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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "view.h"
#include "materialsystem/imesh.h"
#include "fx_quad.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CFXQuad::CFXQuad( const FXQuadData_t &data )
: CClientSideEffect( "Quad" ) { m_FXData = data; }
CFXQuad::~CFXQuad( void ) { Destroy(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : frametime -
//-----------------------------------------------------------------------------
void CFXQuad::Draw( double frametime ) { VPROF_BUDGET( "FX_Quad::Draw", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
// Update the effect
Update( frametime );
float scaleTimePerc, alphaTimePerc;
//Determine the scale
if ( m_FXData.m_flDieTime == 0.0f ) { scaleTimePerc = 1.0f; // don't divide by 0...
} else { if ( m_FXData.m_uiFlags & FXQUAD_BIAS_SCALE ) { scaleTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flScaleBias ); } else { scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ); } }
float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
//Determine the alpha
if ( m_FXData.m_flDieTime == 0.0f ) { alphaTimePerc = 1.0f; // don't divide by 0...
} else { if ( m_FXData.m_uiFlags & FXQUAD_BIAS_ALPHA ) { alphaTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flAlphaBias ); } else { alphaTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ); } }
float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * alphaTimePerc ); alpha = clamp( alpha, 0.0f, 1.0f ); CMatRenderContextPtr pRenderContext( materials );
//Bind the material
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial ); CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
//Update our roll
m_FXData.m_flYaw = anglemod( m_FXData.m_flYaw + ( m_FXData.m_flDeltaYaw * frametime ) );
Vector pos; Vector vRight, vUp;
float color[4];
color[0] = m_FXData.m_Color[0]; color[1] = m_FXData.m_Color[1]; color[2] = m_FXData.m_Color[2];
if ( m_FXData.m_uiFlags & FXQUAD_COLOR_FADE ) { color[0] *= alpha; color[1] *= alpha; color[2] *= alpha; }
color[3] = alpha;
VectorVectors( m_FXData.m_vecNormal, vRight, vUp );
Vector rRight, rUp;
rRight = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw ) ) ); rUp = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) );
vRight = rRight * ( scale * 0.5f ); vUp = rUp * ( scale * 0.5f );
pos = m_FXData.m_vecOrigin + vRight - vUp;
meshBuilder.Position3fv( pos.Base() ); meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color4fv( color ); meshBuilder.AdvanceVertex();
pos = m_FXData.m_vecOrigin - vRight - vUp;
meshBuilder.Position3fv( pos.Base() ); meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color4fv( color ); meshBuilder.AdvanceVertex();
pos = m_FXData.m_vecOrigin - vRight + vUp;
meshBuilder.Position3fv( pos.Base() ); meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color4fv( color ); meshBuilder.AdvanceVertex();
pos = m_FXData.m_vecOrigin + vRight + vUp;
meshBuilder.Position3fv( pos.Base() ); meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color4fv( color ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFXQuad::IsActive( void ) { return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFXQuad::Destroy( void ) { //Release the material
if ( m_FXData.m_pMaterial != NULL ) { m_FXData.m_pMaterial->DecrementReferenceCount(); m_FXData.m_pMaterial = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : frametime -
//-----------------------------------------------------------------------------
void CFXQuad::Update( double frametime ) { m_FXData.m_flLifeTime += frametime; }
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