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