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919 lines
32 KiB
919 lines
32 KiB
//========= 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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//===========================================================================// |
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// |
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// This module implements the particle manager for the client DLL. |
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// In a nutshell, to create your own effect, implement the ParticleEffect |
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// interface and call CParticleMgr::AddEffect to add your effect. Then you can |
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// add particles and simulate and render them. |
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/* |
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Particle manager documentation |
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----------------------------------------------------------------------------- |
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All particle effects are managed by a class called CParticleMgr. It tracks |
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the list of particles, manages their materials, sorts the particles, and |
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has callbacks to render them. |
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Conceptually, CParticleMgr is NOT part of VEngine's entity system. It does |
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not care about entities, only particle effects. Usually, the two are implemented |
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together, but you should be aware the CParticleMgr talks to you through its |
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own interfaces and does not talk to entities. Thus, it is possible to have |
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particle effects that are not entities. |
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To make a particle effect, you need two things: |
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1. An implementation of the IParticleEffect interface. This is how CParticleMgr |
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talks to you for things like rendering and updating your effect. |
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2. A (member) variable of type CParticleEffectBinding. This allows CParticleMgr to |
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store its internal data associated with your effect. |
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Once you have those two things, you call CParticleMgr::AddEffect and pass them |
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both in. You will then get updates through IParticleEffect::Update, and you will |
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be asked to render your particles with IParticleEffect::SimulateAndRender. |
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When you want to remove the effect, call CParticleEffectBinding::SetRemoveFlag(), which |
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tells CParticleMgr to remove the effect next chance it gets. |
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Example class: |
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class CMyEffect : public IParticleEffect |
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{ |
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public: |
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// Call this to start the effect by adding it to the particle manager. |
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void Start() |
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{ |
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ParticleMgr()->AddEffect( &m_ParticleEffect, this ); |
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} |
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// implementation of IParticleEffect functions go here... |
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public: |
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CParticleEffectBinding m_ParticleEffect; |
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}; |
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How the particle effects are integrated with the entity system |
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----------------------------------------------------------------------------- |
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There are two helper classes that you can use to create particles for your |
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entities. Each one is useful under different conditions. |
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1. CSimpleEmitter is a class that does some of the dirty work of using particles. |
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If you want, you can just instantiate one of these with CSimpleEmitter::Create |
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and call its AddParticle functions to add particles. When you are done and |
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want to 'free' it, call its Release function rather than deleting it, and it |
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will wait until all of its particles have gone away before removing itself |
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(so you don't have to write code to wait for all of the particles to go away). |
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In most cases, it is the easiest and most clear to use CSimpleEmitter or |
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derive a class from it, then use that class from inside an entity that wants |
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to make particles. |
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CSimpleEmitter and derived classes handle adding themselves to the particle |
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manager, tracking how many particles in the effect are active, and |
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rendering the particles. |
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CSimpleEmitter has code to simulate and render particles in a generic fashion, |
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but if you derive a class from it, you can override some of its behavior |
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with virtuals like UpdateAlpha, UpdateScale, UpdateColor, etc.. |
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Example code: |
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CSimpleEmitter *pEmitter = CSimpleEmitter::Create(); |
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CEffectMaterialHandle hMaterial = pEmitter->GetCEffectMaterial( "mymaterial" ); |
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for( int i=0; i < 100; i++ ) |
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pEmitter->AddParticle( hMaterial, RandomVector(0,10), 4 ); |
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pEmitter->Release(); |
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2. Some older effects derive from C_BaseParticleEffect and implement an entity |
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and a particle system at the same time. This gets nasty and is not encouraged anymore. |
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*/ |
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#ifndef PARTICLEMGR_H |
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#define PARTICLEMGR_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "materialsystem/imaterial.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "mathlib/vector.h" |
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#include "mathlib/vmatrix.h" |
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#include "mathlib/mathlib.h" |
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#include "iclientrenderable.h" |
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#include "clientleafsystem.h" |
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#include "tier0/fasttimer.h" |
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#include "utllinkedlist.h" |
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#include "utldict.h" |
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#ifdef WIN32 |
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#include <typeinfo> |
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#else |
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#include <typeinfo> |
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#endif |
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#include "tier1/utlintrusivelist.h" |
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#include "tier1/utlstring.h" |
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//----------------------------------------------------------------------------- |
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// forward declarations |
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//----------------------------------------------------------------------------- |
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class IParticleEffect; |
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class IClientParticleListener; |
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struct Particle; |
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class ParticleDraw; |
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class CMeshBuilder; |
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class CUtlMemoryPool; |
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class CEffectMaterial; |
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class CParticleSimulateIterator; |
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class CParticleRenderIterator; |
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class IThreadPool; |
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class CParticleSystemDefinition; |
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class CParticleMgr; |
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class CNewParticleEffect; |
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class CParticleCollection; |
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#define INVALID_MATERIAL_HANDLE NULL |
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// Various stats, disabled |
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// extern int g_nParticlesDrawn; |
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// extern CCycleCount g_ParticleTimer; |
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class CParticleSubTexture; |
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class CParticleSubTextureGroup; |
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//----------------------------------------------------------------------------- |
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// The basic particle description; all particles need to inherit from this. |
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//----------------------------------------------------------------------------- |
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struct Particle |
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{ |
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Particle *m_pPrev, *m_pNext; |
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// Which sub texture this particle uses (so we can get at the tcoord mins and maxs). |
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CParticleSubTexture *m_pSubTexture; |
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// If m_Pos isn't used to store the world position, then implement IParticleEffect::GetParticlePosition() |
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Vector m_Pos; // Position of the particle in world space |
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}; |
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//----------------------------------------------------------------------------- |
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// This is the CParticleMgr's reference to a material in the material system. |
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// Particles are sorted by material. |
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//----------------------------------------------------------------------------- |
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// This indexes CParticleMgr::m_SubTextures. |
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typedef CParticleSubTexture* PMaterialHandle; |
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// Each effect stores a list of particles associated with each material. The list is |
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// hashed on the IMaterial pointer. |
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class CEffectMaterial |
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{ |
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public: |
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CEffectMaterial(); |
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public: |
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// This provides the material that gets bound for this material in this effect. |
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// There can be multiple subtextures all within the same CEffectMaterial. |
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CParticleSubTextureGroup *m_pGroup; |
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Particle m_Particles; |
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CEffectMaterial *m_pHashedNext; |
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}; |
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class CParticleSubTextureGroup |
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{ |
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public: |
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CParticleSubTextureGroup(); |
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~CParticleSubTextureGroup(); |
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// Even though each of the subtextures has its own material, they should all basically be |
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// the same exact material and just use different texture coordinates, so this is the |
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// material of the first subtexture that is bound. |
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// |
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// This is gotten from GetMaterialPage(). |
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IMaterial *m_pPageMaterial; |
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}; |
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// Precalculated data for each material used for particles. |
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// This allows us to put multiple subtextures into one VTF and sort them against each other. |
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class CParticleSubTexture |
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{ |
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public: |
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CParticleSubTexture(); |
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float m_tCoordMins[2]; // bbox in texel space that this particle material uses. |
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float m_tCoordMaxs[2]; // Specified in the SubTextureMins/SubTextureMaxs parameter in the materials. |
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// Which group does this subtexture belong to? |
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CParticleSubTextureGroup *m_pGroup; |
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CParticleSubTextureGroup m_DefaultGroup; // This is used as the group if a particle's material |
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// isn't using a group. |
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#ifdef _DEBUG |
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char *m_szDebugName; |
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#endif |
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IMaterial *m_pMaterial; |
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}; |
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// Particle simulation list, used to determine what particles to simulate and how. |
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struct ParticleSimListEntry_t |
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{ |
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CNewParticleEffect* m_pNewParticleEffect; |
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bool m_bBoundingBoxOnly; |
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}; |
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//----------------------------------------------------------------------------- |
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// interface IParticleEffect: |
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// |
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// This is the interface that particles effects must implement. The effect is |
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// responsible for starting itself and calling CParticleMgr::AddEffect, then it |
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// will get the callbacks it needs to simulate and render the particles. |
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//----------------------------------------------------------------------------- |
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abstract_class IParticleEffect |
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{ |
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// Overridables. |
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public: |
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virtual ~IParticleEffect() {} |
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// Called at the beginning of a frame to precalculate data for rendering |
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// the particles. If you manage your own list of particles and want to |
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// simulate them all at once, you can do that here and just render them in |
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// the SimulateAndRender call. |
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virtual void Update( float fTimeDelta ) {} |
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// Called once for the entire effect before the batch of SimulateAndRender() calls. |
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// For particle systems using FLAGS_CAMERASPACE (the default), effectMatrix transforms the particles from |
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// world space into camera space. You can change this matrix if you want your particles relative to something |
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// else like an attachment's space. |
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virtual void StartRender( VMatrix &effectMatrix ) {} |
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// Simulate the particles. |
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virtual bool ShouldSimulate() const = 0; |
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virtual void SetShouldSimulate( bool bSim ) = 0; |
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) = 0; |
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// Render the particles. |
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virtual void RenderParticles( CParticleRenderIterator *pIterator ) = 0; |
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// Implementing this is optional. It is called when an effect is removed. It is useful if |
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// you hold onto pointers to the particles you created (so when this is called, you should |
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// clean up your data so you don't reference the particles again). |
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// NOTE: after calling this, the particle manager won't touch the IParticleEffect |
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// or its associated CParticleEffectBinding anymore. |
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virtual void NotifyRemove() {} |
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// This method notifies the effect a particle is about to be deallocated. |
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// Implementations should *not* actually deallocate it. |
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// NOTE: The particle effect's GetNumActiveParticles is updated BEFORE this is called |
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// so if GetNumActiveParticles returns 0, then you know this is the last particle |
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// in the system being removed. |
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virtual void NotifyDestroyParticle( Particle* pParticle ) {} |
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// Fill in the origin used to sort this entity. |
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// This is a world space position. |
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virtual const Vector &GetSortOrigin() = 0; |
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// Fill in the origin used to sort this entity. |
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// TODO: REMOVE THIS. ALL PARTICLE SYSTEMS SHOULD EITHER SET m_Pos IN CONJUNCTION WITH THE |
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// PARTICLE_LOCALSPACE FLAG, OR DO SETBBOX THEMSELVES. |
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virtual const Vector *GetParticlePosition( Particle *pParticle ) { return &pParticle->m_Pos; } |
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virtual const char *GetEffectName() { return "???"; } |
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}; |
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#define REGISTER_EFFECT( effect ) \ |
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IParticleEffect* effect##_Factory() \ |
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{ \ |
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return new effect; \ |
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} \ |
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struct effect##_RegistrationHelper \ |
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{ \ |
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effect##_RegistrationHelper() \ |
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{ \ |
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ParticleMgr()->RegisterEffect( typeid( effect ).name(), effect##_Factory ); \ |
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} \ |
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}; \ |
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static effect##_RegistrationHelper g_##effect##_RegistrationHelper |
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#define REGISTER_EFFECT_USING_CREATE( effect ) \ |
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IParticleEffect* effect##_Factory() \ |
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{ \ |
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return effect::Create( #effect ).GetObject(); \ |
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} \ |
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struct effect##_RegistrationHelper \ |
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{ \ |
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effect##_RegistrationHelper() \ |
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{ \ |
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ParticleMgr()->RegisterEffect( typeid( effect ).name(), effect##_Factory ); \ |
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} \ |
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}; \ |
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static effect##_RegistrationHelper g_##effect##_RegistrationHelper |
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// In order to create a particle effect, you must have one of these around and |
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// implement IParticleEffect. Pass them both into CParticleMgr::AddEffect and you |
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// are good to go. |
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class CParticleEffectBinding : public CDefaultClientRenderable |
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{ |
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friend class CParticleMgr; |
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friend class CParticleSimulateIterator; |
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friend class CNewParticleEffect; |
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public: |
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CParticleEffectBinding(); |
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~CParticleEffectBinding(); |
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// Helper functions to setup, add particles, etc.. |
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public: |
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// Simulate all the particles. |
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void SimulateParticles( float flTimeDelta ); |
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// Use this to specify materials when adding particles. |
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// Returns the index of the material it found or added. |
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// Returns INVALID_MATERIAL_HANDLE if it couldn't find or add a material. |
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PMaterialHandle FindOrAddMaterial( const char *pMaterialName ); |
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// Allocate particles. The Particle manager will automagically |
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// deallocate them when the IParticleEffect SimulateAndRender() method |
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// returns false. The first argument is the size of the particle |
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// structure in bytes |
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Particle* AddParticle( int sizeInBytes, PMaterialHandle pMaterial ); |
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// This is an optional call you can make if you want to manually manage the effect's |
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// bounding box. Normally, the bounding box is managed automatically, but in certain |
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// cases it is more efficient to set it manually. |
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// |
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// Note: this is a WORLD SPACE bounding box, even if you've used SetLocalSpaceTransform. |
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// |
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// After you make this call, the particle manager will no longer update the bounding |
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// box automatically if bDisableAutoUpdate is true. |
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void SetBBox( const Vector &bbMin, const Vector &bbMax, bool bDisableAutoUpdate = true ); |
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// gets a copy of the current bbox mins/maxs in worldspace |
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void GetWorldspaceBounds( Vector *pMins, Vector *pMaxs ); |
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// This tells the particle manager that your particles are transformed by the specified matrix. |
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// That way, it can transform the bbox defined by Particle::m_Pos into world space correctly. |
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// |
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// It also sets up the matrix returned by CParticleMgr::GetModelView() to include this matrix, so you |
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// can do TransformParticle with it like any other particle system. |
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const matrix3x4_t& GetLocalSpaceTransform() const; |
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void SetLocalSpaceTransform( const matrix3x4_t &transform ); |
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// This expands the bbox to contain the specified point. Returns true if bbox changed |
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bool EnlargeBBoxToContain( const Vector &pt ); |
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// The EZ particle singletons use this - they don't want to be added to all the leaves and drawn through the |
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// leaf system - they are specifically told to draw each frame at a certain point. |
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void SetDrawThruLeafSystem( int bDraw ); |
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// Some view model particle effects want to be drawn right before the view model (after everything else is |
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// drawn). |
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void SetDrawBeforeViewModel( int bDraw ); |
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// Call this to have the effect removed whenever it safe to do so. |
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// This is a lot safer than calling CParticleMgr::RemoveEffect. |
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int GetRemoveFlag() { return GetFlag( FLAGS_REMOVE ); } |
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void SetRemoveFlag() { SetFlag( FLAGS_REMOVE, 1 ); } |
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// Set this flag to tell the particle manager to simulate your particles even |
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// if the particle system isn't visible. Tempents and fast effects can always use |
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// this if they want since they want to simulate their particles until they go away. |
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// This flag is ON by default. |
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int GetAlwaysSimulate() { return GetFlag( FLAGS_ALWAYSSIMULATE ); } |
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void SetAlwaysSimulate( int bAlwaysSimulate ) { SetFlag( FLAGS_ALWAYSSIMULATE, bAlwaysSimulate ); } |
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void SetIsNewParticleSystem( void ) { SetFlag( FLAGS_NEW_PARTICLE_SYSTEM, 1 ); } |
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// Set if the effect was drawn the previous frame. |
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// This can be used by particle effect classes |
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// to decide whether or not they want to spawn |
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// new particles - if they weren't drawn, then |
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// they can 'freeze' the particle system to avoid |
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// overhead. |
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int WasDrawnPrevFrame() { return GetFlag( FLAGS_DRAWN_PREVFRAME ); } |
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void SetWasDrawnPrevFrame( int bWasDrawnPrevFrame ) { SetFlag( FLAGS_DRAWN_PREVFRAME, bWasDrawnPrevFrame ); } |
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// When the effect is in camera space mode, then the transforms are setup such that |
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// the particle vertices are specified in camera space (in CParticleDraw) rather than world space. |
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// |
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// This makes it faster to specify the particles - you only have to transform the center |
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// by CParticleMgr::GetModelView then add to X and Y to build the quad. |
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// |
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// Effects that want to specify verts (in CParticleDraw) in world space should set this to false and |
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// ignore CParticleMgr::GetModelView. |
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// |
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// Camera space mode is ON by default. |
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int IsEffectCameraSpace() { return GetFlag( FLAGS_CAMERASPACE ); } |
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void SetEffectCameraSpace( int bCameraSpace ) { SetFlag( FLAGS_CAMERASPACE, bCameraSpace ); } |
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// This tells it whether or not to apply the local transform to the matrix returned by CParticleMgr::GetModelView(). |
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// Usually, you'll want this, so you can just say TransformParticle( pMgr->GetModelView(), vPos ), but you may want |
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// to manually apply your local transform before saying TransformParticle. |
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// |
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// This is ON by default. |
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int GetAutoApplyLocalTransform() const { return GetFlag( FLAGS_AUTOAPPLYLOCALTRANSFORM ); } |
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void SetAutoApplyLocalTransform( int b ) { SetFlag( FLAGS_AUTOAPPLYLOCALTRANSFORM, b ); } |
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// If this is true, then the bbox is calculated from particle positions. This works |
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// fine if you always simulate (SetAlwaysSimulateFlag) so the system can become visible |
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// if it moves into the PVS. If you don't use this, then you should call SetBBox at |
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// least once to tell the particle manager where your entity is. |
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int GetAutoUpdateBBox() { return GetFlag( FLAGS_AUTOUPDATEBBOX ); } |
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void SetAutoUpdateBBox( int bAutoUpdate ) { SetFlag( FLAGS_AUTOUPDATEBBOX, bAutoUpdate ); } |
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// Get the current number of particles in the effect. |
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int GetNumActiveParticles(); |
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// The is the max size of the particles for use in bounding computation |
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void SetParticleCullRadius( float flMaxParticleRadius ); |
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// Build a list of all active particles, returns actual count filled in |
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int GetActiveParticleList( int nCount, Particle **ppParticleList ); |
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// detect origin/bbox changes and update leaf system if necessary |
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void DetectChanges(); |
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private: |
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// Change flags.. |
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void SetFlag( int flag, int bOn ) { if( bOn ) m_Flags |= flag; else m_Flags &= ~flag; } |
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int GetFlag( int flag ) const { return m_Flags & flag; } |
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void Init( CParticleMgr *pMgr, IParticleEffect *pSim ); |
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void Term(); |
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// Get rid of the specified particle. |
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void RemoveParticle( Particle *pParticle ); |
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void StartDrawMaterialParticles( |
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CEffectMaterial *pMaterial, |
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float flTimeDelta, |
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IMesh* &pMesh, |
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CMeshBuilder &builder, |
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ParticleDraw &particleDraw, |
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bool bWireframe ); |
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int DrawMaterialParticles( |
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bool bBucketSort, |
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CEffectMaterial *pMaterial, |
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float flTimeDelta, |
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bool bWireframe |
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); |
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void GrowBBoxFromParticlePositions( CEffectMaterial *pMaterial, bool &bboxSet, Vector &bbMin, Vector &bbMax ); |
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void RenderStart( VMatrix &mTempModel, VMatrix &mTempView ); |
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void RenderEnd( VMatrix &mModel, VMatrix &mView ); |
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void BBoxCalcStart( Vector &bbMin, Vector &bbMax ); |
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void BBoxCalcEnd( bool bboxSet, Vector &bbMin, Vector &bbMax ); |
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void DoBucketSort( |
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CEffectMaterial *pMaterial, |
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float *zCoords, |
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int nZCoords, |
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float minZ, |
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float maxZ ); |
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int GetRemovalInProgressFlag() { return GetFlag( FLAGS_REMOVALINPROGRESS ); } |
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void SetRemovalInProgressFlag() { SetFlag( FLAGS_REMOVALINPROGRESS, 1 ); } |
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// BBox is recalculated before it's put into the tree for the first time. |
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int GetNeedsBBoxUpdate() { return GetFlag( FLAGS_NEEDS_BBOX_UPDATE ); } |
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void SetNeedsBBoxUpdate( int bFirstUpdate ) { SetFlag( FLAGS_NEEDS_BBOX_UPDATE, bFirstUpdate ); } |
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// Set on creation and cleared after the first PostRender (whether or not the system was rendered). |
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int GetFirstFrameFlag() { return GetFlag( FLAGS_FIRST_FRAME ); } |
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void SetFirstFrameFlag( int bFirstUpdate ) { SetFlag( FLAGS_FIRST_FRAME, bFirstUpdate ); } |
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int WasDrawn() { return GetFlag( FLAGS_DRAWN ); } |
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void SetDrawn( int bDrawn ) { SetFlag( FLAGS_DRAWN, bDrawn ); } |
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// Update m_Min/m_Max. Returns false and sets the bbox to the sort origin if there are no particles. |
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bool RecalculateBoundingBox(); |
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CEffectMaterial* GetEffectMaterial( CParticleSubTexture *pSubTexture ); |
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// IClientRenderable overrides. |
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public: |
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virtual const Vector& GetRenderOrigin( void ); |
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virtual const QAngle& GetRenderAngles( void ); |
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virtual const matrix3x4_t & RenderableToWorldTransform(); |
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virtual void GetRenderBounds( Vector& mins, Vector& maxs ); |
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virtual bool ShouldDraw( void ); |
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virtual bool IsTransparent( void ); |
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virtual int DrawModel( int flags ); |
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private: |
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|
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enum |
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{ |
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FLAGS_REMOVE = (1<<0), // Set in SetRemoveFlag |
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FLAGS_REMOVALINPROGRESS = (1<<1), // Set while the effect is being removed to prevent |
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// infinite recursion. |
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FLAGS_NEEDS_BBOX_UPDATE = (1<<2), // This is set until the effect's bbox has been updated once. |
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FLAGS_AUTOUPDATEBBOX = (1<<3), // Update bbox automatically? Cleared in SetBBox. |
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FLAGS_ALWAYSSIMULATE = (1<<4), // See SetAlwaysSimulate. |
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FLAGS_DRAWN = (1<<5), // Set if the effect is drawn through the leaf system. |
|
FLAGS_DRAWN_PREVFRAME = (1<<6), // Set if the effect was drawn the previous frame. |
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// This can be used by particle effect classes |
|
// to decide whether or not they want to spawn |
|
// new particles - if they weren't drawn, then |
|
// they can 'freeze' the particle system to avoid |
|
// overhead. |
|
FLAGS_CAMERASPACE = (1<<7), // See SetEffectCameraSpace. |
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FLAGS_DRAW_THRU_LEAF_SYSTEM=(1<<8), // This is the default - do the effect's visibility through the leaf system. |
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FLAGS_DRAW_BEFORE_VIEW_MODEL=(1<<9),// Draw before the view model? If this is set, it assumes FLAGS_DRAW_THRU_LEAF_SYSTEM goes off. |
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FLAGS_AUTOAPPLYLOCALTRANSFORM=(1<<10), // Automatically apply the local transform to CParticleMgr::GetModelView()'s matrix. |
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FLAGS_FIRST_FRAME = (1<<11), // Cleared after the first frame that this system exists (so it can simulate after rendering once). |
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FLAGS_NEW_PARTICLE_SYSTEM= (1<<12) // uses new particle system |
|
}; |
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VMatrix m_LocalSpaceTransform; |
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bool m_bLocalSpaceTransformIdentity; // If this is true, then m_LocalSpaceTransform is assumed to be identity. |
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// Bounding box. Stored in WORLD space. |
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Vector m_Min; |
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Vector m_Max; |
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// paramter copies to detect changes |
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Vector m_LastMin; |
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Vector m_LastMax; |
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|
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// The particle cull size |
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float m_flParticleCullRadius; |
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|
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// Number of active particles. |
|
unsigned short m_nActiveParticles; |
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|
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// See CParticleMgr::m_FrameCode. |
|
unsigned short m_FrameCode; |
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|
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// For CParticleMgr's list index. |
|
unsigned short m_ListIndex; |
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|
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IParticleEffect *m_pSim; |
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CParticleMgr *m_pParticleMgr; |
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|
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// Combination of the CParticleEffectBinding::FLAGS_ flags. |
|
int m_Flags; |
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|
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// Materials this effect is using. |
|
enum { EFFECT_MATERIAL_HASH_SIZE = 8 }; |
|
CEffectMaterial *m_EffectMaterialHash[EFFECT_MATERIAL_HASH_SIZE]; |
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|
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// For faster iteration. |
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CUtlLinkedList<CEffectMaterial*, unsigned short> m_Materials; |
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|
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// auto updates the bbox after N frames |
|
unsigned short m_UpdateBBoxCounter; |
|
}; |
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|
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class CParticleLightInfo |
|
{ |
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public: |
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Vector m_vPos; |
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Vector m_vColor; // 0-1 |
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float m_flIntensity; |
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}; |
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|
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typedef IParticleEffect* (*CreateParticleEffectFN)(); |
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|
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enum |
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{ |
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TOOLPARTICLESYSTEMID_INVALID = -1, |
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}; |
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|
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class CParticleMgr |
|
{ |
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friend class CParticleEffectBinding; |
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friend class CParticleCollection; |
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|
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public: |
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|
|
CParticleMgr(); |
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virtual ~CParticleMgr(); |
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|
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// Call at init time to preallocate the bucket of particles. |
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bool Init(unsigned long nPreallocatedParticles, IMaterialSystem *pMaterial); |
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|
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// Shutdown - free everything. |
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void Term(); |
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void LevelInit(); |
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|
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void RegisterEffect( const char *pEffectType, CreateParticleEffectFN func ); |
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IParticleEffect *CreateEffect( const char *pEffectType ); |
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|
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// Add and remove effects from the active list. |
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// Note: once you call AddEffect, CParticleEffectBinding will automatically call |
|
// RemoveEffect in its destructor. |
|
// Note: it's much safer to call CParticleEffectBinding::SetRemoveFlag instead of |
|
// CParticleMgr::RemoveEffect. |
|
bool AddEffect( CParticleEffectBinding *pEffect, IParticleEffect *pSim ); |
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void RemoveEffect( CParticleEffectBinding *pEffect ); |
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|
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void AddEffect( CNewParticleEffect *pEffect ); |
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void RemoveEffect( CNewParticleEffect *pEffect ); |
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|
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// Called at level shutdown to free all the lingering particle effects (usually |
|
// CParticleEffect-derived effects that can linger with noone holding onto them). |
|
void RemoveAllEffects(); |
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|
|
// This should be called at the start of the frame. |
|
void IncrementFrameCode(); |
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|
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// This updates all the particle effects and inserts them into the leaves. |
|
void Simulate( float fTimeDelta ); |
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|
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// This just marks effects that were drawn so during their next simulation they can know |
|
// if they were drawn in the previous frame. |
|
void PostRender(); |
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|
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// Draw the effects marked with SetDrawBeforeViewModel. |
|
void DrawBeforeViewModelEffects(); |
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|
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// Returns the modelview matrix |
|
VMatrix& GetModelView(); |
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|
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Particle *AllocParticle( int size ); |
|
void FreeParticle( Particle * ); |
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PMaterialHandle GetPMaterial( const char *pMaterialName ); |
|
IMaterial* PMaterialToIMaterial( PMaterialHandle hMaterial ); |
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|
|
//HACKHACK: quick fix that compensates for the fact that this system was designed to never release materials EVER. |
|
void RepairPMaterial( PMaterialHandle hMaterial ); |
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|
|
// Particles drawn with the ParticleSphere material will use this info. |
|
// This should be set in IParticleEffect. |
|
void GetDirectionalLightInfo( CParticleLightInfo &info ) const; |
|
void SetDirectionalLightInfo( const CParticleLightInfo &info ); |
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|
|
// add a class that gets notified of entity events |
|
void AddEffectListener( IClientParticleListener *pListener ); |
|
void RemoveEffectListener( IClientParticleListener *pListener ); |
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|
|
// Tool effect ids |
|
int AllocateToolParticleEffectId(); |
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|
|
// Remove all new effects |
|
void RemoveAllNewEffects(); |
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|
|
// Should particle effects be rendered? |
|
void RenderParticleSystems( bool bEnable ); |
|
bool ShouldRenderParticleSystems() const; |
|
|
|
// Quick profiling (counts only, not clock cycles). |
|
bool m_bStatsRunning; |
|
int m_nStatsFramesSinceLastAlert; |
|
|
|
void StatsAccumulateActiveParticleSystems(); |
|
void StatsReset(); |
|
void StatsSpewResults(); |
|
void StatsNewParticleEffectDrawn ( CNewParticleEffect *pParticles ); |
|
void StatsOldParticleEffectDrawn ( CParticleEffectBinding *pParticles ); |
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|
|
private: |
|
struct RetireInfo_t |
|
{ |
|
CParticleCollection *m_pCollection; |
|
float m_flScreenArea; |
|
bool m_bFirstFrame; |
|
}; |
|
|
|
// Call Update() on all the effects. |
|
void UpdateAllEffects( float flTimeDelta ); |
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|
|
void UpdateNewEffects( float flTimeDelta ); // update new particle effects |
|
|
|
CParticleSubTextureGroup* FindOrAddSubTextureGroup( IMaterial *pPageMaterial ); |
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|
|
int ComputeParticleDefScreenArea( int nInfoCount, RetireInfo_t *pInfo, float *pTotalArea, CParticleSystemDefinition* pDef, |
|
const CViewSetup& view, const VMatrix &worldToPixels, float flFocalDist ); |
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|
|
bool RetireParticleCollections( CParticleSystemDefinition* pDef, int nCount, RetireInfo_t *pInfo, float flScreenArea, float flMaxTotalArea ); |
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|
|
void BuildParticleSimList( CUtlVector< ParticleSimListEntry_t > &list ); |
|
bool EarlyRetireParticleSystems( int nCount, ParticleSimListEntry_t *ppEffects ); |
|
static int RetireSort( const void *p1, const void *p2 ); |
|
|
|
private: |
|
|
|
int m_nCurrentParticlesAllocated; |
|
|
|
// Directional lighting info. |
|
CParticleLightInfo m_DirectionalLight; |
|
|
|
// Frame code, used to prevent CParticleEffects from simulating multiple times per frame. |
|
// Their DrawModel can be called multiple times per frame because of water reflections, |
|
// but we only want to simulate the particles once. |
|
unsigned short m_FrameCode; |
|
|
|
bool m_bUpdatingEffects; |
|
bool m_bRenderParticleEffects; |
|
|
|
// All the active effects. |
|
CUtlLinkedList<CParticleEffectBinding*, unsigned short> m_Effects; |
|
|
|
// all the active effects using the new particle interface |
|
CUtlIntrusiveDList< CNewParticleEffect > m_NewEffects; |
|
|
|
|
|
CUtlVector< IClientParticleListener *> m_effectListeners; |
|
|
|
IMaterialSystem *m_pMaterialSystem; |
|
|
|
// Store the concatenated modelview matrix |
|
VMatrix m_mModelView; |
|
|
|
CUtlVector<CParticleSubTextureGroup*> m_SubTextureGroups; // lookup by group name |
|
CUtlDict<CParticleSubTexture*,unsigned short> m_SubTextures; // lookup by material name |
|
CParticleSubTexture m_DefaultInvalidSubTexture; // Used when they specify an invalid material name. |
|
|
|
CUtlMap< const char*, CreateParticleEffectFN > m_effectFactories; |
|
|
|
int m_nToolParticleEffectId; |
|
|
|
IThreadPool *m_pThreadPool[2]; |
|
}; |
|
|
|
inline int CParticleMgr::AllocateToolParticleEffectId() |
|
{ |
|
return m_nToolParticleEffectId++; |
|
} |
|
|
|
// Implement this class and register with CParticleMgr to receive particle effect add/remove notification |
|
class IClientParticleListener |
|
{ |
|
public: |
|
virtual void OnParticleEffectAdded( IParticleEffect *pEffect ) = 0; |
|
virtual void OnParticleEffectRemoved( IParticleEffect *pEffect ) = 0; |
|
}; |
|
|
|
|
|
|
|
// Helper functions to abstract out the particle testbed app. |
|
float Helper_GetTime(); |
|
float Helper_GetFrameTime(); |
|
float Helper_RandomFloat( float minVal, float maxVal ); |
|
int Helper_RandomInt( int minVal, int maxVal ); |
|
|
|
|
|
|
|
// ------------------------------------------------------------------------ // |
|
// CParticleMgr inlines |
|
// ------------------------------------------------------------------------ // |
|
|
|
inline VMatrix& CParticleMgr::GetModelView() |
|
{ |
|
return m_mModelView; |
|
} |
|
|
|
|
|
|
|
// ------------------------------------------------------------------------ // |
|
// CParticleEffectBinding inlines. |
|
// ------------------------------------------------------------------------ // |
|
|
|
inline const matrix3x4_t& CParticleEffectBinding::GetLocalSpaceTransform() const |
|
{ |
|
return m_LocalSpaceTransform.As3x4(); |
|
} |
|
|
|
|
|
|
|
// ------------------------------------------------------------------------ // |
|
// GLOBALS |
|
// ------------------------------------------------------------------------ // |
|
|
|
CParticleMgr *ParticleMgr(); |
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// StandardParticle_t; this is just one type of particle |
|
// effects may implement their own particle data structures |
|
//----------------------------------------------------------------------------- |
|
|
|
struct StandardParticle_t : public Particle |
|
{ |
|
// Color and alpha values are 0 - 1 |
|
void SetColor(float r, float g, float b); |
|
void SetAlpha(float a); |
|
|
|
Vector m_Velocity; |
|
|
|
// How this is used is up to the effect's discretion. Some use it for how long it has been alive |
|
// and others use it to count down until the particle disappears. |
|
float m_Lifetime; |
|
|
|
unsigned char m_EffectData; // Data specific to the IParticleEffect. This can be used to distinguish between |
|
// different types of particles the effect is simulating. |
|
unsigned short m_EffectDataWord; |
|
|
|
unsigned char m_Color[4]; // RGBA - not all effects need to use this. |
|
}; |
|
|
|
|
|
// ------------------------------------------------------------------------ // |
|
// Transform a particle. |
|
// ------------------------------------------------------------------------ // |
|
|
|
inline void TransformParticle(const VMatrix &vMat, const Vector &vIn, Vector &vOut) |
|
{ |
|
//vOut = vMat.VMul4x3(vIn); |
|
vOut.x = vMat.m[0][0]*vIn.x + vMat.m[0][1]*vIn.y + vMat.m[0][2]*vIn.z + vMat.m[0][3]; |
|
vOut.y = vMat.m[1][0]*vIn.x + vMat.m[1][1]*vIn.y + vMat.m[1][2]*vIn.z + vMat.m[1][3]; |
|
vOut.z = vMat.m[2][0]*vIn.x + vMat.m[2][1]*vIn.y + vMat.m[2][2]*vIn.z + vMat.m[2][3]; |
|
} |
|
|
|
|
|
// ------------------------------------------------------------------------ // |
|
// CEffectMaterial inlines |
|
// ------------------------------------------------------------------------ // |
|
|
|
inline void StandardParticle_t::SetColor(float r, float g, float b) |
|
{ |
|
m_Color[0] = (unsigned char)(r * 255.9f); |
|
m_Color[1] = (unsigned char)(g * 255.9f); |
|
m_Color[2] = (unsigned char)(b * 255.9f); |
|
} |
|
|
|
inline void StandardParticle_t::SetAlpha(float a) |
|
{ |
|
m_Color[3] = (unsigned char)(a * 255.9f); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// List functions. |
|
//----------------------------------------------------------------------------- |
|
|
|
inline void UnlinkParticle( Particle *pParticle ) |
|
{ |
|
pParticle->m_pPrev->m_pNext = pParticle->m_pNext; |
|
pParticle->m_pNext->m_pPrev = pParticle->m_pPrev; |
|
} |
|
|
|
inline void InsertParticleBefore( Particle *pInsert, Particle *pNext ) |
|
{ |
|
// link pCur before pPrev |
|
pInsert->m_pNext = pNext; |
|
pInsert->m_pPrev = pNext->m_pPrev; |
|
pInsert->m_pNext->m_pPrev = pInsert->m_pPrev->m_pNext = pInsert; |
|
} |
|
|
|
inline void InsertParticleAfter( Particle *pInsert, Particle *pPrev ) |
|
{ |
|
pInsert->m_pPrev = pPrev; |
|
pInsert->m_pNext = pPrev->m_pNext; |
|
|
|
pInsert->m_pNext->m_pPrev = pInsert->m_pPrev->m_pNext = pInsert; |
|
} |
|
|
|
inline void SwapParticles( Particle *pPrev, Particle *pCur ) |
|
{ |
|
// unlink pCur |
|
UnlinkParticle( pCur ); |
|
InsertParticleBefore( pCur, pPrev ); |
|
} |
|
|
|
|
|
#include "particle_iterators.h" |
|
|
|
|
|
#endif |
|
|
|
|
|
|