sqwarmed/sdk_src/game/client/c_func_dust.cpp

365 lines
9.9 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "fx.h"
#include "c_func_dust.h"
#include "func_dust_shared.h"
#include "c_te_particlesystem.h"
#include "env_wind_shared.h"
#include "engine/IEngineTrace.h"
#include "tier0/vprof.h"
#include "particles_ez.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Func_Dust, DT_Func_Dust, CFunc_Dust )
RecvPropInt( RECVINFO(m_Color), 0, RecvProxy_Int32ToColor32 ),
RecvPropInt( RECVINFO(m_SpawnRate) ),
RecvPropFloat( RECVINFO(m_flSizeMin) ),
RecvPropFloat( RECVINFO(m_flSizeMax) ),
RecvPropInt( RECVINFO(m_LifetimeMin) ),
RecvPropInt( RECVINFO(m_LifetimeMax) ),
RecvPropInt( RECVINFO(m_DustFlags) ),
RecvPropInt( RECVINFO(m_SpeedMax) ),
RecvPropInt( RECVINFO(m_DistMax) ),
RecvPropInt( RECVINFO( m_nModelIndex ) ),
RecvPropFloat( RECVINFO( m_FallSpeed ) ),
RecvPropDataTable( RECVINFO_DT( m_Collision ), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty) ),
END_RECV_TABLE()
// ------------------------------------------------------------------------------------ //
// CDustEffect implementation.
// ------------------------------------------------------------------------------------ //
#define DUST_ACCEL 50
void CDustEffect::RenderParticles( CParticleRenderIterator *pIterator )
{
const CFuncDustParticle *pParticle = (const CFuncDustParticle*)pIterator->GetFirst();
while ( pParticle )
{
// Velocity.
float flAlpha;
if( m_pDust->m_DustFlags & DUSTFLAGS_FROZEN )
{
flAlpha = 1;
}
else
{
// Alpha.
float flAngle = (pParticle->m_flLifetime / pParticle->m_flDieTime) * M_PI * 2;
flAlpha = sin( flAngle - (M_PI * 0.5f) ) * 0.5f + 0.5f;
}
Vector tPos;
TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
float sortKey = (int) tPos.z;
if( -tPos.z <= m_pDust->m_DistMax )
{
flAlpha *= 1 + (tPos.z / m_pDust->m_DistMax);
// Draw it.
float flSize = pParticle->m_flSize;
if( m_pDust->m_DustFlags & DUSTFLAGS_SCALEMOTES )
flSize *= -tPos.z;
RenderParticle_Color255Size(
pIterator->GetParticleDraw(),
tPos,
Vector( m_pDust->m_Color.r, m_pDust->m_Color.g, m_pDust->m_Color.b ),
flAlpha * m_pDust->m_Color.a,
flSize
);
}
pParticle = (const CFuncDustParticle*)pIterator->GetNext( sortKey );
}
}
void CDustEffect::SimulateParticles( CParticleSimulateIterator *pIterator )
{
Vector vecWind;
GetWindspeedAtTime( gpGlobals->curtime, vecWind );
CFuncDustParticle *pParticle = (CFuncDustParticle*)pIterator->GetFirst();
while ( pParticle )
{
// Velocity.
if( !(m_pDust->m_DustFlags & DUSTFLAGS_FROZEN) )
{
// Kill the particle?
pParticle->m_flLifetime += pIterator->GetTimeDelta();
if( pParticle->m_flLifetime >= pParticle->m_flDieTime )
{
pIterator->RemoveParticle( pParticle );
}
else
{
for ( int i = 0 ; i < 2 ; i++ )
{
if ( pParticle->m_vVelocity[i] < vecWind[i] )
{
pParticle->m_vVelocity[i] += ( gpGlobals->frametime * DUST_ACCEL );
// clamp
if ( pParticle->m_vVelocity[i] > vecWind[i] )
pParticle->m_vVelocity[i] = vecWind[i];
}
else if (pParticle->m_vVelocity[i] > vecWind[i] )
{
pParticle->m_vVelocity[i] -= ( gpGlobals->frametime * DUST_ACCEL );
// clamp.
if ( pParticle->m_vVelocity[i] < vecWind[i] )
pParticle->m_vVelocity[i] = vecWind[i];
}
}
// Apply velocity.
pParticle->m_Pos.MulAdd( pParticle->m_Pos, pParticle->m_vVelocity, pIterator->GetTimeDelta() );
}
}
pParticle = (CFuncDustParticle*)pIterator->GetNext();
}
}
// ------------------------------------------------------------------------------------ //
// C_Func_Dust implementation.
// ------------------------------------------------------------------------------------ //
C_Func_Dust::C_Func_Dust() : m_Effect( "C_Func_Dust" )
{
m_Effect.m_pDust = this;
m_Effect.SetDynamicallyAllocated( false ); // So it doesn't try to delete itself.
}
C_Func_Dust::~C_Func_Dust()
{
}
void C_Func_Dust::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if( updateType == DATA_UPDATE_CREATED )
{
m_hMaterial = m_Effect.GetPMaterial( "particle/sparkles" );
m_Effect.SetSortOrigin( WorldSpaceCenter( ) );
// Let us think each frame.
SetNextClientThink( CLIENT_THINK_ALWAYS );
// If we're setup to be frozen, just make a bunch of particles initially.
if( m_DustFlags & DUSTFLAGS_FROZEN )
{
for( int i=0; i < m_SpawnRate; i++ )
{
AttemptSpawnNewParticle();
}
}
}
m_Spawner.Init( m_SpawnRate ); // N particles per second
}
void C_Func_Dust::ClientThink()
{
// If frozen, don't make new particles.
if( m_DustFlags & DUSTFLAGS_FROZEN )
return;
// Spawn particles?
if( m_DustFlags & DUSTFLAGS_ON )
{
float flDelta = MIN( gpGlobals->frametime, 0.1f );
while( m_Spawner.NextEvent( flDelta ) )
{
AttemptSpawnNewParticle();
}
}
// Tell the particle manager our bbox.
Vector vWorldMins, vWorldMaxs;
CollisionProp()->WorldSpaceAABB( &vWorldMins, &vWorldMaxs );
vWorldMins -= Vector( m_flSizeMax, m_flSizeMax, m_flSizeMax );
vWorldMaxs += Vector( m_flSizeMax, m_flSizeMax, m_flSizeMax );
m_Effect.GetBinding().SetBBox( vWorldMins, vWorldMaxs );
}
bool C_Func_Dust::ShouldDraw()
{
return false;
}
void C_Func_Dust::AttemptSpawnNewParticle()
{
// Find a random spot inside our bmodel.
static int nTests=10;
for( int iTest=0; iTest < nTests; iTest++ )
{
Vector vPercent = RandomVector( 0, 1 );
Vector vTest = WorldAlignMins() + (WorldAlignMaxs() - WorldAlignMins()) * vPercent;
int contents = enginetrace->GetPointContents_Collideable( GetCollideable(), vTest );
if( contents & CONTENTS_SOLID )
{
CFuncDustParticle *pParticle = (CFuncDustParticle*)m_Effect.AddParticle( 10, m_hMaterial, vTest );
if( pParticle )
{
pParticle->m_vVelocity = RandomVector( -m_SpeedMax, m_SpeedMax );
pParticle->m_vVelocity.z -= m_FallSpeed;
pParticle->m_flLifetime = 0;
pParticle->m_flDieTime = RemapVal( rand(), 0, RAND_MAX, m_LifetimeMin, m_LifetimeMax );
if( m_DustFlags & DUSTFLAGS_SCALEMOTES )
pParticle->m_flSize = RemapVal( rand(), 0, RAND_MAX, m_flSizeMin/10000.0f, m_flSizeMax/10000.0f );
else
pParticle->m_flSize = RemapVal( rand(), 0, RAND_MAX, m_flSizeMin, m_flSizeMax );
pParticle->m_Color = m_Color;
}
break;
}
}
}
//
// Dust
//
//-----------------------------------------------------------------------------
// Spew out dust!
//-----------------------------------------------------------------------------
void FX_Dust( const Vector &vecOrigin, const Vector &vecDirection, float flSize, float flSpeed )
{
VPROF_BUDGET( "FX_Dust", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
int numPuffs = (flSize*0.5f);
if ( numPuffs < 1 )
numPuffs = 1;
if ( numPuffs > 32 )
numPuffs = 32;
float speed = flSpeed * 0.1f;
if ( speed < 0 )
speed = 1.0f;
if (speed > 48.0f )
speed = 48.0f;
//FIXME: Better sampling area
Vector offset = vecOrigin + ( vecDirection * flSize );
//Find area ambient light color and use it to tint smoke
Vector worldLight = WorldGetLightForPoint( offset, true );
// Throw puffs
SimpleParticle particle;
for ( int i = 0; i < numPuffs; i++ )
{
offset.Random( -(flSize*0.25f), flSize*0.25f );
offset += vecOrigin + ( vecDirection * flSize );
particle.m_Pos = offset;
particle.m_flLifetime = 0.0f;
particle.m_flDieTime = random->RandomFloat( 0.4f, 1.0f );
particle.m_vecVelocity = vecDirection * random->RandomFloat( speed*0.5f, speed ) * i;
particle.m_vecVelocity[2] = 0.0f;
int color = random->RandomInt( 48, 64 );
particle.m_uchColor[0] = (color+16) + ( worldLight[0] * (float) color );
particle.m_uchColor[1] = (color+8) + ( worldLight[1] * (float) color );
particle.m_uchColor[2] = color + ( worldLight[2] * (float) color );
particle.m_uchStartAlpha= random->RandomInt( 64, 128 );
particle.m_uchEndAlpha = 0;
particle.m_uchStartSize = random->RandomInt( 2, 8 );
particle.m_uchEndSize = random->RandomInt( 24, 48 );
particle.m_flRoll = random->RandomInt( 0, 360 );
particle.m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
AddSimpleParticle( &particle, g_Mat_DustPuff[random->RandomInt(0,1)] );
}
}
class C_TEDust: public C_TEParticleSystem
{
public:
DECLARE_CLASS( C_TEDust, C_TEParticleSystem );
DECLARE_CLIENTCLASS();
C_TEDust();
virtual ~C_TEDust();
public:
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual bool ShouldDraw() { return true; }
public:
float m_flSize;
float m_flSpeed;
Vector m_vecDirection;
protected:
void GetDustColor( Vector &color );
};
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEDust, DT_TEDust, CTEDust )
RecvPropFloat(RECVINFO(m_flSize)),
RecvPropFloat(RECVINFO(m_flSpeed)),
RecvPropVector(RECVINFO(m_vecDirection)),
END_RECV_TABLE()
//==================================================
// C_TEDust
//==================================================
C_TEDust::C_TEDust()
{
}
C_TEDust::~C_TEDust()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bNewEntity - whether or not to start a new entity
//-----------------------------------------------------------------------------
void C_TEDust::PostDataUpdate( DataUpdateType_t updateType )
{
FX_Dust( m_vecOrigin, m_vecDirection, m_flSize, m_flSpeed );
}
void TE_Dust( IRecipientFilter& filter, float delay,
const Vector &pos, const Vector &dir, float size, float speed )
{
FX_Dust( pos, dir, size, speed );
}