Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FX_WATER_H
#define FX_WATER_H
#ifdef _WIN32
#pragma once
#endif
#include "particles_simple.h"
#include "fx.h"
#include "tier0/memdbgon.h"
class CSplashParticle : public CSimpleEmitter
{
public:
explicit CSplashParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ), m_bUseClipHeight( false ) {}
// Create
static CSplashParticle *Create( const char *pDebugName )
{
return new CSplashParticle( pDebugName );
}
// Roll
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
// Velocity
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
// Alpha
virtual float UpdateAlpha( const SimpleParticle *pParticle );
void SetClipHeight( float flClipHeight );
// Simulation
void SimulateParticles( CParticleSimulateIterator *pIterator );
private:
CSplashParticle( const CSplashParticle & );
float m_flClipHeight;
bool m_bUseClipHeight;
};
class WaterDebrisEffect : public CSimpleEmitter
{
public:
explicit WaterDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static WaterDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
private:
WaterDebrisEffect( const WaterDebrisEffect & );
};
extern void FX_WaterRipple( const Vector &origin, float scale, Vector *pColor, float flLifetime=1.5, float flAlpha=1 );
extern void FX_GunshotSplash( const Vector &origin, const Vector &normal, float scale );
extern void FX_GunshotSlimeSplash( const Vector &origin, const Vector &normal, float scale );
//-----------------------------------------------------------------------------
// Purpose: Retrieve and alter lighting for splashes
// Input : position - point to check
// *color - tint of the lighting at this point
// *luminosity - adjusted luminosity at this point
//-----------------------------------------------------------------------------
inline void FX_GetSplashLighting( Vector position, Vector *color, float *luminosity )
{
// Compute our lighting at our position
Vector totalColor = engine->GetLightForPoint( position, true );
// Get our lighting information
UTIL_GetNormalizedColorTintAndLuminosity( totalColor, color, luminosity );
// Fake a specular highlight (too dim otherwise)
if ( luminosity != NULL )
{
*luminosity = MIN( 1.0f, (*luminosity) * 4.0f );
// Clamp so that we never go completely translucent
if ( *luminosity < 0.25f )
{
*luminosity = 0.25f;
}
}
// Only take a quarter of the tint, mostly we want to be white
if ( color != NULL )
{
(*color) = ( (*color) * 0.25f ) + Vector( 0.75f, 0.75f, 0.75f );
}
}
#include "tier0/memdbgoff.h"
#endif // FX_WATER_H