 255.0f, baseColor[1] * flAlpha / 255.0f, baseColor[2] * flAlpha / 255.0f, 1.0f ); beamSeg.m_flTexCoord = 0; beamSeg.m_flWidth = 6;
beamSeg.m_vPos = vStartPos; beamDraw.NextSeg( &beamSeg );
beamSeg.m_vPos = vEndPos; beamDraw.NextSeg( &beamSeg );
beamDraw.End();
flCurDist = flEndDist; vStartPos = vEndPos; } }
void FoundryHelpers_DrawEntityHighlightEffect( C_BaseEntity *pEnt ) { CCollisionProperty *pCollision = pEnt->CollisionProp();
// Transform the OBB corners into world space.
const Vector &vMins = pCollision->OBBMins(); const Vector &vMaxs = pCollision->OBBMaxs(); Vector vPoints[8] = { Vector( vMins.x, vMins.y, vMins.z ), Vector( vMaxs.x, vMins.y, vMins.z ), Vector( vMaxs.x, vMaxs.y, vMins.z ), Vector( vMins.x, vMaxs.y, vMins.z ), Vector( vMins.x, vMins.y, vMaxs.z ), Vector( vMaxs.x, vMins.y, vMaxs.z ), Vector( vMaxs.x, vMaxs.y, vMaxs.z ), Vector( vMins.x, vMaxs.y, vMaxs.z ) };
for ( int i=0; i < 8; i++ ) { Vector vTmp; vPoints[i] = pCollision->CollisionToWorldSpace( vPoints[i], &vTmp ); }
// Draw lines connecting them up...
for ( int i=0; i < 4; i++ ) { AddCoolLine( vPoints[i], vPoints[(i+1)%4], 0, false ); AddCoolLine( vPoints[i+4], vPoints[(i+1)%4 + 4], 4, true ); AddCoolLine( vPoints[i], vPoints[i+4], i*2+4, (i%1) == 0 ); } }
void FoundryHelpers_DrawAll() { if ( cl_foundry_ShowEntityHighlights.GetBool() ) { for ( int i=0; i < g_EntityHighlightEffects.Count(); i++ ) { C_BaseEntity *pEnt = g_EntityHighlightEffects[i];
if ( !pEnt ) continue;
FoundryHelpers_DrawEntityHighlightEffect( pEnt ); } } }
void FoundryHelpers_ClearEntityHighlightEffects() { g_EntityHighlightEffects.Purge(); }
void FoundryHelpers_AddEntityHighlightEffect( int iEntity ) { EHANDLE hEnt = cl_entitylist->GetBaseEntity( iEntity ); if ( hEnt.IsValid() ) g_EntityHighlightEffects.AddToTail( hEnt ); }
//-----------------------------------------------------------------------------
// Purpose: This marshalls calls from the server to the client.
//-----------------------------------------------------------------------------
class C_TEFoundryHelpers : public C_BaseTempEntity { public: DECLARE_CLASS( C_TEFoundryHelpers, C_BaseTempEntity ); DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType );
int m_iEntity; };
void C_TEFoundryHelpers::PostDataUpdate( DataUpdateType_t updateType ) { if ( m_iEntity == -1 ) FoundryHelpers_ClearEntityHighlightEffects(); else FoundryHelpers_AddEntityHighlightEffect( m_iEntity ); }
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEFoundryHelpers, DT_TEFoundryHelpers, CTEFoundryHelpers ) RecvPropInt( RECVINFO(m_iEntity) ) END_RECV_TABLE()
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