hl2_src-leak-2017/src/game/client/c_particle_fire.cpp

340 lines
8.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particle_prototype.h"
#include "particle_util.h"
#include "baseparticleentity.h"
#include "engine/IEngineTrace.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ------------------------------------------------------------------------- //
// Defines.
// ------------------------------------------------------------------------- //
#define MAX_FIRE_EMITTERS 128
#define FIRE_PARTICLE_LIFETIME 2
Vector g_FireSpreadDirection(0,0,1);
class FireRamp
{
public:
FireRamp(const Vector &s, const Vector &e)
{
m_Start=s;
m_End=e;
}
Vector m_Start;
Vector m_End;
};
FireRamp g_FireRamps[] =
{
FireRamp(Vector(1,0,0), Vector(1,1,0)),
FireRamp(Vector(0.5,0.5,0), Vector(0,0,0))
};
#define NUM_FIRE_RAMPS (sizeof(g_FireRamps) / sizeof(g_FireRamps[0]))
#define NUM_FIREGRID_OFFSETS 8
Vector g_Offsets[NUM_FIREGRID_OFFSETS] =
{
Vector(-1,-1,-1),
Vector( 1,-1,-1),
Vector(-1, 1,-1),
Vector( 1, 1,-1),
Vector(-1,-1, 1),
Vector( 1,-1, 1),
Vector(-1, 1, 1),
Vector( 1, 1, 1),
};
// If you follow g_Offset[index], you can follow g_Offsets[GetOppositeOffset(index)] to get back.
inline int GetOppositeOffset(int offset)
{
return NUM_FIREGRID_OFFSETS - offset - 1;
}
// ------------------------------------------------------------------------- //
// Classes.
// ------------------------------------------------------------------------- //
class C_ParticleFire : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_ParticleFire, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_ParticleFire();
~C_ParticleFire();
class FireEmitter
{
public:
Vector m_Pos;
TimedEvent m_SpawnEvent;
float m_Lifetime; // How long it's been emitting.
unsigned char m_DirectionsTested; // 1 bit for each of g_Offsets.
};
class FireParticle : public Particle
{
public:
Vector m_StartPos; // The particle moves from m_StartPos to (m_StartPos+m_Direction) over its lifetime.
Vector m_Direction;
float m_Lifetime;
float m_SpinAngle;
unsigned char m_iRamp; // Which fire ramp are we using?
};
// C_BaseEntity.
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
// IPrototypeAppEffect.
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
CParticleMgr *m_pParticleMgr;
PMaterialHandle m_MaterialHandle;
// Controls where the initial fire goes.
Vector m_vOrigin;
Vector m_vDirection;
TimedEvent m_EmitterSpawn;
FireEmitter m_Emitters[MAX_FIRE_EMITTERS];
int m_nEmitters;
private:
C_ParticleFire( const C_ParticleFire & );
};
// ------------------------------------------------------------------------- //
// Tables.
// ------------------------------------------------------------------------- //
// Expose to the particle app.
EXPOSE_PROTOTYPE_EFFECT(ParticleFire, C_ParticleFire);
// Datatable..
IMPLEMENT_CLIENTCLASS_DT_NOBASE(C_ParticleFire, DT_ParticleFire, CParticleFire)
RecvPropVector(RECVINFO(m_vOrigin)),
RecvPropVector(RECVINFO(m_vDirection)),
END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// C_FireSmoke implementation.
// ------------------------------------------------------------------------- //
C_ParticleFire::C_ParticleFire()
{
m_pParticleMgr = NULL;
m_MaterialHandle = INVALID_MATERIAL_HANDLE;
}
C_ParticleFire::~C_ParticleFire()
{
if(m_pParticleMgr)
m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
}
void C_ParticleFire::OnDataChanged(DataUpdateType_t updateType)
{
C_BaseEntity::OnDataChanged(updateType);
if(updateType == DATA_UPDATE_CREATED)
{
Start(ParticleMgr(), NULL);
}
}
void C_ParticleFire::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
m_pParticleMgr = pParticleMgr;
m_pParticleMgr->AddEffect( &m_ParticleEffect, this );
m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial("particle/particle_fire");
// Start
m_nEmitters = 0;
m_EmitterSpawn.Init(15);
}
static float fireSpreadDist = 15;
static float size = 20;
void C_ParticleFire::Update(float fTimeDelta)
{
if(!m_pParticleMgr)
{
assert(false);
return;
}
// Add new emitters.
if(m_nEmitters < MAX_FIRE_EMITTERS)
{
float tempDelta = fTimeDelta;
while(m_EmitterSpawn.NextEvent(tempDelta))
{
FireEmitter *pEmitter = NULL;
if(m_nEmitters == 0)
{
// Make the first emitter.
trace_t trace;
UTIL_TraceLine(m_vOrigin, m_vOrigin+m_vDirection*1000, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
{
pEmitter = &m_Emitters[m_nEmitters];
pEmitter->m_Pos = trace.endpos + trace.plane.normal * (size - 1);
pEmitter->m_DirectionsTested = 0;
}
}
else
{
static int nTries = 50;
for(int iTry=0; iTry < nTries; iTry++)
{
FireEmitter *pSourceEmitter = &m_Emitters[rand() % m_nEmitters];
int iOffset = rand() % NUM_FIREGRID_OFFSETS;
if(pSourceEmitter->m_DirectionsTested & (1 << iOffset))
continue;
// Test the corners of the new cube. If some points are solid and some are not, then
// we can put fire here.
Vector basePos = pSourceEmitter->m_Pos + g_Offsets[iOffset] * fireSpreadDist;
int nSolidCorners = 0;
for(int iCorner=0; iCorner < NUM_FIREGRID_OFFSETS; iCorner++)
{
Vector vCorner = basePos + g_Offsets[iCorner]*fireSpreadDist;
if ( enginetrace->GetPointContents(vCorner) & CONTENTS_SOLID )
++nSolidCorners;
}
// Don't test this square again.
pSourceEmitter->m_DirectionsTested |= 1 << iOffset;
if(nSolidCorners != 0 && nSolidCorners != NUM_FIREGRID_OFFSETS)
{
pEmitter = &m_Emitters[m_nEmitters];
pEmitter->m_Pos = basePos;
pEmitter->m_DirectionsTested = 1 << GetOppositeOffset(iOffset);
}
}
}
if(pEmitter)
{
pEmitter->m_Lifetime = 0;
pEmitter->m_SpawnEvent.Init(1);
++m_nEmitters;
}
}
}
// Spawn particles out of the emitters.
for(int i=0; i < m_nEmitters; i++)
{
FireEmitter *pEmitter = &m_Emitters[i];
float tempDelta = fTimeDelta;
while(pEmitter->m_SpawnEvent.NextEvent(tempDelta))
{
FireParticle *pParticle = (FireParticle*)m_ParticleEffect.AddParticle(sizeof(FireParticle), m_MaterialHandle);
if(pParticle)
{
static float particleSpeed = 15;
pParticle->m_StartPos = pEmitter->m_Pos;
pParticle->m_Direction = g_FireSpreadDirection * particleSpeed + RandomVector(0, particleSpeed*0.5);
pParticle->m_iRamp = rand() % NUM_FIRE_RAMPS;
pParticle->m_Lifetime = 0;
}
}
}
}
void C_ParticleFire::RenderParticles( CParticleRenderIterator *pIterator )
{
const FireParticle *pParticle = (const FireParticle*)pIterator->GetFirst();
while ( pParticle )
{
float smooth01 = 1 - (cos(pParticle->m_Lifetime * 3.14159 / FIRE_PARTICLE_LIFETIME) * 0.5 + 0.5);
float smooth00 = 1 - (cos(pParticle->m_Lifetime * 3.14159 * 2 / FIRE_PARTICLE_LIFETIME) * 0.5 + 0.5);
FireRamp *pRamp = &g_FireRamps[pParticle->m_iRamp];
Vector curColor = pRamp->m_Start + (pRamp->m_End - pRamp->m_Start) * smooth01;
// Render.
Vector tPos;
TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
float sortKey = (int)tPos.z;
RenderParticle_ColorSize(
pIterator->GetParticleDraw(),
tPos,
curColor,
smooth00,
size);
pParticle = (const FireParticle*)pIterator->GetNext( sortKey );
}
}
void C_ParticleFire::SimulateParticles( CParticleSimulateIterator *pIterator )
{
FireParticle *pParticle = (FireParticle*)pIterator->GetFirst();
while ( pParticle )
{
// Should this particle die?
pParticle->m_Lifetime += pIterator->GetTimeDelta();
if(pParticle->m_Lifetime > FIRE_PARTICLE_LIFETIME)
{
pIterator->RemoveParticle( pParticle );
}
else
{
float smooth01 = 1 - (cos(pParticle->m_Lifetime * 3.14159 / FIRE_PARTICLE_LIFETIME) * 0.5 + 0.5);
pParticle->m_Pos = pParticle->m_StartPos + pParticle->m_Direction * smooth01;
}
pParticle = (FireParticle*)pIterator->GetNext();
}
}