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236 lines
7.1 KiB
236 lines
7.1 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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// $NoKeywords: $
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//===========================================================================//
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#include "tier2/beamsegdraw.h"
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#include "materialsystem/imaterialvar.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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//-----------------------------------------------------------------------------
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//
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// CBeamSegDraw implementation.
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//
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//-----------------------------------------------------------------------------
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void CBeamSegDraw::Start( IMatRenderContext *pRenderContext, int nSegs, IMaterial *pMaterial, CMeshBuilder *pMeshBuilder, int nMeshVertCount )
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{
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m_pRenderContext = pRenderContext;
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Assert( nSegs >= 2 );
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m_nSegsDrawn = 0;
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m_nTotalSegs = nSegs;
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if ( pMeshBuilder )
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{
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m_pMeshBuilder = pMeshBuilder;
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m_nMeshVertCount = nMeshVertCount;
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}
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else
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{
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m_pMeshBuilder = NULL;
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m_nMeshVertCount = 0;
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IMesh *pMesh = m_pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
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m_Mesh.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, (nSegs-1) * 2 );
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}
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}
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inline void CBeamSegDraw::ComputeNormal( const Vector &vecCameraPos, const Vector &vStartPos, const Vector &vNextPos, Vector *pNormal )
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{
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// vTangentY = line vector for beam
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Vector vTangentY;
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VectorSubtract( vStartPos, vNextPos, vTangentY );
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// vDirToBeam = vector from viewer origin to beam
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Vector vDirToBeam;
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VectorSubtract( vStartPos, vecCameraPos, vDirToBeam );
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// Get a vector that is perpendicular to us and perpendicular to the beam.
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// This is used to fatten the beam.
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CrossProduct( vTangentY, vDirToBeam, *pNormal );
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VectorNormalizeFast( *pNormal );
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}
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inline void CBeamSegDraw::SpecifySeg( const Vector &vecCameraPos, const Vector &vNormal )
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{
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// SUCKY: Need to do a fair amount more work to get the tangent owing to the averaged normal
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Vector vDirToBeam, vTangentY;
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VectorSubtract( m_Seg.m_vPos, vecCameraPos, vDirToBeam );
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CrossProduct( vDirToBeam, vNormal, vTangentY );
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VectorNormalizeFast( vTangentY );
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// Build the endpoints.
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Vector vPoint1, vPoint2;
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VectorMA( m_Seg.m_vPos, m_Seg.m_flWidth*0.5f, vNormal, vPoint1 );
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VectorMA( m_Seg.m_vPos, -m_Seg.m_flWidth*0.5f, vNormal, vPoint2 );
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if ( m_pMeshBuilder )
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{
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// Specify the points.
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m_pMeshBuilder->Position3fv( vPoint1.Base() );
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m_pMeshBuilder->Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
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m_pMeshBuilder->TexCoord2f( 0, 0, m_Seg.m_flTexCoord );
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m_pMeshBuilder->TexCoord2f( 1, 0, m_Seg.m_flTexCoord );
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m_pMeshBuilder->TangentS3fv( vNormal.Base() );
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m_pMeshBuilder->TangentT3fv( vTangentY.Base() );
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m_pMeshBuilder->AdvanceVertex();
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m_pMeshBuilder->Position3fv( vPoint2.Base() );
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m_pMeshBuilder->Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
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m_pMeshBuilder->TexCoord2f( 0, 1, m_Seg.m_flTexCoord );
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m_pMeshBuilder->TexCoord2f( 1, 1, m_Seg.m_flTexCoord );
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m_pMeshBuilder->TangentS3fv( vNormal.Base() );
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m_pMeshBuilder->TangentT3fv( vTangentY.Base() );
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m_pMeshBuilder->AdvanceVertex();
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if ( m_nSegsDrawn > 1 )
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{
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int nBase = ( ( m_nSegsDrawn - 2 ) * 2 ) + m_nMeshVertCount;
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m_pMeshBuilder->FastIndex( nBase );
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m_pMeshBuilder->FastIndex( nBase + 1 );
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m_pMeshBuilder->FastIndex( nBase + 2 );
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m_pMeshBuilder->FastIndex( nBase + 1 );
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m_pMeshBuilder->FastIndex( nBase + 3 );
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m_pMeshBuilder->FastIndex( nBase + 2 );
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}
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}
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else
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{
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// Specify the points.
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m_Mesh.Position3fv( vPoint1.Base() );
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m_Mesh.Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
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m_Mesh.TexCoord2f( 0, 0, m_Seg.m_flTexCoord );
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m_Mesh.TexCoord2f( 1, 0, m_Seg.m_flTexCoord );
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m_Mesh.TangentS3fv( vNormal.Base() );
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m_Mesh.TangentT3fv( vTangentY.Base() );
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m_Mesh.AdvanceVertex();
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m_Mesh.Position3fv( vPoint2.Base() );
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m_Mesh.Color4f( VectorExpand( m_Seg.m_vColor ), m_Seg.m_flAlpha );
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m_Mesh.TexCoord2f( 0, 1, m_Seg.m_flTexCoord );
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m_Mesh.TexCoord2f( 1, 1, m_Seg.m_flTexCoord );
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m_Mesh.TangentS3fv( vNormal.Base() );
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m_Mesh.TangentT3fv( vTangentY.Base() );
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m_Mesh.AdvanceVertex();
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}
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}
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void CBeamSegDraw::NextSeg( BeamSeg_t *pSeg )
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{
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Vector vecCameraPos;
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m_pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
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if ( m_nSegsDrawn > 0 )
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{
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// Get a vector that is perpendicular to us and perpendicular to the beam.
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// This is used to fatten the beam.
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Vector vNormal, vAveNormal;
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ComputeNormal( vecCameraPos, m_Seg.m_vPos, pSeg->m_vPos, &vNormal );
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if ( m_nSegsDrawn > 1 )
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{
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// Average this with the previous normal
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VectorAdd( vNormal, m_vNormalLast, vAveNormal );
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vAveNormal *= 0.5f;
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VectorNormalizeFast( vAveNormal );
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}
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else
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{
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vAveNormal = vNormal;
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}
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m_vNormalLast = vNormal;
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SpecifySeg( vecCameraPos, vAveNormal );
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}
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m_Seg = *pSeg;
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++m_nSegsDrawn;
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if( m_nSegsDrawn == m_nTotalSegs )
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{
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SpecifySeg( vecCameraPos, m_vNormalLast );
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}
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}
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void CBeamSegDraw::End()
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{
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if ( m_pMeshBuilder )
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{
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m_pMeshBuilder = NULL;
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return;
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}
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m_Mesh.End( false, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBeamSegDrawArbitrary::SetNormal( const Vector &normal )
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{
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m_vNormalLast = normal;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBeamSegDrawArbitrary::NextSeg( BeamSeg_t *pSeg )
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{
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if ( m_nSegsDrawn > 0 )
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{
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Vector segDir = ( m_PrevSeg.m_vPos - pSeg->m_vPos );
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VectorNormalize( segDir );
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Vector normal = CrossProduct( segDir, m_vNormalLast );
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SpecifySeg( normal );
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}
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m_PrevSeg = m_Seg;
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m_Seg = *pSeg;
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++m_nSegsDrawn;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &vNextPos -
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//-----------------------------------------------------------------------------
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void CBeamSegDrawArbitrary::SpecifySeg( const Vector &vNormal )
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{
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// Build the endpoints.
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Vector vPoint1, vPoint2;
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Vector vDelta;
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VectorMultiply( vNormal, m_Seg.m_flWidth*0.5f, vDelta );
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VectorAdd( m_Seg.m_vPos, vDelta, vPoint1 );
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VectorSubtract( m_Seg.m_vPos, vDelta, vPoint2 );
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// Specify the points.
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Assert( IsFinite(m_Seg.m_vColor.x) && IsFinite(m_Seg.m_vColor.y) && IsFinite(m_Seg.m_vColor.z) && IsFinite(m_Seg.m_flAlpha) );
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Assert( (m_Seg.m_vColor.x >= 0.0) && (m_Seg.m_vColor.y >= 0.0) && (m_Seg.m_vColor.z >= 0.0) && (m_Seg.m_flAlpha >= 0.0) );
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Assert( (m_Seg.m_vColor.x <= 1.0) && (m_Seg.m_vColor.y <= 1.0) && (m_Seg.m_vColor.z <= 1.0) && (m_Seg.m_flAlpha <= 1.0) );
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unsigned char r = FastFToC( m_Seg.m_vColor.x );
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unsigned char g = FastFToC( m_Seg.m_vColor.y );
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unsigned char b = FastFToC( m_Seg.m_vColor.z );
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unsigned char a = FastFToC( m_Seg.m_flAlpha );
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m_Mesh.Position3fv( vPoint1.Base() );
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m_Mesh.Color4ub( r, g, b, a );
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m_Mesh.TexCoord2f( 0, 0, m_Seg.m_flTexCoord );
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m_Mesh.TexCoord2f( 1, 0, m_Seg.m_flTexCoord );
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m_Mesh.AdvanceVertex();
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m_Mesh.Position3fv( vPoint2.Base() );
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m_Mesh.Color4ub( r, g, b, a );
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m_Mesh.TexCoord2f( 0, 1, m_Seg.m_flTexCoord );
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m_Mesh.TexCoord2f( 1, 1, m_Seg.m_flTexCoord );
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m_Mesh.AdvanceVertex();
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}
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