Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "smoke_fog_overlay.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "view.h"
#include "precache_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static IMaterial *g_pSmokeFogMaterial = NULL;
float g_SmokeFogOverlayAlpha;
Vector g_SmokeFogOverlayColor;
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheSmokeFogOverlay )
PRECACHE( MATERIAL, "particle/screenspace_fog" )
PRECACHE_REGISTER_END()
void InitSmokeFogOverlay()
{
TermSmokeFogOverlay();
g_SmokeFogOverlayAlpha = 0;
g_SmokeFogOverlayColor.Init( 0.0f, 0.0f, 0.0f );
if(materials)
{
g_pSmokeFogMaterial = materials->FindMaterial( "particle/screenspace_fog", TEXTURE_GROUP_CLIENT_EFFECTS );
if(g_pSmokeFogMaterial)
g_pSmokeFogMaterial->IncrementReferenceCount();
}
}
void TermSmokeFogOverlay()
{
if(g_pSmokeFogMaterial)
{
g_pSmokeFogMaterial->DecrementReferenceCount();
g_pSmokeFogMaterial = NULL;
}
}
void DrawSmokeFogOverlay()
{
if(g_SmokeFogOverlayAlpha == 0 || !g_pSmokeFogMaterial || !materials)
return;
CMatRenderContextPtr pRenderContext( materials );
PIXEVENT( pRenderContext, "DrawSmokeFogOverlay()" );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->LoadIdentity();
pRenderContext->Ortho( 0, 0, 1, 1, -99999, 99999 );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->LoadIdentity();
IMesh* pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_pSmokeFogMaterial );
CMeshBuilder meshBuilder;
static float dist = 10;
// g_SmokeFogOverlayColor is the sum total of all the smoke colors weighted by their alpha contribution and added.
// Dividing by the g_SmokeFogOverlayAlpha gives us the weighted average color of all the smoke plumes that are influencing
// the fog overlay.
Vector vColor = g_SmokeFogOverlayColor/* / g_SmokeFogOverlayAlpha*/;
vColor.x = MIN(MAX(vColor.x, 0), 1);
vColor.y = MIN(MAX(vColor.y, 0), 1);
vColor.z = MIN(MAX(vColor.z, 0), 1);
float alpha = MIN(MAX(g_SmokeFogOverlayAlpha, 0), 1);
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( 0, 0, dist );
meshBuilder.Color4f( vColor.x, vColor.y, vColor.z, alpha );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0, 1, dist );
meshBuilder.Color4f( vColor.x, vColor.y, vColor.z, alpha );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 1, 1, dist );
meshBuilder.Color4f( vColor.x, vColor.y, vColor.z, alpha );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 1, 0, dist );
meshBuilder.Color4f( vColor.x, vColor.y, vColor.z, alpha );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}