Beispiel #1
0
	int DrawModel( int flags, const RenderableInstance_t &instance )
	{
		//FIXME: This sucks, but I can't easily create temp ents...

		if ( m_bActive )
		{
			Vector	vecOrigin;
			QAngle	vecAngles;
			float	color[3];

			color[0] = color[1] = color[2] = random->RandomFloat( 0.1f, 0.2f );

			GetAttachment( 1, vecOrigin, vecAngles );

			Vector	vForward;
			AngleVectors( vecAngles, &vForward );

			Vector vEnd = vecOrigin - vForward * 1.0f;

			IMaterial *pMaterial = materials->FindMaterial( "effects/stunstick", NULL, false );

			CMatRenderContextPtr pRenderContext( materials );
			pRenderContext->Bind( pMaterial );
			DrawHalo( pMaterial, vEnd, random->RandomFloat( 4.0f, 6.0f ), color );

			color[0] = color[1] = color[2] = random->RandomFloat( 0.9f, 1.0f );

			DrawHalo( pMaterial, vEnd, random->RandomFloat( 2.0f, 3.0f ), color );
		}

		return BaseClass::DrawModel( flags, instance );
	}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose: Draw our special effects
//-----------------------------------------------------------------------------
void C_WeaponStunStick::DrawFirstPersonEffects( void )
{
	Vector	vecOrigin;
	QAngle	vecAngles;
	float	color[3];
	float	scale;

	CMatRenderContextPtr pRenderContext( materials );
	IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL_NOZ, NULL, false );
	// FIXME: Needs to work with new IMaterial system!
	pRenderContext->Bind( pMaterial );

	// Find where we are in the fade
	float fadeAmount = RemapValClamped( gpGlobals->curtime, m_flFadeTime, m_flFadeTime + FADE_DURATION, 1.0f, 0.1f );

	// Get bright when swung
	if ( InSwing() )
	{
		color[0] = color[1] = color[2] = 0.4f;
		scale = 22.0f;
	}
	else
	{
		color[0] = color[1] = color[2] = 0.4f * fadeAmount;
		scale = 20.0f;
	}
	
	if ( color[0] > 0.0f )
	{
		// Draw an all encompassing glow around the entire head
		UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
		DrawHalo( pMaterial, vecOrigin, scale, color );
	}

	// Draw bright points at each attachment location
	for ( int i = 0; i < (NUM_BEAM_ATTACHMENTS*2)+1; i++ )
	{
		if ( InSwing() )
		{
			color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f );
			scale = random->RandomFloat( 4.0f, 5.0f );
		}
		else
		{
			color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f ) * fadeAmount;
			scale = random->RandomFloat( 4.0f, 5.0f ) * fadeAmount;
		}

		if ( color[0] > 0.0f )
		{
			UTIL_GetWeaponAttachment( this, i, vecOrigin, vecAngles );
			DrawHalo( pMaterial, vecOrigin, scale, color );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_PropCombineBall::DrawMotionBlur( void )
{
	float color[3];

	Vector	vecDir = GetAbsOrigin() - m_vecLastOrigin;
	float	speed = VectorNormalize( vecDir );
	
	speed = clamp( speed, 0, 32 );
	
	float	stepSize = MIN( ( speed * 0.5f ), 4.0f );

	Vector	spawnPos = GetAbsOrigin();
	Vector	spawnStep = -vecDir * stepSize;

	float base = RemapValClamped( speed, 4, 32, 0.0f, 1.0f );

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->Bind( m_pBlurMaterial );

	// Draw the motion blurred trail
	for ( int i = 0; i < 8; i++ )
	{
		spawnPos += spawnStep;

		color[0] = color[1] = color[2] = base * ( 1.0f - ( (float) i / 12.0f ) );

		DrawHalo( m_pBlurMaterial, spawnPos, m_flRadius, color );
	}
}
void CDrawingObject::_init(DrawingObjectType type)
{
	SetType(type);
	SetRotation(0);
	IsSolid(true);
	DrawHalo(true);
	DrawStippled(false);
	SetThickness(1.5f);
	SetHaloColor(floatColor(1.0f, 1.0f, 1.0f));
	m_bSelected = false;
	m_pParent = nullptr;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flags - 
// Output : int
//-----------------------------------------------------------------------------
int C_PortalBolt::DrawModel( int flags )
{
	// See if we're drawing the motion blur
	if ( flags & STUDIO_TRANSPARENCY )
	{
		float		color[3];
		IMaterial	*pBlurMaterial = materials->FindMaterial( "effects/muzzleflash1", NULL, false );

		Vector	vecDir = GetAbsOrigin() - m_vecLastOrigin;
		float	speed = VectorNormalize( vecDir );
		
		speed = clamp( speed, 0, 32 );
		
		if ( speed > 0 )
		{
			float	stepSize = min( ( speed * 0.5f ), 4.0f );

			Vector	spawnPos = GetAbsOrigin() + ( vecDir * 24.0f );
			Vector	spawnStep = -vecDir * stepSize;

			CMatRenderContextPtr pRenderContext( materials );
			pRenderContext->Bind( pBlurMaterial );

			float	alpha;

			// Draw the motion blurred trail
			for ( int i = 0; i < 20; i++ )
			{
				spawnPos += spawnStep;

				alpha = RemapValClamped( i, 5, 11, 0.25f, 0.05f );

				color[0] = color[1] = color[2] = alpha;

				DrawHalo( pBlurMaterial, spawnPos, 3.0f, color );
			}
		}

		if ( gpGlobals->frametime > 0.0f && !m_bUpdated)
		{
			m_bUpdated = true;
			m_vecLastOrigin = GetAbsOrigin();
		}

		return 1;
	}

	// Draw the normal portion
	return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_PropCombineBall::DrawFlicker( void )
{
	float rand1 = random->RandomFloat( 0.2f, 0.3f );
	float rand2 = random->RandomFloat( 1.5f, 2.5f );

	if ( gpGlobals->frametime == 0.0f )
	{
		rand1 = 0.2f;
		rand2 = 1.5f;
	}

	float color[3];
	color[0] = color[1] = color[2] = rand1;

	// Draw the flickering glow
	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->Bind( m_pFlickerMaterial );
	DrawHalo( m_pFlickerMaterial, GetAbsOrigin(), m_flRadius * rand2, color );
}
void CLightingEditor::RenderSprites()
{
	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->Bind( m_matSprite_Light );

	CUtlVector< def_light_t* > hSortedLights;
	hSortedLights.AddVectorToTail( m_hEditorLights );
	hSortedLights.Sort( DefLightSort );

	FOR_EACH_VEC( hSortedLights, i )
	{
		def_light_t *pLight = hSortedLights[ i ];

		Vector origin = pLight->pos;

		float flC3[3] = { 0 };
		float flMax = MAX( 1, MAX( pLight->col_diffuse[0],
			MAX( pLight->col_diffuse[1], pLight->col_diffuse[2] ) ) );

		for ( int i = 0; i < 3; i++ )
			flC3[i] = clamp( pLight->col_diffuse[i] / flMax, 0, 1 );

		DrawHalo( m_matSprite_Light, origin, LIGHT_BOX_SIZE, flC3 );
	}
Beispiel #8
0
//-----------------------------------------------------------------------------
// Purpose: Draw our special effects
//-----------------------------------------------------------------------------
void C_WeaponStunStick::DrawThirdPersonEffects( void )
{
	Vector	vecOrigin;
	QAngle	vecAngles;
	float	color[3];
	float	scale;

	CMatRenderContextPtr pRenderContext( materials );
	IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL, NULL, false );
	pRenderContext->Bind( pMaterial );

	// Get bright when swung
	if ( InSwing() )
	{
		color[0] = color[1] = color[2] = 0.4f;
		scale = 22.0f;
	}
	else
	{
		color[0] = color[1] = color[2] = 0.1f;
		scale = 20.0f;
	}
	
	// Draw an all encompassing glow around the entire head
	UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
	DrawHalo( pMaterial, vecOrigin, scale, color );

	if ( InSwing() )
	{
		pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL2, NULL, false );
		pRenderContext->Bind( pMaterial );

		color[0] = color[1] = color[2] = random->RandomFloat( 0.6f, 0.8f );
		scale = random->RandomFloat( 4.0f, 6.0f );

		// Draw an all encompassing glow around the entire head
		UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
		DrawHalo( pMaterial, vecOrigin, scale, color );

		// Update our effects
		if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 5 ) == 0 ) )
		{
			Vector	vecOrigin;
			QAngle	vecAngles;

			GetAttachment( 1, vecOrigin, vecAngles );

			Vector	vForward;
			AngleVectors( vecAngles, &vForward );

			Vector vEnd = vecOrigin - vForward * 1.0f;

			// Inner beams
			BeamInfo_t beamInfo;

			beamInfo.m_vecStart = vEnd;
			Vector	offset = RandomVector( -12, 8 );

			offset += Vector(4,4,4);
			beamInfo.m_vecEnd = vecOrigin + offset;

			beamInfo.m_pStartEnt= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
			beamInfo.m_pEndEnt	= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
			beamInfo.m_nStartAttachment = 1;
			beamInfo.m_nEndAttachment = -1;
			
			beamInfo.m_nType = TE_BEAMTESLA;
			beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
			beamInfo.m_flHaloScale = 0.0f;
			beamInfo.m_flLife = 0.01f;
			beamInfo.m_flWidth = random->RandomFloat( 1.0f, 3.0f );
			beamInfo.m_flEndWidth = 0;
			beamInfo.m_flFadeLength = 0.0f;
			beamInfo.m_flAmplitude = random->RandomFloat( 1, 2 );
			beamInfo.m_flBrightness = 255.0;
			beamInfo.m_flSpeed = 0.0;
			beamInfo.m_nStartFrame = 0.0;
			beamInfo.m_flFrameRate = 1.0f;
			beamInfo.m_flRed = 255.0f;;
			beamInfo.m_flGreen = 255.0f;
			beamInfo.m_flBlue = 255.0f;
			beamInfo.m_nSegments = 16;
			beamInfo.m_bRenderable = true;
			beamInfo.m_nFlags = FBEAM_SHADEOUT;
			
			beams->CreateBeamPoints( beamInfo );
		}
	}
}