//========= 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; }