//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "FX_DiscreetLine.h" #include "materialsystem/IMaterial.h" #include "materialsystem/IMesh.h" #include "view.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" /* ================================================== CFXLine ================================================== */ CFXDiscreetLine::CFXDiscreetLine( const char *name, const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader ) : CClientSideEffect( name ) { assert( materials ); if ( materials == NULL ) return; // Create a material... m_pMaterial = materials->FindMaterial( shader, TEXTURE_GROUP_CLIENT_EFFECTS ); m_pMaterial->IncrementReferenceCount(); m_vecOrigin = start; m_vecDirection = direction; m_fVelocity = velocity; m_fClipLength = clipLength; m_fScale = scale; m_fLife = life; m_fStartTime = 0.0f; m_fLength = length; } CFXDiscreetLine::~CFXDiscreetLine( void ) { Destroy(); } // Does extra calculations to make them more visible over distance ConVar tracer_extra( "tracer_extra", "1" ); /* ================================================== Draw ================================================== */ void CFXDiscreetLine::Draw( double frametime ) { Vector lineDir, viewDir, cross; Vector vecEnd, vecStart; Vector tmp; // Update the effect Update( frametime ); // Calculate our distance along our path float sDistance = m_fVelocity * m_fStartTime; float eDistance = sDistance - m_fLength; //Clip to start sDistance = MAX( 0.0f, sDistance ); eDistance = MAX( 0.0f, eDistance ); if ( ( sDistance == 0.0f ) && ( eDistance == 0.0f ) ) return; // Clip it if ( m_fClipLength != 0.0f ) { sDistance = MIN( sDistance, m_fClipLength ); eDistance = MIN( eDistance, m_fClipLength ); } // Get our delta to calculate the tc offset float dDistance = fabs( sDistance - eDistance ); float dTotal = ( m_fLength != 0.0f ) ? m_fLength : 0.01f; float fOffset = ( dDistance / dTotal ); // Find our points along our path VectorMA( m_vecOrigin, sDistance, m_vecDirection, vecEnd ); VectorMA( m_vecOrigin, eDistance, m_vecDirection, vecStart ); //Setup our info for drawing the line VectorSubtract( vecEnd, vecStart, lineDir ); VectorSubtract( vecEnd, CurrentViewOrigin(), viewDir ); cross = lineDir.Cross( viewDir ); VectorNormalize( cross ); CMeshBuilder meshBuilder; IMesh *pMesh; CMatRenderContextPtr pRenderContext( materials ); // Better, more visible tracers if ( tracer_extra.GetBool() ) { float flScreenWidth = ScreenWidth(); float flHalfScreenWidth = flScreenWidth * 0.5f; float zCoord = CurrentViewForward().Dot( vecStart - CurrentViewOrigin() ); float flScreenSpaceWidth = m_fScale * flHalfScreenWidth / zCoord; float flAlpha; float flScale; if ( flScreenSpaceWidth < 0.5f ) { flAlpha = RemapVal( flScreenSpaceWidth, 0.25f, 2.0f, 0.3f, 1.0f ); flAlpha = clamp( flAlpha, 0.25f, 1.0f ); flScale = 0.5f * zCoord / flHalfScreenWidth; } else { flAlpha = 1.0f; flScale = m_fScale; } //Bind the material pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial ); meshBuilder.Begin( pMesh, MATERIAL_QUADS, 2 ); float color = (int) 255.0f * flAlpha; //FIXME: for now no coloration VectorMA( vecStart, -flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecStart, flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecEnd, flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, fOffset ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecEnd, -flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, fOffset ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); flScale = flScale * 2.0f; color = (int) 64.0f * flAlpha; // Soft outline VectorMA( vecStart, -flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecStart, flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecEnd, flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, fOffset ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecEnd, -flScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, fOffset ); meshBuilder.Color4ub( color, color, color, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); } else { //Bind the material pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pMaterial ); meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); //FIXME: for now no coloration VectorMA( vecStart, -m_fScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecStart, m_fScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecEnd, m_fScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 0.0f, fOffset ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); VectorMA( vecEnd, -m_fScale, cross, tmp ); meshBuilder.Position3fv( tmp.Base() ); meshBuilder.TexCoord2f( 0, 1.0f, fOffset ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.Normal3fv( cross.Base() ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); } /* ================================================== IsActive ================================================== */ bool CFXDiscreetLine::IsActive( void ) { return ( m_fLife > 0.0 ) ? true : false; } /* ================================================== Destroy ================================================== */ void CFXDiscreetLine::Destroy( void ) { //Release the material if ( m_pMaterial != NULL ) { m_pMaterial->DecrementReferenceCount(); m_pMaterial = NULL; } } /* ================================================== Update ================================================== */ void CFXDiscreetLine::Update( double frametime ) { m_fStartTime += frametime; m_fLife -= frametime; //Move our end points //VectorMA( m_vecStart, frametime, m_vecStartVelocity, m_vecStart ); //VectorMA( m_vecEnd, frametime, m_vecStartVelocity, m_vecEnd ); }