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

311 lines
9.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterial.h"
#include "clientsideeffects.h"
#include "fx_line.h"
#include "materialsystem/imesh.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
/*
==================================================
CFXLine
==================================================
*/
CFXLine::CFXLine( const char *name, const FXLineData_t &data )
: CClientSideEffect( name )
{
m_FXData = data;
m_FXData.m_flLifeTime = 0.0f;
if ( m_FXData.m_pMaterial != NULL )
{
m_FXData.m_pMaterial->IncrementReferenceCount();
}
}
CFXLine::~CFXLine( void )
{
Destroy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : frametime -
//-----------------------------------------------------------------------------
void CFXLine::Draw( double frametime )
{
// Update the effect
Update( frametime );
Vector lineDir, viewDir;
//Get the proper orientation for the line
VectorSubtract( m_FXData.m_vecStart, m_FXData.m_vecEnd, lineDir );
VectorSubtract( m_FXData.m_vecEnd, CurrentViewOrigin(), viewDir );
Vector cross = lineDir.Cross( viewDir );
VectorNormalize( cross );
CMatRenderContextPtr pRenderContext( materials );
//Bind the material
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
CMeshBuilder meshBuilder;
Vector tmp;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
float scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
color32 color = {255,255,255,255};
float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * scaleTimePerc );
alpha = clamp( alpha, 0.0f, 1.0f );
color.a *= alpha;
// Start
VectorMA( m_FXData.m_vecStart, -scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( m_FXData.m_vecStart, scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// End
VectorMA( m_FXData.m_vecEnd, scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( m_FXData.m_vecEnd, -scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFXLine::IsActive( void )
{
return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFXLine::Destroy( void )
{
//Release the material
if ( m_FXData.m_pMaterial != NULL )
{
m_FXData.m_pMaterial->DecrementReferenceCount();
m_FXData.m_pMaterial = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : frametime -
//-----------------------------------------------------------------------------
void CFXLine::Update( double frametime )
{
m_FXData.m_flLifeTime += frametime;
//Move our end points
VectorMA( m_FXData.m_vecStart, frametime, m_FXData.m_vecStartVelocity, m_FXData.m_vecStart );
VectorMA( m_FXData.m_vecEnd, frametime, m_FXData.m_vecEndVelocity, m_FXData.m_vecEnd );
}
void FX_DrawLine( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color )
{
Vector lineDir, viewDir;
//Get the proper orientation for the line
VectorSubtract( end, start, lineDir );
VectorSubtract( end, CurrentViewOrigin(), viewDir );
Vector cross = lineDir.Cross( viewDir );
VectorNormalize( cross );
CMatRenderContextPtr pRenderContext( materials );
//Bind the material
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
Vector tmp;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
VectorMA( start, -scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( start, scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( end, scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
VectorMA( end, -scale, cross, tmp );
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
void FX_DrawLineFade( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color, float fadeDist )
{
Vector lineDir, viewDir;
//Get the proper orientation for the line
VectorSubtract( end, start, lineDir );
VectorSubtract( end, CurrentViewOrigin(), viewDir );
float lineLength = lineDir.Length();
float t0 = 0.25f;
float t1 = 0.75f;
if ( lineLength > 0 )
{
t0 = fadeDist / lineLength;
t0 = clamp( t0, 0.0f, 0.25f );
t1 = 1.0f - t0;
}
Vector cross = lineDir.Cross( viewDir );
VectorNormalize( cross );
CMatRenderContextPtr pRenderContext( materials );
//Bind the material
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
Vector tmp;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 8, 24 );
// 2 5
// 0 1 4 7
// 3 6
// 0,2,1 - 0,1,3 - 7,4,5 - 7,6,4 - 1,4,6, 1,6,3 - 1,5,4 - 1,2,5
// v0
meshBuilder.Position3fv( start.Base() );
meshBuilder.TexCoord2f( 0, 0.5f, 0.0f );
meshBuilder.Color4ub( 0, 0, 0, 0 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v1
Vector v1 = start + t0 * lineDir;
meshBuilder.Position3fv( v1.Base() );
meshBuilder.TexCoord2f( 0, 0.5f, t0 );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v2
tmp = v1 - scale*cross;
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, t0 );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v3
tmp = v1 + scale*cross;
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, t0 );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v4
Vector v4 = start + t1 * lineDir;
meshBuilder.Position3fv( v4.Base() );
meshBuilder.TexCoord2f( 0, 0.5f, t1 );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v5
tmp = v4 - scale*cross;
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, t1 );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v6
tmp = v4 + scale*cross;
meshBuilder.Position3fv( tmp.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, t1 );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// v7
meshBuilder.Position3fv( end.Base() );
meshBuilder.TexCoord2f( 0, 0.5f, 1.0f );
meshBuilder.Color4ub( 0, 0, 0, 0 );
meshBuilder.Normal3fv( cross.Base() );
meshBuilder.AdvanceVertex();
// triangles - 0,2,1 - 0,1,3 - 7,4,5 - 7,6,4 - 1,4,6, 1,6,3 - 1,5,4 - 1,2,5
meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 1 );
meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 3 );
meshBuilder.FastIndex( 7 ); meshBuilder.FastIndex( 4 ); meshBuilder.FastIndex( 5 );
meshBuilder.FastIndex( 7 ); meshBuilder.FastIndex( 6 ); meshBuilder.FastIndex( 4 );
meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 4 ); meshBuilder.FastIndex( 6 );
meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 6 ); meshBuilder.FastIndex( 3 );
meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 5 ); meshBuilder.FastIndex( 4 );
meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 5 );
meshBuilder.End();
pMesh->Draw();
}