//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Screen warp overlay // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "view.h" #include "c_sun.h" #include "particles_simple.h" #include "precache_register.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectWarp ) PRECACHE( MATERIAL, "sun/overlay" ) PRECACHE_REGISTER_END() //----------------------------------------------------------------------------- // Purpose: Special draw for the warped overlay //----------------------------------------------------------------------------- void CWarpOverlay::Draw( bool bCacheFullSceneState ) { // Get the vector to the sun. Vector vToGlow; if( m_bDirectional ) vToGlow = m_vDirection; else vToGlow = m_vPos - CurrentViewOrigin(); VectorNormalize( vToGlow ); float flDot = vToGlow.Dot( CurrentViewForward() ); if( flDot <= g_flOverlayRange ) return; UpdateGlowObstruction( vToGlow, bCacheFullSceneState ); if( m_flGlowObstructionScale == 0 ) return; CMatRenderContextPtr pRenderContext( materials ); //FIXME: Allow multiple? for( int iSprite=0; iSprite < m_nSprites; iSprite++ ) { CGlowSprite *pSprite = &m_Sprites[iSprite]; // Figure out the color and size to draw it. float flHorzSize, flVertSize; Vector vColor; CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor ); // Setup the basis to draw the sprite. Vector vBasePt, vUp, vRight; CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight ); // Draw the sprite. IMaterial *pMaterial = materials->FindMaterial( "sun/overlay", TEXTURE_GROUP_CLIENT_EFFECTS ); IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pMaterial ); CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_QUADS, 1 ); Vector vPt; vPt = vBasePt - vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 0, 1 ); builder.AdvanceVertex(); vPt = vBasePt + vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 1, 1 ); builder.AdvanceVertex(); vPt = vBasePt + vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 1, 0 ); builder.AdvanceVertex(); vPt = vBasePt - vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 0, 0 ); builder.AdvanceVertex(); builder.End( false, true ); } }