306 lines
9.6 KiB
C++
306 lines
9.6 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "materialsystem/IMaterial.h"
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#include "clientsideeffects.h"
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#include "FX_Line.h"
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#include "materialsystem/IMesh.h"
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#include "view.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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/*
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==================================================
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CFXLine
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==================================================
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*/
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CFXLine::CFXLine( const char *name, const FXLineData_t &data )
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: CClientSideEffect( name )
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{
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m_FXData = data;
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m_FXData.m_flLifeTime = 0.0f;
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}
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CFXLine::~CFXLine( void )
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{
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Destroy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : frametime -
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//-----------------------------------------------------------------------------
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void CFXLine::Draw( double frametime )
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{
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// Update the effect
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Update( frametime );
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Vector lineDir, viewDir;
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//Get the proper orientation for the line
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VectorSubtract( m_FXData.m_vecStart, m_FXData.m_vecEnd, lineDir );
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VectorSubtract( m_FXData.m_vecEnd, CurrentViewOrigin(), viewDir );
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Vector cross = lineDir.Cross( viewDir );
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VectorNormalize( cross );
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CMatRenderContextPtr pRenderContext( materials );
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//Bind the material
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_FXData.m_pMaterial );
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CMeshBuilder meshBuilder;
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Vector tmp;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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float scaleTimePerc = ( m_FXData.m_flLifeTime / m_FXData.m_flDieTime );
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float scale = m_FXData.m_flStartScale + ( ( m_FXData.m_flEndScale - m_FXData.m_flStartScale ) * scaleTimePerc );
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color32 color = {255,255,255,255};
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float alpha = m_FXData.m_flStartAlpha + ( ( m_FXData.m_flEndAlpha - m_FXData.m_flStartAlpha ) * scaleTimePerc );
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alpha = clamp( alpha, 0.0f, 1.0f );
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color.a *= alpha;
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// Start
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VectorMA( m_FXData.m_vecStart, -scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( m_FXData.m_vecStart, scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// End
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VectorMA( m_FXData.m_vecEnd, scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( m_FXData.m_vecEnd, -scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CFXLine::IsActive( void )
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{
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return ( m_FXData.m_flLifeTime < m_FXData.m_flDieTime ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFXLine::Destroy( void )
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{
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//Release the material
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if ( m_FXData.m_pMaterial != NULL )
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{
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m_FXData.m_pMaterial->DecrementReferenceCount();
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m_FXData.m_pMaterial = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : frametime -
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//-----------------------------------------------------------------------------
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void CFXLine::Update( double frametime )
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{
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m_FXData.m_flLifeTime += frametime;
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//Move our end points
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VectorMA( m_FXData.m_vecStart, frametime, m_FXData.m_vecStartVelocity, m_FXData.m_vecStart );
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VectorMA( m_FXData.m_vecEnd, frametime, m_FXData.m_vecEndVelocity, m_FXData.m_vecEnd );
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}
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void FX_DrawLine( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color )
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{
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Vector lineDir, viewDir;
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//Get the proper orientation for the line
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VectorSubtract( end, start, lineDir );
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VectorSubtract( end, CurrentViewOrigin(), viewDir );
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Vector cross = lineDir.Cross( viewDir );
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VectorNormalize( cross );
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CMatRenderContextPtr pRenderContext( materials );
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//Bind the material
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
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CMeshBuilder meshBuilder;
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Vector tmp;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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VectorMA( start, -scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( start, scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( end, scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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VectorMA( end, -scale, cross, tmp );
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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void FX_DrawLineFade( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color, float fadeDist )
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{
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Vector lineDir, viewDir;
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//Get the proper orientation for the line
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VectorSubtract( end, start, lineDir );
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VectorSubtract( end, CurrentViewOrigin(), viewDir );
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float lineLength = lineDir.Length();
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float t0 = 0.25f;
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float t1 = 0.75f;
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if ( lineLength > 0 )
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{
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t0 = fadeDist / lineLength;
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t0 = clamp( t0, 0.0f, 0.25f );
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t1 = 1.0f - t0;
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}
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Vector cross = lineDir.Cross( viewDir );
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VectorNormalize( cross );
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CMatRenderContextPtr pRenderContext( materials );
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//Bind the material
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
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CMeshBuilder meshBuilder;
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Vector tmp;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 8, 24 );
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// 2 5
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// 0 1 4 7
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// 3 6
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// 0,2,1 - 0,1,3 - 7,4,5 - 7,6,4 - 1,4,6, 1,6,3 - 1,5,4 - 1,2,5
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// v0
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meshBuilder.Position3fv( start.Base() );
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meshBuilder.TexCoord2f( 0, 0.5f, 0.0f );
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meshBuilder.Color4ub( 0, 0, 0, 0 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v1
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Vector v1 = start + t0 * lineDir;
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meshBuilder.Position3fv( v1.Base() );
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meshBuilder.TexCoord2f( 0, 0.5f, t0 );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v2
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tmp = v1 - scale*cross;
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, t0 );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v3
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tmp = v1 + scale*cross;
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, t0 );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v4
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Vector v4 = start + t1 * lineDir;
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meshBuilder.Position3fv( v4.Base() );
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meshBuilder.TexCoord2f( 0, 0.5f, t1 );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v5
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tmp = v4 - scale*cross;
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 1.0f, t1 );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v6
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tmp = v4 + scale*cross;
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meshBuilder.Position3fv( tmp.Base() );
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meshBuilder.TexCoord2f( 0, 0.0f, t1 );
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meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// v7
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meshBuilder.Position3fv( end.Base() );
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meshBuilder.TexCoord2f( 0, 0.5f, 1.0f );
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meshBuilder.Color4ub( 0, 0, 0, 0 );
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meshBuilder.Normal3fv( cross.Base() );
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meshBuilder.AdvanceVertex();
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// triangles - 0,2,1 - 0,1,3 - 7,4,5 - 7,6,4 - 1,4,6, 1,6,3 - 1,5,4 - 1,2,5
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meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 1 );
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meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 3 );
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meshBuilder.FastIndex( 7 ); meshBuilder.FastIndex( 4 ); meshBuilder.FastIndex( 5 );
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meshBuilder.FastIndex( 7 ); meshBuilder.FastIndex( 6 ); meshBuilder.FastIndex( 4 );
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meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 4 ); meshBuilder.FastIndex( 6 );
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meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 6 ); meshBuilder.FastIndex( 3 );
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meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 5 ); meshBuilder.FastIndex( 4 );
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meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 5 );
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meshBuilder.End();
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pMesh->Draw();
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}
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