//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #if !defined( BEAMSEGDRAW_H ) #define BEAMSEGDRAW_H #ifdef _WIN32 #pragma once #endif #define NOISE_DIVISIONS 128 #include "mathlib/vector.h" #include "materialsystem/imesh.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- struct BeamTrail_t; class IMaterial; //----------------------------------------------------------------------------- // CBeamSegDraw is a simple interface to beam rendering. //----------------------------------------------------------------------------- struct BeamSeg_t { VectorAligned m_vPos; color32 m_color; float m_flTexCoord; // Y texture coordinate float m_flWidth; void SetColor( float r, float g, float b, float a ) { // Specify the points. Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) && IsFinite(a) ); Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) && (a >= 0.0) ); Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) && (a <= 1.0) ); m_color.r = FastFToC( r ); m_color.g = FastFToC( g ); m_color.b = FastFToC( b ); m_color.a = FastFToC( a ); } void SetColor( float r, float g, float b ) { // Specify the points. Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) ); Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) ); Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) ); m_color.r = FastFToC( r ); m_color.g = FastFToC( g ); m_color.b = FastFToC( b ); } void SetAlpha( float a ) { // Specify the points. Assert( IsFinite(a) ); Assert( (a >= 0.0) ); Assert( (a <= 1.0) ); m_color.a = FastFToC( a ); } void SetColor( const Vector &vecColor, float a ) { SetColor( vecColor.x, vecColor.y, vecColor.z, a ); } void SetColor( const Vector4D &vecColor ) { SetColor( vecColor.x, vecColor.y, vecColor.z, vecColor.w ); } void SetColor( const Vector &vecColor ) { SetColor( vecColor.x, vecColor.y, vecColor.z ); } void GetColor( Vector4D *pColor ) { pColor->x = m_color.r / 255.0f; pColor->y = m_color.g / 255.0f; pColor->z = m_color.b / 255.0f; pColor->w = m_color.a / 255.0f; } void GetColor( Vector *pColor ) { pColor->x = m_color.r / 255.0f; pColor->y = m_color.g / 255.0f; pColor->z = m_color.b / 255.0f; } }; struct BeamSegRenderInfo_t { Vector m_vecPoint1; Vector m_vecPoint2; Vector m_vecCenter; Vector m_vecTangentS; Vector m_vecTangentT; float m_flTexCoord; color32 m_color; }; class CBeamSegDraw { public: CBeamSegDraw() : m_pRenderContext( NULL ) {} // Pass null for pMaterial if you have already set the material you want. void Start( IMatRenderContext *pRenderContext, int nSegs, IMaterial *pMaterial=0, CMeshBuilder *pMeshBuilder = NULL, int nMeshVertCount = 0 ); void ComputeRenderInfo( BeamSegRenderInfo_t *pRenderInfo, const Vector &vecCameraPos, int nSegCount, const BeamSeg_t *pSegs ) RESTRICT; virtual void NextSeg( BeamSeg_t *pSeg ); void End(); protected: void SpecifySeg( const Vector &vecCameraPos, const Vector &vNextPos ); void ComputeNormal( const Vector &vecCameraPos, const Vector &vStartPos, const Vector &vNextPos, Vector *pNormal ); static void LoadSIMDData( FourVectors *pV4StartPos, FourVectors *pV4EndPos, FourVectors *pV4HalfWidth, int nSegCount, const BeamSeg_t *pSegs ); CMeshBuilder *m_pMeshBuilder; int m_nMeshVertCount; CMeshBuilder m_Mesh; BeamSeg_t m_Seg; int m_nTotalSegs; int m_nSegsDrawn; Vector m_vNormalLast; IMatRenderContext *m_pRenderContext; Vector m_vecCameraPos; }; class CBeamSegDrawArbitrary : public CBeamSegDraw { public: void SetNormal( const Vector &normal ); void NextSeg( BeamSeg_t *pSeg ); protected: void SpecifySeg( const Vector &vNextPos ); BeamSeg_t m_PrevSeg; }; #if 0 int ScreenTransform( const Vector& point, Vector& screen ); 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 = 1.0f ); 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 = 1.0f ); 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 = 1.0f ); void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f ); void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source, float scale, float* color, float flHDRColorScale = 1.0f ); 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 = 1.0f ); 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 = 1.0f ); 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 = 1.0f ); 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 = 1.0f ); void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f ); #endif //----------------------------------------------------------------------------- // Assumes the material has already been bound //----------------------------------------------------------------------------- void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color ); #endif // BEAMDRAW_H