Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements a particle system steam jet.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particle_prototype.h"
#include "baseparticleentity.h"
#include "particles_simple.h"
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef HL2_EPISODIC
#define SMOKESTACK_MAX_MATERIALS 8
#else
#define SMOKESTACK_MAX_MATERIALS 1
#endif
//==================================================
// C_SmokeStack
//==================================================
class C_SmokeStack : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_SmokeStack, C_BaseParticleEntity );
C_SmokeStack();
~C_SmokeStack();
class SmokeStackParticle : public Particle
{
public:
Vector m_Velocity;
Vector m_vAccel;
float m_Lifetime;
float m_flAngle;
float m_flRollDelta;
float m_flSortPos;
};
//C_BaseEntity
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
//IPrototypeAppEffect
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
virtual bool GetPropEditInfo(RecvTable **ppTable, void **ppObj);
//IParticleEffect
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void StartRender( VMatrix &effectMatrix );
private:
void QueueLightParametersInRenderer();
//Stuff from the datatable
public:
CParticleSphereRenderer m_Renderer;
float m_SpreadSpeed;
float m_Speed;
float m_StartSize;
float m_EndSize;
float m_Rate;
float m_JetLength; // Length of the jet. Lifetime is derived from this.
int m_bEmit; // Emit particles?
float m_flBaseSpread;
class CLightInfo
{
public:
Vector m_vPos;
Vector m_vColor;
float m_flIntensity;
};
// Note: there are two ways the directional light can be specified. The default is to use
// DirLightColor and a default dirlight source (from above or below).
// In this case, m_DirLight.m_vPos and m_DirLight.m_flIntensity are ignored.
//
// The other is to attach a directional env_particlelight to us.
// In this case, m_DirLightSource is ignored and all the m_DirLight parameters are used.
CParticleLightInfo m_AmbientLight;
CParticleLightInfo m_DirLight;
Vector m_vBaseColor;
Vector m_vWind;
float m_flTwist;
int m_iMaterialModel;
private:
C_SmokeStack( const C_SmokeStack & );
float m_TwistMat[2][2];
int m_bTwist;
float m_flAlphaScale;
float m_InvLifetime; // Calculated from m_JetLength / m_Speed;
CParticleMgr *m_pParticleMgr;
PMaterialHandle m_MaterialHandle[SMOKESTACK_MAX_MATERIALS];
TimedEvent m_ParticleSpawn;
int m_iMaxFrames;
bool m_bInView;
float m_flRollSpeed;
};
// ------------------------------------------------------------------------- //
// Tables.
// ------------------------------------------------------------------------- //
// Expose to the particle app.
EXPOSE_PROTOTYPE_EFFECT(SmokeStack, C_SmokeStack);
IMPLEMENT_CLIENTCLASS_DT(C_SmokeStack, DT_SmokeStack, CSmokeStack)
RecvPropFloat(RECVINFO(m_SpreadSpeed), 0),
RecvPropFloat(RECVINFO(m_Speed), 0),
RecvPropFloat(RECVINFO(m_StartSize), 0),
RecvPropFloat(RECVINFO(m_EndSize), 0),
RecvPropFloat(RECVINFO(m_Rate), 0),
RecvPropFloat(RECVINFO(m_JetLength), 0),
RecvPropInt(RECVINFO(m_bEmit), 0),
RecvPropFloat(RECVINFO(m_flBaseSpread)),
RecvPropFloat(RECVINFO(m_flTwist)),
RecvPropFloat(RECVINFO(m_flRollSpeed )),
RecvPropIntWithMinusOneFlag( RECVINFO( m_iMaterialModel ) ),
RecvPropVector( RECVINFO(m_AmbientLight.m_vPos) ),
RecvPropVector( RECVINFO(m_AmbientLight.m_vColor) ),
RecvPropFloat( RECVINFO(m_AmbientLight.m_flIntensity) ),
RecvPropVector( RECVINFO(m_DirLight.m_vPos) ),
RecvPropVector( RECVINFO(m_DirLight.m_vColor) ),
RecvPropFloat( RECVINFO(m_DirLight.m_flIntensity) ),
RecvPropVector(RECVINFO(m_vWind))
END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// C_SmokeStack implementation.
// ------------------------------------------------------------------------- //
C_SmokeStack::C_SmokeStack()
{
m_pParticleMgr = NULL;
m_MaterialHandle[0] = INVALID_MATERIAL_HANDLE;
m_iMaterialModel = -1;
m_SpreadSpeed = 15;
m_Speed = 30;
m_StartSize = 10;
m_EndSize = 15;
m_Rate = 80;
m_JetLength = 180;
m_bEmit = true;
m_flBaseSpread = 20;
m_bInView = false;
// Lighting is (base color) + (ambient / dist^2) + bump(directional / dist^2)
// By default, we use bottom-up lighting for the directional.
SetRenderColor( 0, 0, 0, 255 );
m_AmbientLight.m_vPos.Init(0,0,-100);
m_AmbientLight.m_vColor.Init( 40, 40, 40 );
m_AmbientLight.m_flIntensity = 8000;
m_DirLight.m_vColor.Init( 255, 128, 0 );
m_vWind.Init();
m_flTwist = 0;
}
C_SmokeStack::~C_SmokeStack()
{
if(m_pParticleMgr)
m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
}
//-----------------------------------------------------------------------------
// Purpose: Called after a data update has occured
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_SmokeStack::OnDataChanged(DataUpdateType_t updateType)
{
C_BaseEntity::OnDataChanged(updateType);
if(updateType == DATA_UPDATE_CREATED)
{
Start(ParticleMgr(), NULL);
}
// Recalulate lifetime in case length or speed changed.
m_InvLifetime = m_Speed / m_JetLength;
}
static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
//-----------------------------------------------------------------------------
// Purpose: Starts the effect
// Input : *pParticleMgr -
// *pArgs -
//-----------------------------------------------------------------------------
void C_SmokeStack::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
pParticleMgr->AddEffect( &m_ParticleEffect, this );
// Figure out the material name.
char str[512] = "unset_material";
const model_t *pModel = modelinfo->GetModel( m_iMaterialModel );
if ( pModel )
{
Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) );
// Get rid of the extension because the material system doesn't want it.
char *pExt = Q_stristr( str, ".vmt" );
if ( pExt )
pExt[0] = 0;
}
m_MaterialHandle[0] = m_ParticleEffect.FindOrAddMaterial( str );
#ifdef HL2_EPISODIC
int iCount = 1;
char szNames[512];
int iLength = Q_strlen( str );
str[iLength-1] = '\0';
Q_snprintf( szNames, sizeof( szNames ), "%s%d.vmt", str, iCount );
while ( filesystem->FileExists( VarArgs( "materials/%s", szNames ) ) && iCount < SMOKESTACK_MAX_MATERIALS )
{
char *pExt = Q_stristr( szNames, ".vmt" );
if ( pExt )
pExt[0] = 0;
m_MaterialHandle[iCount] = m_ParticleEffect.FindOrAddMaterial( szNames );
iCount++;
}
m_iMaxFrames = iCount-1;
m_ParticleSpawn.Init( mat_reduceparticles.GetBool() ? m_Rate / 4 : m_Rate ); // Obey mat_reduceparticles in episodic
#else
m_ParticleSpawn.Init( m_Rate );
#endif
m_InvLifetime = m_Speed / m_JetLength;
m_pParticleMgr = pParticleMgr;
// Figure out how we need to draw.
IMaterial *pMaterial = pParticleMgr->PMaterialToIMaterial( m_MaterialHandle[0] );
if( pMaterial )
{
m_Renderer.Init( pParticleMgr, pMaterial );
}
QueueLightParametersInRenderer();
// For the first N seconds, always simulate so it can build up the smokestack.
// Afterwards, we set it to freeze when it's not being rendered.
m_ParticleEffect.SetAlwaysSimulate( true );
SetNextClientThink( gpGlobals->curtime + 5 );
}
void C_SmokeStack::ClientThink()
{
m_ParticleEffect.SetAlwaysSimulate( false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : **ppTable -
// **ppObj -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_SmokeStack::GetPropEditInfo( RecvTable **ppTable, void **ppObj )
{
*ppTable = &REFERENCE_RECV_TABLE(DT_SmokeStack);
*ppObj = this;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : fTimeDelta -
//-----------------------------------------------------------------------------
void C_SmokeStack::Update(float fTimeDelta)
{
if( !m_pParticleMgr )
{
assert(false);
return;
}
// Don't spawn particles unless we're visible.
if( m_bEmit && (m_ParticleEffect.WasDrawnPrevFrame() || m_ParticleEffect.GetAlwaysSimulate()) )
{
// Add new particles.
Vector forward, right, up;
AngleVectors(GetAbsAngles(), &forward, &right, &up);
float tempDelta = fTimeDelta;
while(m_ParticleSpawn.NextEvent(tempDelta))
{
int iRandomFrame = random->RandomInt( 0, m_iMaxFrames );
#ifndef HL2_EPISODIC
iRandomFrame = 0;
#endif
// Make a new particle.
if(SmokeStackParticle *pParticle = (SmokeStackParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeStackParticle), m_MaterialHandle[iRandomFrame]))
{
float angle = FRand( 0, 2.0f*M_PI_F );
pParticle->m_Pos = GetAbsOrigin() +
right * (cos( angle ) * m_flBaseSpread) +
forward * (sin( angle ) * m_flBaseSpread);
pParticle->m_Velocity =
FRand(-m_SpreadSpeed,m_SpreadSpeed) * right +
FRand(-m_SpreadSpeed,m_SpreadSpeed) * forward +
m_Speed * up;
pParticle->m_vAccel = m_vWind;
pParticle->m_Lifetime = 0;
pParticle->m_flAngle = 0.0f;
#ifdef HL2_EPISODIC
pParticle->m_flAngle = RandomFloat( 0, 360 );
#endif
pParticle->m_flRollDelta = random->RandomFloat( -m_flRollSpeed, m_flRollSpeed );
pParticle->m_flSortPos = pParticle->m_Pos.z;
}
}
}
// Setup the twist matrix.
float flTwist = (m_flTwist * (M_PI_F * 2.f) / 360.0f) * Helper_GetFrameTime();
if( ( m_bTwist = !!flTwist ) )
{
m_TwistMat[0][0] = cos(flTwist);
m_TwistMat[0][1] = sin(flTwist);
m_TwistMat[1][0] = -sin(flTwist);
m_TwistMat[1][1] = cos(flTwist);
}
QueueLightParametersInRenderer();
}
void C_SmokeStack::StartRender( VMatrix &effectMatrix )
{
m_Renderer.StartRender( effectMatrix );
}
void C_SmokeStack::QueueLightParametersInRenderer()
{
m_Renderer.SetBaseColor( Vector( m_clrRender->r / 255.0f, m_clrRender->g / 255.0f, m_clrRender->b / 255.0f ) );
m_Renderer.SetAmbientLight( m_AmbientLight );
m_Renderer.SetDirectionalLight( m_DirLight );
m_flAlphaScale = (float)m_clrRender->a;
}
void C_SmokeStack::RenderParticles( CParticleRenderIterator *pIterator )
{
const SmokeStackParticle *pParticle = (const SmokeStackParticle*)pIterator->GetFirst();
while ( pParticle )
{
// Transform.
Vector tPos;
TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos );
// Figure out its alpha. Squaring it after it gets halfway through its lifetime
// makes it get translucent and fade out for a longer time.
//float alpha = cosf( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f;
float tLifetime = pParticle->m_Lifetime * m_InvLifetime;
float alpha = TableCos( -M_PI_F + tLifetime * M_PI_F * 2.f ) * 0.5f + 0.5f;
if( tLifetime > 0.5f )
alpha *= alpha;
m_Renderer.RenderParticle(
pIterator->GetParticleDraw(),
pParticle->m_Pos,
tPos,
alpha * m_flAlphaScale,
FLerp(m_StartSize, m_EndSize, tLifetime),
DEG2RAD( pParticle->m_flAngle )
);
pParticle = (const SmokeStackParticle*)pIterator->GetNext( pParticle->m_flSortPos );
}
}
void C_SmokeStack::SimulateParticles( CParticleSimulateIterator *pIterator )
{
bool bSortNow = true; // Change this to false if we see sorting issues.
bool bQuickTest = false;
bool bDrawn = m_ParticleEffect.WasDrawnPrevFrame();
if ( bDrawn == true && m_bInView == false )
{
bSortNow = true;
}
if ( bDrawn == false && m_bInView == true )
{
bQuickTest = true;
}
#ifndef HL2_EPISODIC
bQuickTest = false;
bSortNow = true;
#endif
if( bQuickTest == false && m_bEmit && (!m_ParticleEffect.WasDrawnPrevFrame() && !m_ParticleEffect.GetAlwaysSimulate()) )
return;
SmokeStackParticle *pParticle = (SmokeStackParticle*)pIterator->GetFirst();
while ( pParticle )
{
// Should this particle die?
pParticle->m_Lifetime += pIterator->GetTimeDelta();
float tLifetime = pParticle->m_Lifetime * m_InvLifetime;
if( tLifetime >= 1 )
{
pIterator->RemoveParticle( pParticle );
}
else
{
// Transform.
if( m_bTwist )
{
Vector vTwist(
pParticle->m_Pos.x - GetAbsOrigin().x,
pParticle->m_Pos.y - GetAbsOrigin().y,
0);
pParticle->m_Pos.x = vTwist.x * m_TwistMat[0][0] + vTwist.y * m_TwistMat[0][1] + GetAbsOrigin().x;
pParticle->m_Pos.y = vTwist.x * m_TwistMat[1][0] + vTwist.y * m_TwistMat[1][1] + GetAbsOrigin().y;
}
#ifndef HL2_EPISODIC
pParticle->m_Pos = pParticle->m_Pos +
pParticle->m_Velocity * pIterator->GetTimeDelta() +
pParticle->m_vAccel * (0.5f * pIterator->GetTimeDelta() * pIterator->GetTimeDelta());
pParticle->m_Velocity += pParticle->m_vAccel * pIterator->GetTimeDelta();
#else
pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta() + pParticle->m_vAccel * pIterator->GetTimeDelta();
#endif
pParticle->m_flAngle += pParticle->m_flRollDelta * pIterator->GetTimeDelta();
if ( bSortNow == true )
{
Vector tPos;
TransformParticle( m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos );
pParticle->m_flSortPos = tPos.z;
}
}
pParticle = (SmokeStackParticle*)pIterator->GetNext();
}
m_bInView = bDrawn;
}