Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#if !defined( BEAMSEGDRAW_H )
#define BEAMSEGDRAW_H
#ifdef _WIN32
#pragma once
#endif
#define NOISE_DIVISIONS 128
#include "mathlib/vector.h"
#include "materialsystem/imesh.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct BeamTrail_t;
class IMaterial;
//-----------------------------------------------------------------------------
// CBeamSegDraw is a simple interface to beam rendering.
//-----------------------------------------------------------------------------
struct BeamSeg_t
{
Vector m_vPos;
Vector m_vColor;
float m_flTexCoord; // Y texture coordinate
float m_flWidth;
float m_flAlpha;
};
class CBeamSegDraw
{
public:
CBeamSegDraw() : m_pRenderContext( NULL ) {}
// Pass null for pMaterial if you have already set the material you want.
void Start( IMatRenderContext *pRenderContext, int nSegs, IMaterial *pMaterial=0, CMeshBuilder *pMeshBuilder = NULL, int nMeshVertCount = 0 );
virtual void NextSeg( BeamSeg_t *pSeg );
void End();
protected:
void SpecifySeg( const Vector &vecCameraPos, const Vector &vNextPos );
void ComputeNormal( const Vector &vecCameraPos, const Vector &vStartPos, const Vector &vNextPos, Vector *pNormal );
CMeshBuilder *m_pMeshBuilder;
int m_nMeshVertCount;
CMeshBuilder m_Mesh;
BeamSeg_t m_Seg;
int m_nTotalSegs;
int m_nSegsDrawn;
Vector m_vNormalLast;
IMatRenderContext *m_pRenderContext;
};
class CBeamSegDrawArbitrary : public CBeamSegDraw
{
public:
void SetNormal( const Vector &normal );
void NextSeg( BeamSeg_t *pSeg );
protected:
void SpecifySeg( const Vector &vNextPos );
BeamSeg_t m_PrevSeg;
};
#if 0
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 );
#endif
//-----------------------------------------------------------------------------
// Assumes the material has already been bound
//-----------------------------------------------------------------------------
void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
#endif // BEAMDRAW_H