Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "particles_ez.h"
#include "igamesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Singletons for each type of particle system.
// 0 = world, 1 = skybox
static CSmartPtr<CSimpleEmitter> g_pSimpleSingleton[2];
static CSmartPtr<CEmberEffect> g_pEmberSingleton[2];
static CSmartPtr<CFireSmokeEffect> g_pFireSmokeSingleton[2];
static CSmartPtr<CFireParticle> g_pFireSingleton[2];
class CEZParticleInit : public CAutoGameSystem
{
public:
CEZParticleInit() : CAutoGameSystem( "CEZParticleInit" )
{
}
template< class T >
CSmartPtr<T> InitSingleton( CSmartPtr<T> pEmitter )
{
if ( !pEmitter )
{
Error( "InitSingleton: pEmitter is NULL" );
}
pEmitter->GetBinding().SetDrawThruLeafSystem( false ); // Draw in DrawSingletons instead.
pEmitter->SetSortOrigin( Vector( 0, 0, 0 ) );
// Since we draw manually in DrawSingletons, we don't care about
// the bbox, so don't waste cycles inserting it into the leaf system
// when it's not going to draw through that anyway.
// (TODO: SetDrawThruLeafSystem(false) should trigger this automatically
// in CParticleMgr).
pEmitter->GetBinding().SetBBox( Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
return pEmitter;
}
virtual void LevelInitPreEntity()
{
g_pSimpleSingleton[0] = InitSingleton( CSimpleEmitter::Create( "Simple Particle Singleton" ) );
g_pSimpleSingleton[1] = InitSingleton( CSimpleEmitter::Create( "Simple Particle Singleton [sky]" ) );
g_pEmberSingleton[0] = InitSingleton( CEmberEffect::Create( "Ember Particle Singleton" ) );
g_pEmberSingleton[1] = InitSingleton( CEmberEffect::Create( "Ember Particle Singleton [sky]" ) );
g_pFireSmokeSingleton[0] = InitSingleton( CFireSmokeEffect::Create( "Fire Smoke Particle Singleton" ) );
g_pFireSmokeSingleton[1] = InitSingleton( CFireSmokeEffect::Create( "Fire Smoke Particle Singleton [sky]" ) );
g_pFireSingleton[0] = InitSingleton( CFireParticle::Create( "Fire Particle Singleton" ) );
g_pFireSingleton[1] = InitSingleton( CFireParticle::Create( "Fire Particle Singleton [sky]" ) );
}
virtual void LevelShutdownPreEntity()
{
g_pSimpleSingleton[0] = g_pSimpleSingleton[1] = NULL;
g_pEmberSingleton[0] = g_pEmberSingleton[1] = NULL;
g_pFireSmokeSingleton[0] = g_pFireSmokeSingleton[1] = NULL;
g_pFireSingleton[0] = g_pFireSingleton[1] = NULL;
}
};
static CEZParticleInit g_EZParticleInit;
template<class T>
inline void CopyParticle( const T *pSrc, T *pDest )
{
if ( pDest )
{
// Copy the particle, but don't screw up the linked list it's in.
Particle *pPrev = pDest->m_pPrev;
Particle *pNext = pDest->m_pNext;
PMaterialHandle pSubTexture = pDest->m_pSubTexture;
*pDest = *pSrc;
pDest->m_pPrev = pPrev;
pDest->m_pNext = pNext;
pDest->m_pSubTexture = pSubTexture;
}
}
void AddSimpleParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox )
{
if ( g_pSimpleSingleton[bInSkybox].IsValid() )
{
SimpleParticle *pNew = g_pSimpleSingleton[bInSkybox]->AddSimpleParticle( hMaterial, pParticle->m_Pos );
CopyParticle( pParticle, pNew );
}
}
void AddEmberParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox )
{
if ( g_pEmberSingleton[bInSkybox].IsValid() )
{
SimpleParticle *pNew = g_pEmberSingleton[bInSkybox]->AddSimpleParticle( hMaterial, pParticle->m_Pos );
CopyParticle( pParticle, pNew );
}
}
void AddFireSmokeParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox )
{
if ( g_pFireSmokeSingleton[bInSkybox].IsValid() )
{
SimpleParticle *pNew = g_pFireSmokeSingleton[bInSkybox]->AddSimpleParticle( hMaterial, pParticle->m_Pos );
CopyParticle( pParticle, pNew );
}
}
void AddFireParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox )
{
if ( g_pFireSingleton[bInSkybox].IsValid() )
{
SimpleParticle *pNew = g_pFireSingleton[bInSkybox]->AddSimpleParticle( hMaterial, pParticle->m_Pos );
CopyParticle( pParticle, pNew );
}
}
void DrawParticleSingletons( bool bInSkybox )
{
if ( g_pSimpleSingleton[bInSkybox].IsValid() )
{
g_pSimpleSingleton[bInSkybox]->GetBinding().DrawModel( 1 );
}
if ( g_pEmberSingleton[bInSkybox].IsValid() )
{
g_pEmberSingleton[bInSkybox]->GetBinding().DrawModel( 1 );
}
if ( g_pFireSmokeSingleton[bInSkybox].IsValid() )
{
g_pFireSmokeSingleton[bInSkybox]->GetBinding().DrawModel( 1 );
}
if ( g_pFireSingleton[bInSkybox].IsValid() )
{
g_pFireSingleton[bInSkybox]->GetBinding().DrawModel( 1 );
}
}