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169 lines
5.0 KiB
169 lines
5.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "particles_simple.h"
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#include "particlemgr.h"
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#include "c_pixel_visibility.h"
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#include "fx_fleck.h"
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#include "tier0/memdbgon.h"
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#define bitsPARTICLE_TRAIL_VELOCITY_DAMPEN 0x00000001 //Dampen the velocity as the particles move
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#define bitsPARTICLE_TRAIL_COLLIDE 0x00000002 //Do collision with simulation
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#define bitsPARTICLE_TRAIL_FADE 0x00000004 //Fade away
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#define bitsPARTICLE_TRAIL_FADE_IN 0x00000008 //Fade in
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class TrailParticle : public Particle
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{
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public:
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Vector m_vecVelocity;
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color32 m_color; // Particle color
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float m_flDieTime; // How long it lives for.
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float m_flLifetime; // How long it has been alive for so far.
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float m_flLength; // Length of the tail (in seconds!)
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float m_flWidth; // Width of the spark
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};
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inline void Color32ToFloat4( float colorOut[4], const color32 & colorIn )
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{
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colorOut[0] = colorIn.r * (1.0f/255.0f);
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colorOut[1] = colorIn.g * (1.0f/255.0f);
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colorOut[2] = colorIn.b * (1.0f/255.0f);
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colorOut[3] = colorIn.a * (1.0f/255.0f);
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}
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inline void FloatToColor32( color32 &out, float r, float g, float b, float a )
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{
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out.r = r * 255;
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out.g = g * 255;
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out.b = b * 255;
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out.a = a * 255;
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}
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inline void Float4ToColor32( color32 &out, float colorIn[4] )
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{
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out.r = colorIn[0] * 255;
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out.g = colorIn[1] * 255;
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out.b = colorIn[2] * 255;
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out.a = colorIn[3] * 255;
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}
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inline void Color32Init( color32 &out, int r, int g, int b, int a )
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{
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out.r = r;
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out.g = g;
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out.b = b;
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out.a = a;
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}
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//
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// CTrailParticles
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//
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class CTrailParticles : public CSimpleEmitter
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{
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DECLARE_CLASS( CTrailParticles, CSimpleEmitter );
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public:
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CTrailParticles( const char *pDebugName );
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static CTrailParticles *Create( const char *pDebugName ) { return new CTrailParticles( pDebugName ); }
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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//Setup for point emission
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virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags, bool bNotCollideable = false );
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void SetFlag( int flags ) { m_fFlags |= flags; }
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void SetVelocityDampen( float dampen ) { m_flVelocityDampen = dampen; }
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void SetGravity( float gravity ) { m_ParticleCollision.SetGravity( gravity ); }
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void SetCollisionDamped( float dampen ) { m_ParticleCollision.SetCollisionDampen( dampen ); }
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void SetAngularCollisionDampen( float dampen ) { m_ParticleCollision.SetAngularCollisionDampen( dampen ); }
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CParticleCollision m_ParticleCollision;
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protected:
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int m_fFlags;
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float m_flVelocityDampen;
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private:
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CTrailParticles( const CTrailParticles & ); // not defined, not accessible
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};
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//
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// Sphere trails
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//
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class CSphereTrails : public CSimpleEmitter
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{
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DECLARE_CLASS( CSphereTrails, CSimpleEmitter );
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public:
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CSphereTrails( const char *pDebugName, const Vector &origin, float innerRadius, float outerRadius, float speed, int entityIndex, int attachment );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void Update( float flTimeDelta );
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virtual void StartRender();
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void AddStreaks( float count );
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Vector m_particleOrigin;
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float m_life;
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float m_outerRadius;
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float m_innerRadius;
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float m_effectSpeed;
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float m_streakSpeed;
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float m_count;
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float m_growth;
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int m_entityIndex;
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int m_attachment;
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PMaterialHandle m_hMaterial;
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Vector m_boneOrigin;
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float m_dieTime;
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private:
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CSphereTrails( const CSphereTrails & ); // not defined, not accessible
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};
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// Simple glow emitter won't draw any of it's particles until/unless the pixel visibility test succeeds
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class CSimpleGlowEmitter : public CSimpleEmitter
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{
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DECLARE_CLASS( CSimpleGlowEmitter, CSimpleEmitter );
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public:
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CSimpleGlowEmitter( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
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static CSimpleGlowEmitter *Create( const char *pDebugName, const Vector &sortOrigin, float flDeathTime );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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protected:
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bool WasTestedInView( unsigned char viewMask );
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bool IsVisibleInView( unsigned char viewMask );
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void SetTestedInView( unsigned char viewMask, bool bTested );
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void SetVisibleInView( unsigned char viewMask, bool bVisible );
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unsigned char CurrentViewMask() const;
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float m_flDeathTime; // How long it has been alive for so far.
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float m_startTime;
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pixelvis_handle_t m_queryHandle;
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private:
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unsigned char m_wasTested;
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unsigned char m_isVisible;
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private:
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CSimpleGlowEmitter( const CSimpleGlowEmitter & ); // not defined, not accessible
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};
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#include "tier0/memdbgoff.h"
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