543 lines
14 KiB
C++
543 lines
14 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "c_sun.h"
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#include "particles_simple.h"
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#include "precache_register.h"
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#include "c_pixel_visibility.h"
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#include "glow_overlay.h"
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#include "utllinkedlist.h"
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#include "view_shared.h"
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#include "tier0/vprof.h"
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#include "materialsystem/imaterialvar.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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PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectGlow )
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PRECACHE( MATERIAL, "sun/overlay" )
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PRECACHE( MATERIAL, "sprites/light_glow02_add_noz" )
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PRECACHE_REGISTER_END()
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class CGlowOverlaySystem : public CAutoGameSystem
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{
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public:
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CGlowOverlaySystem() : CAutoGameSystem( "CGlowOverlaySystem" )
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{
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}
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// Level init, shutdown
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virtual void LevelInitPreEntity() {}
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virtual void LevelShutdownPostEntity()
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{
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m_GlowOverlays.PurgeAndDeleteElements();
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}
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unsigned short AddToOverlayList( CGlowOverlay *pGlow )
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{
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return m_GlowOverlays.AddToTail( pGlow );
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}
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void RemoveFromOverlayList( unsigned short handle )
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{
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if( handle != m_GlowOverlays.InvalidIndex() )
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{
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m_GlowOverlays.Remove( handle );
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}
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}
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CUtlLinkedList<CGlowOverlay*, unsigned short> m_GlowOverlays;
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};
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CGlowOverlaySystem g_GlowOverlaySystem;
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ConVar cl_ShowSunVectors( "cl_ShowSunVectors", "0", 0 );
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ConVar cl_sun_decay_rate( "cl_sun_decay_rate", "0.05", FCVAR_CHEAT );
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// Dot product space the overlays are drawn in.
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// Here it's setup to allow you to see it if you're looking within 40 degrees of the source.
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float g_flOverlayRange = cos( DEG2RAD( 40 ) );
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// ----------------------------------------------------------------------------- //
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// ----------------------------------------------------------------------------- //
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void Do2DRotation( Vector vIn, Vector &vOut, float flDegrees, int i1, int i2, int i3 )
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{
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float c, s;
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SinCos( DEG2RAD( flDegrees ), &s, &c );
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vOut[i1] = vIn[i1]*c - vIn[i2]*s;
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vOut[i2] = vIn[i1]*s + vIn[i2]*c;
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vOut[i3] = vIn[i3];
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}
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// ----------------------------------------------------------------------------- //
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// ----------------------------------------------------------------------------- //
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CGlowOverlay::CGlowOverlay()
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{
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m_ListIndex = 0xFFFF;
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m_nSprites = 0;
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m_flGlowObstructionScale = 0.0f;
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m_bDirectional = false;
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m_bInSky = false;
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m_skyObstructionScale = 1.0f;
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m_bActivated = false;
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m_flProxyRadius = 2.0f;
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m_queryHandle = 0;
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m_flHDRColorScale = 1.0f;
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//Init our sprites
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for ( int i = 0; i < MAX_SUN_LAYERS; i++ )
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{
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m_Sprites[i].m_vColor.Init();
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m_Sprites[i].m_flHorzSize = 1.0f;
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m_Sprites[i].m_flVertSize = 1.0f;
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m_Sprites[i].m_pMaterial = NULL;
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}
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}
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CGlowOverlay::~CGlowOverlay()
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{
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g_GlowOverlaySystem.RemoveFromOverlayList( m_ListIndex );
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}
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bool CGlowOverlay::Update()
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{
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return true;
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}
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ConVar building_cubemaps( "building_cubemaps", "0" );
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float CGlowOverlay::CalcGlowAspect()
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{
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if ( m_nSprites )
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{
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if ( m_Sprites[0].m_flHorzSize != 0 && m_Sprites[0].m_flVertSize != 0 )
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return m_Sprites[0].m_flHorzSize / m_Sprites[0].m_flVertSize;
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}
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return 1.0f;
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}
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void CGlowOverlay::UpdateSkyGlowObstruction( float zFar, bool bCacheFullSceneState )
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{
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Assert( m_bInSky );
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// If we already cached the sky obstruction and are still using that, early-out
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if ( bCacheFullSceneState && m_bCacheSkyObstruction )
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return;
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// Turning on sky obstruction caching mode
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if ( bCacheFullSceneState && !m_bCacheSkyObstruction )
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{
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m_bCacheSkyObstruction = true;
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}
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// Turning off sky obstruction caching mode
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if ( !bCacheFullSceneState && m_bCacheSkyObstruction )
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{
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m_bCacheSkyObstruction = false;
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}
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if ( PixelVisibility_IsAvailable() )
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{
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// Trace a ray at the object.
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Vector pos = CurrentViewOrigin() + m_vDirection * zFar * 0.999f;
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// UNDONE: Can probably do only the pixelvis query in this case if you can figure out where
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// to put it - or save the position of this trace
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pixelvis_queryparams_t params;
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params.Init( pos, m_flProxyRadius );
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params.bSizeInScreenspace = true;
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m_skyObstructionScale = PixelVisibility_FractionVisible( params, &m_queryHandle );
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return;
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}
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// Trace a ray at the object.
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trace_t trace;
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UTIL_TraceLine( CurrentViewOrigin(), CurrentViewOrigin() + (m_vDirection*MAX_TRACE_LENGTH),
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CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &trace );
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// back the trace with a pixel query to occlude with models
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if ( trace.surface.flags & SURF_SKY )
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{
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m_skyObstructionScale = 1.0f;
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}
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else
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{
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m_skyObstructionScale = 0.0f;
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}
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}
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void CGlowOverlay::UpdateGlowObstruction( const Vector &vToGlow, bool bCacheFullSceneState )
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{
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// If we already cached the glow obstruction and are still using that, early-out
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if ( bCacheFullSceneState && m_bCacheGlowObstruction )
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return;
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if ( bCacheFullSceneState && !m_bCacheGlowObstruction ) // If turning on sky obstruction caching mode
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{
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m_bCacheGlowObstruction = true;
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}
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if ( !bCacheFullSceneState && m_bCacheGlowObstruction )
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{
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m_bCacheGlowObstruction = false;
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}
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if ( PixelVisibility_IsAvailable() )
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{
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if ( m_bInSky )
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{
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const CViewSetup *pViewSetup = view->GetViewSetup();
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Vector pos = CurrentViewOrigin() + m_vDirection * (pViewSetup->zFar * 0.999f);
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pixelvis_queryparams_t params;
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params.Init( pos, m_flProxyRadius, CalcGlowAspect() );
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params.bSizeInScreenspace = true;
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// use a pixel query to occlude with models
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m_flGlowObstructionScale = PixelVisibility_FractionVisible( params, &m_queryHandle ) * m_skyObstructionScale;
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}
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else
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{
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// If it's not in the sky, then we need a valid position or else we don't
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// know what's in front of it.
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Assert( !m_bDirectional );
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pixelvis_queryparams_t params;
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params.Init( m_vPos, m_flProxyRadius, CalcGlowAspect() );
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m_flGlowObstructionScale = PixelVisibility_FractionVisible( params, &m_queryHandle );
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}
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return;
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}
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bool bFade = false;
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if ( m_bInSky )
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{
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// Trace a ray at the object.
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trace_t trace;
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UTIL_TraceLine( CurrentViewOrigin(), CurrentViewOrigin() + (vToGlow*MAX_TRACE_LENGTH),
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CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &trace );
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bFade = (trace.fraction < 1 && !(trace.surface.flags & SURF_SKY));
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}
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else
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{
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// If it's not in the sky, then we need a valid position or else we don't
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// know what's in front of it.
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Assert( !m_bDirectional );
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pixelvis_queryparams_t params;
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params.Init( m_vPos, m_flProxyRadius );
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bFade = PixelVisibility_FractionVisible( params, &m_queryHandle ) < 1.0f ? true : false;
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}
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if ( bFade )
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{
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if ( building_cubemaps.GetBool() )
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{
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m_flGlowObstructionScale = 0.0f;
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}
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else
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{
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m_flGlowObstructionScale -= gpGlobals->frametime / cl_sun_decay_rate.GetFloat();
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m_flGlowObstructionScale = MAX( m_flGlowObstructionScale, 0.0f );
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}
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}
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else
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{
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if ( building_cubemaps.GetBool() )
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{
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m_flGlowObstructionScale = 1.0f;
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}
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else
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{
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m_flGlowObstructionScale += gpGlobals->frametime / cl_sun_decay_rate.GetFloat();
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m_flGlowObstructionScale = MIN( m_flGlowObstructionScale, 1.0f );
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}
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}
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}
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void CGlowOverlay::CalcSpriteColorAndSize(
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float flDot,
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CGlowSprite *pSprite,
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float *flHorzSize,
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float *flVertSize,
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Vector *vColor )
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{
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// The overlay is largest and completely translucent at g_flOverlayRange.
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// When the dot product is 1, then it's smaller and more opaque.
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const float flSizeAtOverlayRangeMul = 150;
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const float flSizeAtOneMul = 70;
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const float flOpacityAtOverlayRange = 0;
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const float flOpacityAtOne = 1;
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// Figure out how big and how opaque it will be.
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*flHorzSize = RemapValClamped(
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flDot,
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g_flOverlayRange,
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1,
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flSizeAtOverlayRangeMul * pSprite->m_flHorzSize,
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flSizeAtOneMul * pSprite->m_flHorzSize );
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*flVertSize = RemapValClamped(
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flDot,
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g_flOverlayRange,
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1,
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flSizeAtOverlayRangeMul * pSprite->m_flVertSize,
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flSizeAtOneMul * pSprite->m_flVertSize );
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float flOpacity = RemapValClamped(
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flDot,
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g_flOverlayRange,
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1,
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flOpacityAtOverlayRange,
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flOpacityAtOne );
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flOpacity = flOpacity * m_flGlowObstructionScale;
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*vColor = pSprite->m_vColor * flOpacity;
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}
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void CGlowOverlay::CalcBasis(
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const Vector &vToGlow,
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float flHorzSize,
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float flVertSize,
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Vector &vBasePt,
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Vector &vUp,
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Vector &vRight )
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{
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const float flOverlayDist = 100;
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vBasePt = CurrentViewOrigin() + vToGlow * flOverlayDist;
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vUp.Init( 0, 0, 1 );
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vRight = vToGlow.Cross( vUp );
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VectorNormalize( vRight );
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vUp = vRight.Cross( vToGlow );
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VectorNormalize( vUp );
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vRight *= flHorzSize;
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vUp *= flVertSize;
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}
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void CGlowOverlay::Draw( bool bCacheFullSceneState )
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{
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extern ConVar r_drawsprites;
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if( !r_drawsprites.GetBool() )
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return;
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// Get the vector to the sun.
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Vector vToGlow;
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if( m_bDirectional )
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vToGlow = m_vDirection;
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else
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vToGlow = m_vPos - CurrentViewOrigin();
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VectorNormalize( vToGlow );
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float flDot = vToGlow.Dot( CurrentViewForward() );
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UpdateGlowObstruction( vToGlow, bCacheFullSceneState );
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if( m_flGlowObstructionScale == 0 )
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return;
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bool bWireframe = ShouldDrawInWireFrameMode() || (r_drawsprites.GetInt() == 2);
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CMatRenderContextPtr pRenderContext( materials );
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for( int iSprite=0; iSprite < m_nSprites; iSprite++ )
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{
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CGlowSprite *pSprite = &m_Sprites[iSprite];
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// Figure out the color and size to draw it.
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float flHorzSize, flVertSize;
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Vector vColor;
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CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor );
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// If we're alpha'd out, then don't bother
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if ( vColor.LengthSqr() < 0.00001f )
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continue;
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// Setup the basis to draw the sprite.
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Vector vBasePt, vUp, vRight;
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CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight );
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//Get our diagonal radius
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float radius = (vRight+vUp).Length();
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if ( R_CullSphere( view->GetFrustum(), 5, &vBasePt, radius ) )
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continue;
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// Get our material (deferred default load)
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if ( m_Sprites[iSprite].m_pMaterial == NULL )
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{
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m_Sprites[iSprite].m_pMaterial = materials->FindMaterial( "sprites/light_glow02_add_noz", TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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Assert( m_Sprites[iSprite].m_pMaterial );
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static unsigned int nHDRColorScaleCache = 0;
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IMaterialVar *pHDRColorScaleVar = m_Sprites[iSprite].m_pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache );
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if( pHDRColorScaleVar )
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{
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pHDRColorScaleVar->SetFloatValue( m_flHDRColorScale );
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}
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// Draw the sprite.
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, m_Sprites[iSprite].m_pMaterial );
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CMeshBuilder builder;
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builder.Begin( pMesh, MATERIAL_QUADS, 1 );
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Vector vPt;
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vPt = vBasePt - vRight + vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color4f( VectorExpand(vColor), 1 );
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builder.TexCoord2f( 0, 0, 1 );
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builder.AdvanceVertex();
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vPt = vBasePt + vRight + vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color4f( VectorExpand(vColor), 1 );
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builder.TexCoord2f( 0, 1, 1 );
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builder.AdvanceVertex();
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vPt = vBasePt + vRight - vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color4f( VectorExpand(vColor), 1 );
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builder.TexCoord2f( 0, 1, 0 );
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builder.AdvanceVertex();
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vPt = vBasePt - vRight - vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color4f( VectorExpand(vColor), 1 );
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builder.TexCoord2f( 0, 0, 0 );
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builder.AdvanceVertex();
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builder.End( false, true );
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if( bWireframe )
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{
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IMaterial *pWireframeMaterial = materials->FindMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER );
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pRenderContext->Bind( pWireframeMaterial );
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// Draw the sprite.
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pWireframeMaterial );
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CMeshBuilder builder;
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builder.Begin( pMesh, MATERIAL_QUADS, 1 );
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Vector vPt;
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vPt = vBasePt - vRight + vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color3f( 1.0f, 0.0f, 0.0f );
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builder.AdvanceVertex();
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vPt = vBasePt + vRight + vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color3f( 1.0f, 0.0f, 0.0f );
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builder.AdvanceVertex();
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vPt = vBasePt + vRight - vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color3f( 1.0f, 0.0f, 0.0f );
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builder.AdvanceVertex();
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vPt = vBasePt - vRight - vUp;
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builder.Position3fv( vPt.Base() );
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builder.Color3f( 1.0f, 0.0f, 0.0f );
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builder.AdvanceVertex();
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builder.End( false, true );
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}
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}
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}
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void CGlowOverlay::Activate()
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{
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m_bActivated = true;
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if( m_ListIndex == 0xFFFF )
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{
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m_ListIndex = g_GlowOverlaySystem.AddToOverlayList( this );
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}
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}
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void CGlowOverlay::Deactivate()
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{
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m_bActivated = false;
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}
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void CGlowOverlay::DrawOverlays( bool bCacheFullSceneState )
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{
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VPROF("CGlowOverlay::DrawOverlays()");
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CMatRenderContextPtr pRenderContext( materials );
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bool bClippingEnabled = pRenderContext->EnableClipping( true );
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unsigned short iNext;
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for( unsigned short i=g_GlowOverlaySystem.m_GlowOverlays.Head(); i != g_GlowOverlaySystem.m_GlowOverlays.InvalidIndex(); i = iNext )
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{
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iNext = g_GlowOverlaySystem.m_GlowOverlays.Next( i );
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CGlowOverlay *pOverlay = g_GlowOverlaySystem.m_GlowOverlays[i];
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if( !pOverlay->m_bActivated )
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continue;
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if( pOverlay->Update() )
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{
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pRenderContext->EnableClipping( ((pOverlay->m_bInSky) ? (false):(bClippingEnabled)) ); //disable clipping in skybox, restore clipping to pre-existing state when not in skybox (it may be off as well)
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pOverlay->Draw( bCacheFullSceneState );
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}
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else
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{
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delete pOverlay;
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}
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}
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pRenderContext->EnableClipping( bClippingEnabled ); //restore clipping to original state
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}
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void CGlowOverlay::UpdateSkyOverlays( float zFar, bool bCacheFullSceneState )
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{
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unsigned short iNext;
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for( unsigned short i=g_GlowOverlaySystem.m_GlowOverlays.Head(); i != g_GlowOverlaySystem.m_GlowOverlays.InvalidIndex(); i = iNext )
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{
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iNext = g_GlowOverlaySystem.m_GlowOverlays.Next( i );
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CGlowOverlay *pOverlay = g_GlowOverlaySystem.m_GlowOverlays[i];
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if( !pOverlay->m_bActivated || !pOverlay->m_bDirectional || !pOverlay->m_bInSky )
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continue;
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|
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pOverlay->UpdateSkyGlowObstruction( zFar, bCacheFullSceneState );
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}
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}
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