Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#if !defined( BEAMDRAW_H )
#define BEAMDRAW_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "mathlib/vector.h"
#include "tier2/beamsegdraw.h"
#include "c_pixel_visibility.h"
#define NOISE_DIVISIONS 128
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct model_t;
struct BeamTrail_t;
//-----------------------------------------------------------------------------
// Purpose: Beams fill out this data structure
// This is also used for rendering
//-----------------------------------------------------------------------------
class Beam_t : public CDefaultClientRenderable
{
public:
Beam_t();
// Methods of IClientRenderable
virtual const Vector& GetRenderOrigin( void );
virtual const QAngle& GetRenderAngles( void );
virtual const matrix3x4_t &RenderableToWorldTransform();
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
virtual bool ShouldDraw( void );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
// Resets the beam state
void Reset();
// Method to computing the bounding box
void ComputeBounds();
// Bounding box...
Vector m_Mins;
Vector m_Maxs;
pixelvis_handle_t *m_queryHandleHalo;
float m_haloProxySize;
// Data is below..
// Next beam in list
Beam_t* next;
// Type of beam
int type;
int flags;
// Control points for the beam
int numAttachments;
Vector attachment[MAX_BEAM_ENTS];
Vector delta;
// 0 .. 1 over lifetime of beam
float t;
float freq;
// Time when beam should die
float die;
float width;
float endWidth;
float fadeLength;
float amplitude;
float life;
// Color
float r, g, b;
float brightness;
// Speed
float speed;
// Animation
float frameRate;
float frame;
int segments;
// Attachment entities for the beam
EHANDLE entity[MAX_BEAM_ENTS];
int attachmentIndex[MAX_BEAM_ENTS];
// Model info
int modelIndex;
int haloIndex;
float haloScale;
int frameCount;
float rgNoise[NOISE_DIVISIONS+1];
// Popcorn trail for beam follows to use
BeamTrail_t* trail;
// for TE_BEAMRINGPOINT
float start_radius;
float end_radius;
// for FBEAM_ONLYNOISEONCE
bool m_bCalculatedNoise;
float m_flHDRColorScale;
};
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 );
class CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode );
//-----------------------------------------------------------------------------
// Assumes the material has already been bound
//-----------------------------------------------------------------------------
void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
#endif // BEAMDRAW_H