Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "clientsideeffects.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class FX_Cube : public CClientSideEffect
{
public:
FX_Cube(IMaterial *pMaterial) : CClientSideEffect("FX_Cube")
{
m_pMaterial = pMaterial;
if(m_pMaterial)
m_pMaterial->IncrementReferenceCount();
}
virtual ~FX_Cube()
{
if(m_pMaterial)
m_pMaterial->DecrementReferenceCount();
}
void SetupVec(Vector& v, int dim1, int dim2, int fixedDim, float dim1Val, float dim2Val, float fixedDimVal)
{
v[dim1] = dim1Val;
v[dim2] = dim2Val;
v[fixedDim] = fixedDimVal;
}
void DrawBoxSide(
int dim1, int dim2, int fixedDim,
float minX, float minY,
float maxX, float maxY,
float fixedDimVal,
bool bFlip,
float shade)
{
Vector v;
Vector color;
VectorScale( m_vColor, shade, color );
CMatRenderContextPtr pRenderContext( materials );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder builder;
builder.Begin(pMesh, MATERIAL_TRIANGLE_STRIP, 2);
SetupVec(v, dim1, dim2, fixedDim, minX, maxY, fixedDimVal);
builder.Position3fv(v.Base());
builder.Color3fv(color.Base());
builder.AdvanceVertex();
SetupVec(v, dim1, dim2, fixedDim, bFlip ? maxX : minX, bFlip ? maxY : minY, fixedDimVal);
builder.Position3fv(v.Base());
builder.Color3fv(color.Base());
builder.AdvanceVertex();
SetupVec(v, dim1, dim2, fixedDim, bFlip ? minX : maxX, bFlip ? minY : maxY, fixedDimVal);
builder.Position3fv(v.Base());
builder.Color3fv(color.Base());
builder.AdvanceVertex();
SetupVec(v, dim1, dim2, fixedDim, maxX, minY, fixedDimVal);
builder.Position3fv(v.Base());
builder.Color3fv(color.Base());
builder.AdvanceVertex();
builder.End();
pMesh->Draw();
}
virtual void Draw( double frametime )
{
CMatRenderContextPtr pRenderContext( materials );
// Draw it.
pRenderContext->Bind( m_pMaterial );
Vector vLightDir(-1,-2,-3);
VectorNormalize( vLightDir );
DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_mins[0], false, vLightDir.x * 0.5f + 0.5f);
DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_maxs[0], true, -vLightDir.x * 0.5f + 0.5f);
DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_mins[1], true, vLightDir.y * 0.5f + 0.5f);
DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_maxs[1], false, -vLightDir.y * 0.5f + 0.5f);
DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_mins[2], false, vLightDir.z * 0.5f + 0.5f);
DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_maxs[2], true, -vLightDir.z * 0.5f + 0.5f);
// Decrease lifetime.
m_Life -= frametime;
}
bool IsActive( void )
{
return m_Life > 0.0;
}
public:
Vector m_mins;
Vector m_maxs;
Vector m_vColor;
float m_Life;
IMaterial *m_pMaterial;
};
void FX_AddCube( const Vector &mins, const Vector &maxs, const Vector &vColor, float life, const char *materialName )
{
IMaterial *mat = materials->FindMaterial(materialName, TEXTURE_GROUP_CLIENT_EFFECTS);
FX_Cube *pCube = new FX_Cube(mat);
pCube->m_mins = mins;
pCube->m_maxs = maxs;
pCube->m_vColor = vColor;
pCube->m_Life = life;
clienteffects->AddEffect(pCube);
}
void FX_AddCenteredCube( const Vector &center, float size, const Vector &vColor, float life, const char *materialName )
{
FX_AddCube(center-Vector(size,size,size), center+Vector(size,size,size), vColor, life, materialName);
}