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95 lines
2.7 KiB
95 lines
2.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Screen warp overlay |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "view.h" |
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#include "c_sun.h" |
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#include "particles_simple.h" |
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#include "clienteffectprecachesystem.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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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectWarp ) |
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CLIENTEFFECT_MATERIAL( "sun/overlay" ) |
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CLIENTEFFECT_REGISTER_END() |
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//----------------------------------------------------------------------------- |
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// Purpose: Special draw for the warped overlay |
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//----------------------------------------------------------------------------- |
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void CWarpOverlay::Draw( bool bCacheFullSceneState ) |
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{ |
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// Get the vector to the sun. |
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Vector vToGlow; |
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if( m_bDirectional ) |
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vToGlow = m_vDirection; |
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else |
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vToGlow = m_vPos - CurrentViewOrigin(); |
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VectorNormalize( vToGlow ); |
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float flDot = vToGlow.Dot( CurrentViewForward() ); |
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if( flDot <= g_flOverlayRange ) |
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return; |
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UpdateGlowObstruction( vToGlow, bCacheFullSceneState ); |
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if( m_flGlowObstructionScale == 0 ) |
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return; |
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CMatRenderContextPtr pRenderContext( materials ); |
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//FIXME: Allow multiple? |
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for( int iSprite=0; iSprite < m_nSprites; iSprite++ ) |
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{ |
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CGlowSprite *pSprite = &m_Sprites[iSprite]; |
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// Figure out the color and size to draw it. |
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float flHorzSize, flVertSize; |
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Vector vColor; |
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CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor ); |
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// Setup the basis to draw the sprite. |
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Vector vBasePt, vUp, vRight; |
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CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight ); |
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// Draw the sprite. |
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IMaterial *pMaterial = materials->FindMaterial( "sun/overlay", TEXTURE_GROUP_CLIENT_EFFECTS ); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pMaterial ); |
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CMeshBuilder builder; |
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builder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
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Vector vPt; |
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vPt = vBasePt - vRight + vUp; |
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builder.Position3fv( vPt.Base() ); |
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builder.Color4f( VectorExpand(vColor), 1 ); |
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builder.TexCoord2f( 0, 0, 1 ); |
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builder.AdvanceVertex(); |
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vPt = vBasePt + vRight + vUp; |
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builder.Position3fv( vPt.Base() ); |
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builder.Color4f( VectorExpand(vColor), 1 ); |
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builder.TexCoord2f( 0, 1, 1 ); |
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builder.AdvanceVertex(); |
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vPt = vBasePt + vRight - vUp; |
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builder.Position3fv( vPt.Base() ); |
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builder.Color4f( VectorExpand(vColor), 1 ); |
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builder.TexCoord2f( 0, 1, 0 ); |
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builder.AdvanceVertex(); |
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vPt = vBasePt - vRight - vUp; |
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builder.Position3fv( vPt.Base() ); |
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builder.Color4f( VectorExpand(vColor), 1 ); |
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builder.TexCoord2f( 0, 0, 0 ); |
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builder.AdvanceVertex(); |
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builder.End( false, true ); |
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} |
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}
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