Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PARTICLESPHERERENDERER_H
#define PARTICLESPHERERENDERER_H
#ifdef _WIN32
#pragma once
#endif
#include "particlemgr.h"
#include "particle_util.h"
class CParticleSphereRenderer
{
public:
CParticleSphereRenderer();
// Initialize and tell it the material you'll be using.
void Init( CParticleMgr *pParticleMgr, IMaterial *pMaterial );
// Pass this call through from your particle system too.
void StartRender( VMatrix &effectMatrix );
// Call this to render a spherical particle.
void RenderParticle(
ParticleDraw *pDraw,
const Vector &vOriginalPos,
const Vector &vTransformedPos,
float flAlpha, // value 0 - 255.4
float flParticleSize,
float flAngle = 0.0f );
void RenderParticle_AddColor(
ParticleDraw *pDraw,
const Vector &vOriginalPos,
const Vector &vTransformedPos,
float flAlpha, // value 0 - 255.4
float flParticleSize,
const Vector &vToAdd0to1 // Add this to the color (value 0-1)
);
// Lighting is (base color) + (ambient / dist^2) + bump(directional / dist^2)
const Vector& GetBaseColor() const; // Specified as 0-1
void SetBaseColor( const Vector &vColor );
const CParticleLightInfo& GetAmbientLight() const;
void SetAmbientLight( const CParticleLightInfo &info );
const CParticleLightInfo& GetDirectionalLight() const;
void SetDirectionalLight( const CParticleLightInfo &info );
private:
void AddLightColor(
Vector const *pPos,
Vector const *pLightPos,
Vector const *pLightColor,
float flLightIntensity,
Vector *pOutColor );
inline void ClampColor( Vector &vColor );
private:
int m_iLastTickStartRenderCalled; // Used for debugging.
CParticleMgr *m_pParticleMgr;
Vector m_vBaseColor;
CParticleLightInfo m_AmbientLight;
CParticleLightInfo m_DirectionalLight;
bool m_bUsingPixelShaders;
};
// ------------------------------------------------------------------------ //
// Inlines.
// ------------------------------------------------------------------------ //
inline void CParticleSphereRenderer::AddLightColor(
Vector const *pPos,
Vector const *pLightPos,
Vector const *pLightColor,
float flLightIntensity,
Vector *pOutColor )
{
if( flLightIntensity )
{
float fDist = pPos->DistToSqr( *pLightPos );
float fAmt;
if( fDist > 0.0001f )
fAmt = flLightIntensity / fDist;
else
fAmt = 1000.f;
*pOutColor += *pLightColor * fAmt;
}
}
inline void CParticleSphereRenderer::ClampColor( Vector &vColor )
{
float flMax = MAX( vColor.x, MAX( vColor.y, vColor.z ) );
if( flMax > 1 )
{
vColor *= 255.0f / flMax;
}
else
{
vColor *= 255.0;
}
}
inline const Vector& CParticleSphereRenderer::GetBaseColor() const
{
return m_vBaseColor;
}
inline void CParticleSphereRenderer::SetBaseColor( const Vector &vColor )
{
m_vBaseColor = vColor;
}
inline const CParticleLightInfo& CParticleSphereRenderer::GetAmbientLight() const
{
return m_AmbientLight;
}
inline void CParticleSphereRenderer::SetAmbientLight( const CParticleLightInfo &info )
{
m_AmbientLight = info;
}
inline const CParticleLightInfo& CParticleSphereRenderer::GetDirectionalLight() const
{
return m_DirectionalLight;
}
inline void CParticleSphereRenderer::SetDirectionalLight( const CParticleLightInfo &info )
{
m_DirectionalLight = info;
}
inline void CParticleSphereRenderer::RenderParticle(
ParticleDraw *pDraw,
const Vector &vOriginalPos,
const Vector &vTransformedPos,
float flAlpha,
float flParticleSize,
float flAngle )
{
// Make sure they called StartRender on us so we were able to set the directional light parameters.
#ifdef _DEBUG
if ( pDraw->GetMeshBuilder() )
{
Assert( m_iLastTickStartRenderCalled == gpGlobals->tickcount );
}
#endif
Vector vColor = m_vBaseColor;
AddLightColor( &vOriginalPos, &m_AmbientLight.m_vPos, &m_AmbientLight.m_vColor, m_AmbientLight.m_flIntensity, &vColor );
// If the DX8 shader isn't going to handle the directional light color, then add its contribution here.
if( !m_bUsingPixelShaders )
{
AddLightColor( &vOriginalPos, &m_DirectionalLight.m_vPos, &m_DirectionalLight.m_vColor, m_DirectionalLight.m_flIntensity, &vColor );
}
ClampColor( vColor );
RenderParticle_Color255SizeNormalAngle(
pDraw,
vTransformedPos,
vColor, // ambient color
flAlpha, // alpha
flParticleSize,
vec3_origin,
flAngle );
}
inline void CParticleSphereRenderer::RenderParticle_AddColor(
ParticleDraw *pDraw,
const Vector &vOriginalPos,
const Vector &vTransformedPos,
float flAlpha,
float flParticleSize,
const Vector &vToAdd0to1
)
{
// Make sure they called StartRender on us so we were able to set the directional light parameters.
#ifdef _DEBUG
if ( pDraw->GetMeshBuilder() )
{
Assert( m_iLastTickStartRenderCalled == gpGlobals->tickcount );
}
#endif
Vector vColor = m_vBaseColor + vToAdd0to1;
AddLightColor( &vOriginalPos, &m_AmbientLight.m_vPos, &m_AmbientLight.m_vColor, m_AmbientLight.m_flIntensity, &vColor );
// If the DX8 shader isn't going to handle the directional light color, then add its contribution here.
if( !m_bUsingPixelShaders )
{
AddLightColor( &vOriginalPos, &m_DirectionalLight.m_vPos, &m_DirectionalLight.m_vColor, m_DirectionalLight.m_flIntensity, &vColor );
}
ClampColor( vColor );
RenderParticle_Color255Size(
pDraw,
vTransformedPos,
vColor, // ambient color
flAlpha, // alpha
flParticleSize );
}
#endif // PARTICLESPHERERENDERER_H