You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
137 lines
3.7 KiB
137 lines
3.7 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "clientsideeffects.h"
|
||
|
#include "materialsystem/imaterial.h"
|
||
|
#include "materialsystem/imesh.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
class FX_Cube : public CClientSideEffect
|
||
|
{
|
||
|
public:
|
||
|
FX_Cube(IMaterial *pMaterial) : CClientSideEffect("FX_Cube")
|
||
|
{
|
||
|
m_pMaterial = pMaterial;
|
||
|
if(m_pMaterial)
|
||
|
m_pMaterial->IncrementReferenceCount();
|
||
|
}
|
||
|
|
||
|
virtual ~FX_Cube()
|
||
|
{
|
||
|
if(m_pMaterial)
|
||
|
m_pMaterial->DecrementReferenceCount();
|
||
|
|
||
|
}
|
||
|
|
||
|
void SetupVec(Vector& v, int dim1, int dim2, int fixedDim, float dim1Val, float dim2Val, float fixedDimVal)
|
||
|
{
|
||
|
v[dim1] = dim1Val;
|
||
|
v[dim2] = dim2Val;
|
||
|
v[fixedDim] = fixedDimVal;
|
||
|
}
|
||
|
|
||
|
void DrawBoxSide(
|
||
|
int dim1, int dim2, int fixedDim,
|
||
|
float minX, float minY,
|
||
|
float maxX, float maxY,
|
||
|
float fixedDimVal,
|
||
|
bool bFlip,
|
||
|
float shade)
|
||
|
{
|
||
|
Vector v;
|
||
|
Vector color;
|
||
|
VectorScale( m_vColor, shade, color );
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
||
|
|
||
|
CMeshBuilder builder;
|
||
|
builder.Begin(pMesh, MATERIAL_TRIANGLE_STRIP, 2);
|
||
|
|
||
|
SetupVec(v, dim1, dim2, fixedDim, minX, maxY, fixedDimVal);
|
||
|
builder.Position3fv(v.Base());
|
||
|
builder.Color3fv(color.Base());
|
||
|
builder.AdvanceVertex();
|
||
|
|
||
|
SetupVec(v, dim1, dim2, fixedDim, bFlip ? maxX : minX, bFlip ? maxY : minY, fixedDimVal);
|
||
|
builder.Position3fv(v.Base());
|
||
|
builder.Color3fv(color.Base());
|
||
|
builder.AdvanceVertex();
|
||
|
|
||
|
SetupVec(v, dim1, dim2, fixedDim, bFlip ? minX : maxX, bFlip ? minY : maxY, fixedDimVal);
|
||
|
builder.Position3fv(v.Base());
|
||
|
builder.Color3fv(color.Base());
|
||
|
builder.AdvanceVertex();
|
||
|
|
||
|
SetupVec(v, dim1, dim2, fixedDim, maxX, minY, fixedDimVal);
|
||
|
builder.Position3fv(v.Base());
|
||
|
builder.Color3fv(color.Base());
|
||
|
builder.AdvanceVertex();
|
||
|
|
||
|
builder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
|
||
|
virtual void Draw( double frametime )
|
||
|
{
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
// Draw it.
|
||
|
pRenderContext->Bind( m_pMaterial );
|
||
|
|
||
|
Vector vLightDir(-1,-2,-3);
|
||
|
VectorNormalize( vLightDir );
|
||
|
|
||
|
DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_mins[0], false, vLightDir.x * 0.5f + 0.5f);
|
||
|
DrawBoxSide(1, 2, 0, m_mins[1], m_mins[2], m_maxs[1], m_maxs[2], m_maxs[0], true, -vLightDir.x * 0.5f + 0.5f);
|
||
|
|
||
|
DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_mins[1], true, vLightDir.y * 0.5f + 0.5f);
|
||
|
DrawBoxSide(0, 2, 1, m_mins[0], m_mins[2], m_maxs[0], m_maxs[2], m_maxs[1], false, -vLightDir.y * 0.5f + 0.5f);
|
||
|
|
||
|
DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_mins[2], false, vLightDir.z * 0.5f + 0.5f);
|
||
|
DrawBoxSide(0, 1, 2, m_mins[0], m_mins[1], m_maxs[0], m_maxs[1], m_maxs[2], true, -vLightDir.z * 0.5f + 0.5f);
|
||
|
|
||
|
// Decrease lifetime.
|
||
|
m_Life -= frametime;
|
||
|
}
|
||
|
|
||
|
bool IsActive( void )
|
||
|
{
|
||
|
return m_Life > 0.0;
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
Vector m_mins;
|
||
|
Vector m_maxs;
|
||
|
Vector m_vColor;
|
||
|
float m_Life;
|
||
|
IMaterial *m_pMaterial;
|
||
|
};
|
||
|
|
||
|
|
||
|
void FX_AddCube( const Vector &mins, const Vector &maxs, const Vector &vColor, float life, const char *materialName )
|
||
|
{
|
||
|
IMaterial *mat = materials->FindMaterial(materialName, TEXTURE_GROUP_CLIENT_EFFECTS);
|
||
|
|
||
|
FX_Cube *pCube = new FX_Cube(mat);
|
||
|
pCube->m_mins = mins;
|
||
|
pCube->m_maxs = maxs;
|
||
|
pCube->m_vColor = vColor;
|
||
|
pCube->m_Life = life;
|
||
|
|
||
|
clienteffects->AddEffect(pCube);
|
||
|
}
|
||
|
|
||
|
void FX_AddCenteredCube( const Vector ¢er, float size, const Vector &vColor, float life, const char *materialName )
|
||
|
{
|
||
|
FX_AddCube(center-Vector(size,size,size), center+Vector(size,size,size), vColor, life, materialName);
|
||
|
}
|
||
|
|
||
|
|