436 lines
14 KiB
C
436 lines
14 KiB
C
|
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//
|
|||
|
//=============================================================================//
|
|||
|
|
|||
|
#ifndef PARTICLE_UTIL_H
|
|||
|
#define PARTICLE_UTIL_H
|
|||
|
|
|||
|
#include "materialsystem/IMesh.h"
|
|||
|
#include "particledraw.h"
|
|||
|
#include "particlemgr.h"
|
|||
|
#include "cdll_client_int.h"
|
|||
|
#include "timedevent.h"
|
|||
|
|
|||
|
// Lerp between two floating point numbers.
|
|||
|
inline float FLerp(float minVal, float maxVal, float t)
|
|||
|
{
|
|||
|
return minVal + (maxVal - minVal) * t;
|
|||
|
}
|
|||
|
|
|||
|
inline Vector VecLerp(const Vector &minVal, const Vector &maxVal, float t)
|
|||
|
{
|
|||
|
return minVal + (maxVal - minVal) * t;
|
|||
|
}
|
|||
|
|
|||
|
// Get a random floating point number between the two specified numbers.
|
|||
|
inline float FRand(float minVal, float maxVal)
|
|||
|
{
|
|||
|
return minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
|
|||
|
}
|
|||
|
|
|||
|
// Apply velocity and acceleration to position and acceleration to velocity.
|
|||
|
// If you're going to keep acceleration around, you should zero it out after calling this.
|
|||
|
inline void PhysicallySimulate(Vector &pos, Vector &velocity, const Vector &acceleration, const float fTimeDelta)
|
|||
|
{
|
|||
|
pos = pos + (velocity + (acceleration*fTimeDelta*0.5f)) * fTimeDelta;
|
|||
|
velocity = velocity + acceleration * fTimeDelta;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
inline Vector GetGravityVector()
|
|||
|
{
|
|||
|
return Vector(0, 0, -150);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Render a quad on the screen where you pass in color and size.
|
|||
|
// Color and alpha range is 0 to 254.9
|
|||
|
// You also get an extra texture coordinate to pass in.
|
|||
|
inline void RenderParticle_Color255SizeSpecularTCoord3(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size,
|
|||
|
const unsigned char *specular,
|
|||
|
const float tCoord
|
|||
|
)
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if( alpha < 0.5f )
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
|
|||
|
|
|||
|
// Add the 4 corner vertices.
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord );
|
|||
|
pBuilder->Specular3ubv( specular );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1], tCoord );
|
|||
|
pBuilder->Specular3ubv( specular );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1], tCoord );
|
|||
|
pBuilder->Specular3ubv( specular );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord3f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord );
|
|||
|
pBuilder->Specular3ubv( specular );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Render a quad on the screen where you pass in color and size.
|
|||
|
// Color and alpha range is 0 to 254.9
|
|||
|
inline void RenderParticle_Color255Size(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size)
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if( alpha < 0.5f )
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
|
|||
|
|
|||
|
// Add the 4 corner vertices.
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Render a quad on the screen where you pass in color and size.
|
|||
|
// Color and alpha range is 0 to 254.9
|
|||
|
inline void RenderParticle_Color255SizeNormal(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size,
|
|||
|
const Vector &vNormal )
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if( alpha < 0.5f )
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
|
|||
|
|
|||
|
// Add the 4 corner vertices.
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Render a quad on the screen where you pass in color and size.
|
|||
|
// Color and alpha range is 0 to 254.9
|
|||
|
// Angle is in radians.
|
|||
|
inline void RenderParticle_Color255SizeNormalAngle(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size,
|
|||
|
const Vector &vNormal,
|
|||
|
const float angle )
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if( alpha < 0.5f )
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha );
|
|||
|
|
|||
|
float ca = (float)cos(angle);
|
|||
|
float sa = (float)sin(angle);
|
|||
|
|
|||
|
// Add the 4 corner vertices.
|
|||
|
pBuilder->Position3f( pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (ca - sa) * size, pos.y + (sa + ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (ca + sa) * size, pos.y + (sa - ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->Normal3fv( (float*)&vNormal );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Render a quad on the screen where you pass in color and size.
|
|||
|
inline void RenderParticle_ColorSize(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size
|
|||
|
)
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if( alpha < 0.001f )
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
|
|||
|
|
|||
|
// Add the 4 corner vertices.
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x-size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y+size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x+size, pos.y-size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
inline void RenderParticle_ColorSizeAngle(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size,
|
|||
|
const float angle)
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if(alpha < 0.001f)
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
|
|||
|
|
|||
|
float sa, ca;
|
|||
|
SinCos(angle, &sa, &ca );
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (ca - sa) * size, pos.y + (sa + ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
pBuilder->Position3f( pos.x + (ca + sa) * size, pos.y + (sa - ca) * size, pos.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
inline void RenderParticle_ColorSizeAngles(
|
|||
|
ParticleDraw* pDraw,
|
|||
|
const Vector &pos,
|
|||
|
const Vector &color,
|
|||
|
const float alpha,
|
|||
|
const float size,
|
|||
|
const QAngle &angles)
|
|||
|
{
|
|||
|
// Don't render totally transparent particles.
|
|||
|
if(alpha < 0.001f)
|
|||
|
return;
|
|||
|
|
|||
|
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
|
|||
|
if( !pBuilder )
|
|||
|
return;
|
|||
|
|
|||
|
unsigned char ubColor[4];
|
|||
|
ubColor[0] = (unsigned char)RoundFloatToInt( color.x * 254.9f );
|
|||
|
ubColor[1] = (unsigned char)RoundFloatToInt( color.y * 254.9f );
|
|||
|
ubColor[2] = (unsigned char)RoundFloatToInt( color.z * 254.9f );
|
|||
|
ubColor[3] = (unsigned char)RoundFloatToInt( alpha * 254.9f );
|
|||
|
|
|||
|
Vector vNorm,vWidth,vHeight;
|
|||
|
AngleVectors(angles,&vNorm,&vWidth,&vHeight);
|
|||
|
|
|||
|
Vector vVertex = pos;
|
|||
|
pBuilder->Position3f( vVertex.x , vVertex.y , vVertex.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->Normal3f( VectorExpand(vNorm) );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
vVertex = vVertex + vWidth*size;
|
|||
|
pBuilder->Position3f( vVertex.x, vVertex.y, vVertex.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->Normal3f( VectorExpand(vNorm) );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMins[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
vVertex = vVertex + vHeight*size;
|
|||
|
pBuilder->Position3f( vVertex.x, vVertex.y , vVertex.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->Normal3f( VectorExpand(vNorm) );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMins[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
|
|||
|
vVertex = vVertex - vWidth*size;
|
|||
|
pBuilder->Position3f( vVertex.x, vVertex.y, vVertex.z );
|
|||
|
pBuilder->Color4ubv( ubColor );
|
|||
|
pBuilder->Normal3f( VectorExpand(vNorm) );
|
|||
|
pBuilder->TexCoord2f( 0, pDraw->m_pSubTexture->m_tCoordMaxs[0], pDraw->m_pSubTexture->m_tCoordMaxs[1] );
|
|||
|
pBuilder->AdvanceVertex();
|
|||
|
}
|
|||
|
|
|||
|
inline float GetAlphaDistanceFade(
|
|||
|
const Vector &pos,
|
|||
|
const float fadeNearDist,
|
|||
|
const float fadeFarDist)
|
|||
|
{
|
|||
|
if(-pos.z > fadeFarDist)
|
|||
|
{
|
|||
|
return 1;
|
|||
|
}
|
|||
|
else if(-pos.z > fadeNearDist)
|
|||
|
{
|
|||
|
return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp)
|
|||
|
{
|
|||
|
#if defined(PARTICLEPROTOTYPE_APP)
|
|||
|
return Vector(1,1,1);
|
|||
|
#else
|
|||
|
return engine->GetLightForPoint(vPos, bClamp);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
|
|||
|
|
|||
|
|