Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "clientsideeffects.h"
#include "fx_staticline.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
/*
==================================================
CFXStaticLine
==================================================
*/
CFXStaticLine::CFXStaticLine( const char *name, const Vector& start, const Vector& end, float scale, float life, const char *shader, unsigned int flags )
: CClientSideEffect( name )
{
assert( materials );
if ( materials == NULL )
return;
// Create a material...
m_pMaterial = materials->FindMaterial( shader, TEXTURE_GROUP_CLIENT_EFFECTS );
m_pMaterial->IncrementReferenceCount();
//Fill in the rest of the fields
m_vecStart = start;
m_vecEnd = end;
m_uiFlags = flags;
m_fLife = life;
m_fScale = scale * 0.5f;
}
CFXStaticLine::~CFXStaticLine( void )
{
Destroy();
}
//==================================================
// Purpose: Draw the primitive
// Input: frametime - the time, this frame
//==================================================
void CFXStaticLine::Draw( double frametime )
{
Vector lineDir, viewDir, cross;
Vector tmp;
// Update the effect
Update( frametime );
// Get the proper orientation for the line
VectorSubtract( m_vecEnd, m_vecStart, lineDir );
VectorSubtract( m_vecEnd, CurrentViewOrigin(), viewDir );
cross = lineDir.Cross( viewDir );
VectorNormalize( cross );
CMatRenderContextPtr pRenderContext( materials );
//Bind the material
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
bool flipVertical = (m_uiFlags & FXSTATICLINE_FLIP_VERTICAL) != 0;
bool flipHorizontal = (m_uiFlags & FXSTATICLINE_FLIP_HORIZONTAL ) != 0;
//Setup our points
VectorMA( m_vecStart, -m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.Normal3fv( cross.Base() );
if (flipHorizontal)
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
else if (flipVertical)
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
else
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
VectorMA( m_vecStart, m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.Normal3fv( cross.Base() );
if (flipHorizontal)
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
else if (flipVertical)
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
else
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
VectorMA( m_vecEnd, m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.Normal3fv( cross.Base() );
if (flipHorizontal)
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
else if (flipVertical)
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
else
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
VectorMA( m_vecEnd, -m_fScale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.Normal3fv( cross.Base() );
if (flipHorizontal)
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
else if (flipVertical)
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
else
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//==================================================
// Purpose: Returns whether or not the effect is still active
// Output: true if active
//==================================================
bool CFXStaticLine::IsActive( void )
{
return ( m_fLife > 0.0 ) ? true : false;
}
//==================================================
// Purpose: Destroy the effect and its local resources
//==================================================
void CFXStaticLine::Destroy( void )
{
//Release the material
if ( m_pMaterial != NULL )
{
m_pMaterial->DecrementReferenceCount();
m_pMaterial = NULL;
}
}
//==================================================
// Purpose: Perform any necessary updates
// Input: frametime - the time, this frame
//==================================================
void CFXStaticLine::Update( double frametime )
{
m_fLife -= frametime;
}