167 lines
4.7 KiB
C++
167 lines
4.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the Effects API
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// Created: YWB 9/5/2000
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//
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//===========================================================================//
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#include "quakedef.h"
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#include "r_efx.h"
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#include "r_efxextern.h"
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#include "r_local.h"
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#include "cl_main.h"
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#include "decal.h"
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#include "client.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Effects API object.
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static CVEfx efx;
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// Engine internal accessor to effects api ( see cl_parsetent.cpp, etc. )
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CVEfx *g_pEfx = &efx;
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extern CClientState cl;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CVEfx::Draw_DecalIndexFromName( char *name )
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{
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bool found = false;
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return ::Draw_DecalIndexFromName( name, &found );
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}
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//-----------------------------------------------------------------------------
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// Retrieve decal texture name from decal by index
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//-----------------------------------------------------------------------------
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const char *CVEfx::Draw_DecalNameFromIndex( int nIndex )
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{
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return ::Draw_DecalNameFromIndex( nIndex );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : textureIndex -
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// entity -
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// modelIndex -
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// position -
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// flags -
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//-----------------------------------------------------------------------------
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void CVEfx::DecalShoot( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags)
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{
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color32 white = {255,255,255,255};
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DecalColorShoot( textureIndex, entity, model, model_origin, model_angles, position, saxis, flags, white );
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}
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void CVEfx::DecalColorShoot( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
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const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor)
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{
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Vector localPosition = position;
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if ( entity ) // Not world?
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{
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matrix3x4_t matrix;
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AngleMatrix( model_angles, model_origin, matrix );
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VectorITransform( position, matrix, localPosition );
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}
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::R_DecalShoot( textureIndex, entity, model, localPosition, saxis, flags, rgbaColor, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *material -
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// userdata -
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// entity -
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// *model -
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// position -
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// *saxis -
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// flags -
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// &rgbaColor -
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//-----------------------------------------------------------------------------
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void CVEfx::PlayerDecalShoot( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
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const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor )
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{
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Vector localPosition = position;
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if ( entity ) // Not world?
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{
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matrix3x4_t matrix;
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AngleMatrix( model_angles, model_origin, matrix );
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VectorITransform( position, matrix, localPosition );
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}
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R_PlayerDecalShoot( material, userdata, entity, model, position, saxis, flags, rgbaColor );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : key -
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// Output : dlight_t
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//-----------------------------------------------------------------------------
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dlight_t *CVEfx::CL_AllocDlight( int key )
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{
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return ::CL_AllocDlight( key );
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}
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int CVEfx::CL_GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] )
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{
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int nOut = 0;
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if ( g_bActiveDlights )
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{
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for ( int i=0; i < MAX_DLIGHTS; i++ )
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{
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if ( r_dlightactive & (1 << i) )
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{
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pList[nOut++] = &cl_dlights[i];
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}
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}
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}
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return nOut;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : key -
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// Output : dlight_t
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//-----------------------------------------------------------------------------
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dlight_t *CVEfx::CL_AllocElight( int key )
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{
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return ::CL_AllocElight( key );
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}
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// Given an elight key, find it. Does not search ordinary dlights. May return NULL.
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dlight_t *CVEfx::GetElightByKey( int key )
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{
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if ( g_bActiveElights )
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{
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for ( unsigned int i = 0 ; i < MAX_ELIGHTS ; ++i )
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{
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// if the keys match...
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if (cl_elights[i].key == key)
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{
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// then if the light is active, return it. If it's died,
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// return NULL.
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if ( cl_elights[i].die > cl.GetTime() )
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{
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return cl_elights + i;
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}
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else
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{
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return NULL;
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}
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}
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}
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}
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// if we are down here, we found nothing, or no lights were active
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return NULL;
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}
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// Expose it to the client .dll
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EXPOSE_SINGLE_INTERFACE( CVEfx, IVEfx, VENGINE_EFFECTS_INTERFACE_VERSION );
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