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:
//
//=============================================================================//
#include "cbase.h"
#include "view.h"
#include "materialsystem/imesh.h"
#include "fx_quad.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static const char g_EffectName[] = "Quad";
CFXQuad::CFXQuad( const FXQuadData_t &data )
: CClientSideEffect( g_EffectName )
{
m_FXData = data;
if ( data.m_pMaterial != NULL )
{
// If we've got a material, use that as our effectname instead of just "Quad".
// This should hopefully help narrow down messages like "No room for effect Quad".
const char *szMaterialName = data.m_pMaterial->GetName();
if ( szMaterialName )
SetEffectName( szMaterialName );
}
}
CFXQuad::~CFXQuad( void )
{
Destroy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : frametime -
//-----------------------------------------------------------------------------
void CFXQuad::Draw( double frametime )
{
VPROF_BUDGET( "FX_Quad::Draw", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
// Update the effect
Update( frametime );
float scaleTimePerc, alphaTimePerc;
//Determine the scale
if ( m_FXData.m_uiFlags & FXQUAD_BIAS_SCALE )
{
scaleTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flScaleBias );
}
else
{
scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
}
float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
//Determine the alpha
if ( m_FXData.m_uiFlags & FXQUAD_BIAS_ALPHA )
{
alphaTimePerc = Bias( ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime ), m_FXData.m_flAlphaBias );
}
else
{
alphaTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
}
float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * alphaTimePerc );
alpha = clamp( alpha, 0.0f, 1.0f );
// PASSTIME don't bother if alpha is 0
if ( alpha == 0 )
{
return;
}
CMatRenderContextPtr pRenderContext( materials );
//Bind the material
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
//Update our roll
m_FXData.m_flYaw = anglemod( m_FXData.m_flYaw + ( m_FXData.m_flDeltaYaw * frametime ) );
Vector pos;
Vector vRight, vUp;
float color[4];
color[0] = m_FXData.m_Color[0];
color[1] = m_FXData.m_Color[1];
color[2] = m_FXData.m_Color[2];
if ( m_FXData.m_uiFlags & FXQUAD_COLOR_FADE )
{
color[0] *= alpha;
color[1] *= alpha;
color[2] *= alpha;
}
color[3] = alpha;
VectorVectors( m_FXData.m_vecNormal, vRight, vUp );
Vector rRight, rUp;
rRight = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw ) ) );
rUp = ( vRight * cos( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) ) - ( vUp * sin( DEG2RAD( m_FXData.m_flYaw+90.0f ) ) );
vRight = rRight * ( scale * 0.5f );
vUp = rUp * ( scale * 0.5f );
pos = m_FXData.m_vecOrigin + vRight - vUp;
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
pos = m_FXData.m_vecOrigin - vRight - vUp;
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
pos = m_FXData.m_vecOrigin - vRight + vUp;
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
pos = m_FXData.m_vecOrigin + vRight + vUp;
meshBuilder.Position3fv( pos.Base() );
meshBuilder.Normal3fv( m_FXData.m_vecNormal.Base() );
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFXQuad::IsActive( void )
{
return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFXQuad::Destroy( void )
{
SetEffectName( g_EffectName );
//Release the material
if ( m_FXData.m_pMaterial != NULL )
{
m_FXData.m_pMaterial->DecrementReferenceCount();
m_FXData.m_pMaterial = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : frametime -
//-----------------------------------------------------------------------------
void CFXQuad::Update( double frametime )
{
m_FXData.m_flLifeTime += frametime;
}