Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "clienteffectprecachesystem.h"
#include "fx_sparks.h"
#include "iefx.h"
#include "c_te_effect_dispatch.h"
#include "particles_ez.h"
#include "decals.h"
#include "engine/IEngineSound.h"
#include "fx_quad.h"
#include "tier0/vprof.h"
#include "fx.h"
#include "fx_water.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectSplash )
CLIENTEFFECT_MATERIAL( "effects/splash1" )
CLIENTEFFECT_MATERIAL( "effects/splash2" )
CLIENTEFFECT_MATERIAL( "effects/splash4" )
CLIENTEFFECT_MATERIAL( "effects/slime1" )
CLIENTEFFECT_REGISTER_END()
#define SPLASH_MIN_SPEED 50.0f
#define SPLASH_MAX_SPEED 100.0f
ConVar cl_show_splashes( "cl_show_splashes", "1" );
static Vector s_vecSlimeColor( 46.0f/255.0f, 90.0f/255.0f, 36.0f/255.0f );
// Each channel does not contribute to the luminosity equally, as represented here
#define RED_CHANNEL_CONTRIBUTION 0.30f
#define GREEN_CHANNEL_CONTRIBUTION 0.59f
#define BLUE_CHANNEL_CONTRIBUTION 0.11f
//-----------------------------------------------------------------------------
// Purpose: Returns a normalized tint and luminosity for a specified color
// Input : &color - normalized input color to extract information from
// *tint - normalized tint of that color
// *luminosity - normalized luminosity of that color
//-----------------------------------------------------------------------------
void UTIL_GetNormalizedColorTintAndLuminosity( const Vector &color, Vector *tint, float *luminosity )
{
// Give luminosity if requested
if ( luminosity != NULL )
{
// Each channel contributes differently than the others
*luminosity = ( color.x * RED_CHANNEL_CONTRIBUTION ) +
( color.y * GREEN_CHANNEL_CONTRIBUTION ) +
( color.z * BLUE_CHANNEL_CONTRIBUTION );
}
// Give tint if requested
if ( tint != NULL )
{
if ( color == vec3_origin )
{
*tint = vec3_origin;
}
else
{
float maxComponent = MAX( color.x, MAX( color.y, color.z ) );
*tint = color / maxComponent;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &normal -
// scale -
//-----------------------------------------------------------------------------
void FX_WaterRipple( const Vector &origin, float scale, Vector *pColor, float flLifetime, float flAlpha )
{
VPROF_BUDGET( "FX_WaterRipple", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
trace_t tr;
Vector color = pColor ? *pColor : Vector( 0.8f, 0.8f, 0.75f );
Vector startPos = origin + Vector(0,0,8);
Vector endPos = origin + Vector(0,0,-64);
UTIL_TraceLine( startPos, endPos, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
{
//Add a ripple quad to the surface
FX_AddQuad( tr.endpos + ( tr.plane.normal * 0.5f ),
tr.plane.normal,
16.0f*scale,
128.0f*scale,
0.7f,
flAlpha, // start alpha
0.0f, // end alpha
0.25f,
random->RandomFloat( 0, 360 ),
random->RandomFloat( -16.0f, 16.0f ),
color,
flLifetime,
"effects/splashwake1",
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &normal -
//-----------------------------------------------------------------------------
void FX_GunshotSplash( const Vector &origin, const Vector &normal, float scale )
{
VPROF_BUDGET( "FX_GunshotSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
if ( cl_show_splashes.GetBool() == false )
return;
Vector color;
float luminosity;
// Get our lighting information
FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity );
float flScale = scale / 8.0f;
if ( flScale > 4.0f )
{
flScale = 4.0f;
}
// Setup our trail emitter
CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" );
if ( !sparkEmitter )
return;
sparkEmitter->SetSortOrigin( origin );
sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
sparkEmitter->SetVelocityDampen( 2.0f );
sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) );
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" );
TrailParticle *tParticle;
Vector offDir;
Vector offset;
float colorRamp;
//Dump out drops
for ( int i = 0; i < 16; i++ )
{
offset = origin;
offset[0] += random->RandomFloat( -8.0f, 8.0f ) * flScale;
offset[1] += random->RandomFloat( -8.0f, 8.0f ) * flScale;
tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( tParticle == NULL )
break;
tParticle->m_flLifetime = 0.0f;
tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
offDir = normal + RandomVector( -0.8f, 0.8f );
tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f );
tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale;
tParticle->m_flWidth = random->RandomFloat( 1.0f, 3.0f );
tParticle->m_flLength = random->RandomFloat( 0.025f, 0.05f );
colorRamp = random->RandomFloat( 0.75f, 1.25f );
tParticle->m_color.r = MIN( 1.0f, color[0] * colorRamp ) * 255;
tParticle->m_color.g = MIN( 1.0f, color[1] * colorRamp ) * 255;
tParticle->m_color.b = MIN( 1.0f, color[2] * colorRamp ) * 255;
tParticle->m_color.a = luminosity * 255;
}
// Setup the particle emitter
CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
pSimple->SetSortOrigin( origin );
pSimple->SetClipHeight( origin.z );
pSimple->SetParticleCullRadius( scale * 2.0f );
pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) );
SimpleParticle *pParticle;
//Main gout
for ( int i = 0; i < 8; i++ )
{
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, origin );
if ( pParticle == NULL )
break;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan
pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) );
VectorNormalize( pParticle->m_vecVelocity );
pParticle->m_vecVelocity *= 50 * flScale * (8-i);
colorRamp = random->RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
pParticle->m_uchEndSize = MIN( 255, pParticle->m_uchStartSize * 2 );
pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * luminosity;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
}
// Do a ripple
FX_WaterRipple( origin, flScale, &color, 1.5f, luminosity );
//Play a sound
CLocalPlayerFilter filter;
EmitSound_t ep;
ep.m_nChannel = CHAN_VOICE;
ep.m_pSoundName = "Physics.WaterSplash";
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_pOrigin = &origin;
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &normal -
// scale -
// *pColor -
//-----------------------------------------------------------------------------
void FX_GunshotSlimeSplash( const Vector &origin, const Vector &normal, float scale )
{
if ( cl_show_splashes.GetBool() == false )
return;
VPROF_BUDGET( "FX_GunshotSlimeSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
#if 0
float colorRamp;
float flScale = MIN( 1.0f, scale / 8.0f );
PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/slime1" );
PMaterialHandle hMaterial2 = ParticleMgr()->GetPMaterial( "effects/splash4" );
Vector color;
float luminosity;
// Get our lighting information
FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity );
Vector offDir;
Vector offset;
TrailParticle *tParticle;
CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" );
if ( !sparkEmitter )
return;
sparkEmitter->SetSortOrigin( origin );
sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
sparkEmitter->SetVelocityDampen( 2.0f );
if ( IsXbox() )
{
sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) );
}
//Dump out drops
for ( int i = 0; i < 24; i++ )
{
offset = origin;
offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
if ( tParticle == NULL )
break;
tParticle->m_flLifetime = 0.0f;
tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
offDir = normal + RandomVector( -0.6f, 0.6f );
tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f );
tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale;
tParticle->m_flWidth = random->RandomFloat( 3.0f, 6.0f ) * flScale;
tParticle->m_flLength = random->RandomFloat( 0.025f, 0.05f ) * flScale;
colorRamp = random->RandomFloat( 0.75f, 1.25f );
tParticle->m_color.r = MIN( 1.0f, color.x * colorRamp ) * 255;
tParticle->m_color.g = MIN( 1.0f, color.y * colorRamp ) * 255;
tParticle->m_color.b = MIN( 1.0f, color.z * colorRamp ) * 255;
tParticle->m_color.a = 255 * luminosity;
}
// Setup splash emitter
CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
pSimple->SetSortOrigin( origin );
pSimple->SetClipHeight( origin.z );
pSimple->SetParticleCullRadius( scale * 2.0f );
if ( IsXbox() )
{
pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) );
}
SimpleParticle *pParticle;
// Tint
colorRamp = random->RandomFloat( 0.75f, 1.0f );
color = Vector( 1.0f, 0.8f, 0.0f ) * color * colorRamp;
//Main gout
for ( int i = 0; i < 8; i++ )
{
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial2, origin );
if ( pParticle == NULL )
break;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan
pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) );
VectorNormalize( pParticle->m_vecVelocity );
pParticle->m_vecVelocity *= 50 * flScale * (8-i);
colorRamp = random->RandomFloat( 0.75f, 1.25f );
pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
pParticle->m_uchEndSize = MIN( 255, pParticle->m_uchStartSize * 2 );
pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * luminosity;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
}
#else
QAngle vecAngles;
VectorAngles( normal, vecAngles );
if ( scale < 2.0f )
{
DispatchParticleEffect( "slime_splash_01", origin, vecAngles );
}
else if ( scale < 4.0f )
{
DispatchParticleEffect( "slime_splash_02", origin, vecAngles );
}
else
{
DispatchParticleEffect( "slime_splash_03", origin, vecAngles );
}
#endif
//Play a sound
CLocalPlayerFilter filter;
EmitSound_t ep;
ep.m_nChannel = CHAN_VOICE;
ep.m_pSoundName = "Physics.WaterSplash";
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_pOrigin = &origin;
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SplashCallback( const CEffectData &data )
{
Vector normal;
AngleVectors( data.m_vAngles, &normal );
if ( data.m_fFlags & FX_WATER_IN_SLIME )
{
FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
}
else
{
FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
}
}
DECLARE_CLIENT_EFFECT( "watersplash", SplashCallback );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void GunshotSplashCallback( const CEffectData &data )
{
if ( data.m_fFlags & FX_WATER_IN_SLIME )
{
FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
}
else
{
FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
}
}
DECLARE_CLIENT_EFFECT( "gunshotsplash", GunshotSplashCallback );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void RippleCallback( const CEffectData &data )
{
float flScale = data.m_flScale / 8.0f;
Vector color;
float luminosity;
// Get our lighting information
FX_GetSplashLighting( data.m_vOrigin + ( Vector(0,0,1) * 4.0f ), &color, &luminosity );
FX_WaterRipple( data.m_vOrigin, flScale, &color, 1.5f, luminosity );
}
DECLARE_CLIENT_EFFECT( "waterripple", RippleCallback );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pDebugName -
// Output : WaterDebrisEffect*
//-----------------------------------------------------------------------------
WaterDebrisEffect* WaterDebrisEffect::Create( const char *pDebugName )
{
return new WaterDebrisEffect( pDebugName );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// timeDelta -
// Output : float
//-----------------------------------------------------------------------------
float WaterDebrisEffect::UpdateAlpha( const SimpleParticle *pParticle )
{
return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// timeDelta -
// Output : float
//-----------------------------------------------------------------------------
float CSplashParticle::UpdateRoll( SimpleParticle *pParticle, float timeDelta )
{
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -4.0f );
//Cap the minimum roll
if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
{
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
}
return pParticle->m_flRoll;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// timeDelta -
//-----------------------------------------------------------------------------
void CSplashParticle::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
//Decellerate
static float dtime;
static float decay;
if ( dtime != timeDelta )
{
dtime = timeDelta;
float expected = 3.0f;
decay = exp( log( 0.0001f ) * dtime / expected );
}
pParticle->m_vecVelocity *= decay;
pParticle->m_vecVelocity[2] -= ( 800.0f * timeDelta );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticle -
// Output : float
//-----------------------------------------------------------------------------
float CSplashParticle::UpdateAlpha( const SimpleParticle *pParticle )
{
if ( m_bUseClipHeight )
{
float flAlpha = pParticle->m_uchStartAlpha / 255.0f;
return flAlpha * RemapValClamped(pParticle->m_Pos.z,
m_flClipHeight,
m_flClipHeight - ( UpdateScale( pParticle ) * 0.5f ),
1.0f,
0.0f );
}
return (pParticle->m_uchStartAlpha/255.0f) + ( (float)(pParticle->m_uchEndAlpha/255.0f) - (float)(pParticle->m_uchStartAlpha/255.0f) ) * (pParticle->m_flLifetime / pParticle->m_flDieTime);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &clipPlane -
//-----------------------------------------------------------------------------
void CSplashParticle::SetClipHeight( float flClipHeight )
{
m_bUseClipHeight = true;
m_flClipHeight = flClipHeight;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pIterator -
//-----------------------------------------------------------------------------
void CSplashParticle::SimulateParticles( CParticleSimulateIterator *pIterator )
{
float timeDelta = pIterator->GetTimeDelta();
SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
while ( pParticle )
{
//Update velocity
UpdateVelocity( pParticle, timeDelta );
pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta;
// Clip by height if requested
if ( m_bUseClipHeight )
{
// See if we're below, and therefore need to clip
if ( pParticle->m_Pos.z + UpdateScale( pParticle ) < m_flClipHeight )
{
pIterator->RemoveParticle( pParticle );
pParticle = (SimpleParticle*)pIterator->GetNext();
continue;
}
}
//Should this particle die?
pParticle->m_flLifetime += timeDelta;
UpdateRoll( pParticle, timeDelta );
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
pIterator->RemoveParticle( pParticle );
pParticle = (SimpleParticle*)pIterator->GetNext();
}
}