Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "particles_simple.h"
#include "particlemgr.h"
#include "c_pixel_visibility.h"
#include "fx_fleck.h"
#include "tier0/memdbgon.h"
#define bitsPARTICLE_TRAIL_VELOCITY_DAMPEN 0x00000001 //Dampen the velocity as the particles move
#define bitsPARTICLE_TRAIL_COLLIDE 0x00000002 //Do collision with simulation
#define bitsPARTICLE_TRAIL_FADE 0x00000004 //Fade away
#define bitsPARTICLE_TRAIL_FADE_IN 0x00000008 //Fade in
class TrailParticle : public Particle
{
public:
Vector m_vecVelocity;
color32 m_color; // Particle color
float m_flDieTime; // How long it lives for.
float m_flLifetime; // How long it has been alive for so far.
float m_flLength; // Length of the tail (in seconds!)
float m_flWidth; // Width of the spark
};
inline void Color32ToFloat4( float colorOut[4], const color32 & colorIn )
{
colorOut[0] = colorIn.r * (1.0f/255.0f);
colorOut[1] = colorIn.g * (1.0f/255.0f);
colorOut[2] = colorIn.b * (1.0f/255.0f);
colorOut[3] = colorIn.a * (1.0f/255.0f);
}
inline void FloatToColor32( color32 &out, float r, float g, float b, float a )
{
out.r = r * 255;
out.g = g * 255;
out.b = b * 255;
out.a = a * 255;
}
inline void Float4ToColor32( color32 &out, float colorIn[4] )
{
out.r = colorIn[0] * 255;
out.g = colorIn[1] * 255;
out.b = colorIn[2] * 255;
out.a = colorIn[3] * 255;
}
inline void Color32Init( color32 &out, int r, int g, int b, int a )
{
out.r = r;
out.g = g;
out.b = b;
out.a = a;
}
//
// CTrailParticles
//
class CTrailParticles : public CSimpleEmitter
{
DECLARE_CLASS( CTrailParticles, CSimpleEmitter );
public:
CTrailParticles( const char *pDebugName );
static CTrailParticles *Create( const char *pDebugName ) { return new CTrailParticles( pDebugName ); }
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
//Setup for point emission
virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags, bool bNotCollideable = false );
void SetFlag( int flags ) { m_fFlags |= flags; }
void SetVelocityDampen( float dampen ) { m_flVelocityDampen = dampen; }
void SetGravity( float gravity ) { m_ParticleCollision.SetGravity( gravity ); }
void SetCollisionDamped( float dampen ) { m_ParticleCollision.SetCollisionDampen( dampen ); }
void SetAngularCollisionDampen( float dampen ) { m_ParticleCollision.SetAngularCollisionDampen( dampen ); }
CParticleCollision m_ParticleCollision;
protected:
int m_fFlags;
float m_flVelocityDampen;
private:
CTrailParticles( const CTrailParticles & ); // not defined, not accessible
};
//
// Sphere trails
//
class CSphereTrails : public CSimpleEmitter
{
DECLARE_CLASS( CSphereTrails, CSimpleEmitter );
public:
CSphereTrails( const char *pDebugName, const Vector &origin, float innerRadius, float outerRadius, float speed, int entityIndex, int attachment );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void Update( float flTimeDelta );
virtual void StartRender();
void AddStreaks( float count );
Vector m_particleOrigin;
float m_life;
float m_outerRadius;
float m_innerRadius;
float m_effectSpeed;
float m_streakSpeed;
float m_count;
float m_growth;
int m_entityIndex;
int m_attachment;
PMaterialHandle m_hMaterial;
Vector m_boneOrigin;
float m_dieTime;
private:
CSphereTrails( const CSphereTrails & ); // not defined, not accessible
};
// Simple glow emitter won't draw any of it's particles until/unless the pixel visibility test succeeds
class CSimpleGlowEmitter : public CSimpleEmitter
{
DECLARE_CLASS( CSimpleGlowEmitter, CSimpleEmitter );
public:
CSimpleGlowEmitter( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
static CSimpleGlowEmitter *Create( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
protected:
bool WasTestedInView( unsigned char viewMask );
bool IsVisibleInView( unsigned char viewMask );
void SetTestedInView( unsigned char viewMask, bool bTested );
void SetVisibleInView( unsigned char viewMask, bool bVisible );
unsigned char CurrentViewMask() const;
float m_flDeathTime; // How long it has been alive for so far.
float m_startTime;
pixelvis_handle_t m_queryHandle;
private:
unsigned char m_wasTested;
unsigned char m_isVisible;
private:
CSimpleGlowEmitter( const CSimpleGlowEmitter & ); // not defined, not accessible
};
#include "tier0/memdbgoff.h"