//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "particledraw.h" #include "materialsystem/imesh.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Sees if the tracer is behind the camera or should be culled //----------------------------------------------------------------------------- static bool ClipTracer( const Vector &start, const Vector &delta, Vector &clippedStart, Vector &clippedDelta ) { // dist1 = start dot forward - origin dot forward // dist2 = (start + delta ) dot forward - origin dot forward // in camera space this is -start[2] since origin = 0 and vecForward = (0, 0, -1) float dist1 = -start[2]; float dist2 = dist1 - delta[2]; // Clipped, skip this tracer if ( dist1 <= 0 && dist2 <= 0 ) return true; clippedStart = start; clippedDelta = delta; // Needs to be clipped if ( dist1 <= 0 || dist2 <= 0 ) { float fraction = dist2 - dist1; // Too close to clipping plane if ( fraction < 1e-3 && fraction > -1e-3 ) return true; fraction = -dist1 / fraction; if ( dist1 <= 0 ) { VectorMA( start, fraction, delta, clippedStart ); } else { VectorMultiply( delta, fraction, clippedDelta ); } } return false; } //----------------------------------------------------------------------------- // Computes the four verts to draw the tracer with //----------------------------------------------------------------------------- bool Tracer_ComputeVerts( const Vector &start, const Vector &delta, float width, Vector *pVerts ) { Vector clippedStart, clippedDelta; // Clip the tracer if ( ClipTracer( start, delta, clippedStart, clippedDelta ) ) return false; // Figure out direction in camera space of the normal Vector normal; CrossProduct( clippedDelta, clippedStart, normal ); // don't draw if they are parallel float sqLength = DotProduct( normal, normal ); if (sqLength < 1e-3) return false; // Resize the normal to be appropriate based on the width VectorScale( normal, 0.5f * width / sqrt(sqLength), normal ); VectorSubtract( clippedStart, normal, pVerts[0] ); VectorAdd( clippedStart, normal, pVerts[1] ); VectorAdd( pVerts[0], clippedDelta, pVerts[2] ); VectorAdd( pVerts[1], clippedDelta, pVerts[3] ); return true; } void Tracer_Draw( CMeshBuilder *pMeshBuilder, Vector& start, Vector& delta, float width, float* color, float startV, float endV ) { // Clip the tracer Vector verts[4]; if (!Tracer_ComputeVerts( start, delta, width, verts )) return; // NOTE: Gotta get the winding right so it's not backface culled // (we need to turn of backface culling for these bad boys) pMeshBuilder->Position3f( verts[0].x, verts[0].y, verts[0].z ); pMeshBuilder->TexCoord2f( 0, 0.0f, startV ); if (color) { pMeshBuilder->Color4fv( color ); } else { pMeshBuilder->Color4ub( 255, 255, 255, 255 ); } pMeshBuilder->AdvanceVertex(); pMeshBuilder->Position3f( verts[1].x, verts[1].y, verts[1].z ); pMeshBuilder->TexCoord2f( 0, 1.0f, startV ); if (color) { pMeshBuilder->Color4fv( color ); } else { pMeshBuilder->Color4ub( 255, 255, 255, 255 ); } pMeshBuilder->AdvanceVertex(); pMeshBuilder->Position3f( verts[3].x, verts[3].y, verts[3].z ); pMeshBuilder->TexCoord2f( 0, 1.0f, endV ); if (color) pMeshBuilder->Color4fv( color ); else pMeshBuilder->Color4ub( 255, 255, 255, 255 ); pMeshBuilder->AdvanceVertex(); pMeshBuilder->Position3f( verts[2].x, verts[2].y, verts[2].z ); pMeshBuilder->TexCoord2f( 0, 0.0f, endV ); if (color) pMeshBuilder->Color4fv( color ); else pMeshBuilder->Color4ub( 255, 255, 255, 255 ); pMeshBuilder->AdvanceVertex(); } //----------------------------------------------------------------------------- // draw a tracer. //----------------------------------------------------------------------------- void Tracer_Draw( ParticleDraw* pDraw, Vector& start, Vector& delta, float width, float* color, float startV, float endV ) { if( !pDraw->GetMeshBuilder() ) return; Tracer_Draw( pDraw->GetMeshBuilder(), start, delta, width, color, startV, endV ); }