Beispiel #1
0
void HSV_Select_SV::Paint()
{
    surface()->DrawSetTexture(m_iMat);
    surface()->DrawSetColor(Color(255, 255, 255, 255));
    int x, y, sx, sy;
    GetBounds(x, y, sx, sy);

    Vertex_t points[4];
    points[0].m_TexCoord.Init(0, 0);
    points[1].m_TexCoord.Init(1, 0);
    points[2].m_TexCoord.Init(1, 1);
    points[3].m_TexCoord.Init(0, 1);

    IMaterial *pMatColorpicker = materials->FindMaterial("vgui/colorpicker", TEXTURE_GROUP_OTHER);
    if (IsErrorMaterial(pMatColorpicker))
        return;
    bool bFound = false;
    IMaterialVar *pVar_00 = pMatColorpicker->FindVar("$COLOR_00", &bFound);
    IMaterialVar *pVar_10 = pMatColorpicker->FindVar("$COLOR_10", &bFound);
    IMaterialVar *pVar_11 = pMatColorpicker->FindVar("$COLOR_11", &bFound);
    IMaterialVar *pVar_01 = pMatColorpicker->FindVar("$COLOR_01", &bFound);
    if (!bFound)
        return;

    Vector col;
    HSV2RGB(m_flH, 1, 1, col);

    pVar_00->SetVecValue(1, 1, 1);
    pVar_10->SetVecValue(col.Base(), 3);
    pVar_11->SetVecValue(0, 0, 0);
    pVar_01->SetVecValue(0, 0, 0);

    surface()->DrawTexturedRect(0, 0, sx, sy);
}
//------------------------------------------------------------------------------
// Purpose : Create leak effect if material requests it
// Input   :
// Output  :
//------------------------------------------------------------------------------
void LeakEffect( trace_t &tr )
{
	Vector			diffuseColor, baseColor;
	Vector			vTraceDir	= (tr.endpos - tr.startpos);
	VectorNormalize(vTraceDir);
	Vector			vTraceStart = tr.endpos - 0.1*vTraceDir;
	Vector			vTraceEnd	= tr.endpos + 0.1*vTraceDir;
	IMaterial*		pTraceMaterial = engine->TraceLineMaterialAndLighting( vTraceStart, vTraceEnd, diffuseColor, baseColor );

	if (!pTraceMaterial)
		return;

	bool			found;
	IMaterialVar	*pLeakVar = pTraceMaterial->FindVar( "$leakamount", &found, false );
	if( !found )
		return;

	C_Splash* pLeak = new C_Splash();
	if (!pLeak)
		return;

	ClientEntityList().AddNonNetworkableEntity( pLeak->GetIClientUnknown() );

	IMaterialVar*	pLeakColorVar = pTraceMaterial->FindVar( "$leakcolor", &found );
	if (found)
	{
		Vector color;
		pLeakColorVar->GetVecValue(color.Base(),3);
		pLeak->m_vStartColor = pLeak->m_vEndColor = color;
	}

	IMaterialVar*	pLeakNoiseVar = pTraceMaterial->FindVar( "$leaknoise", &found );
	if (found)
	{
		pLeak->m_flNoise = pLeakNoiseVar->GetFloatValue();
	}

	IMaterialVar*	pLeakForceVar = pTraceMaterial->FindVar( "$leakforce", &found );
	if (found)
	{
		float flForce = pLeakForceVar->GetFloatValue();
		pLeak->m_flSpeed		 = flForce;
		pLeak->m_flSpeedRange	 = pLeak->m_flNoise * flForce;
	}

	pLeak->m_flSpawnRate		= pLeakVar->GetFloatValue();;
	pLeak->m_flParticleLifetime = 10;
	pLeak->m_flWidthMin			= 1;
	pLeak->m_flWidthMax			= 5;
	pLeak->SetLocalOrigin( tr.endpos );
	
	QAngle angles;
	VectorAngles( tr.plane.normal, angles );
	pLeak->SetLocalAngles( angles );

	pLeak->Start(&g_ParticleMgr, NULL);
	pLeak->m_flStopEmitTime	= gpGlobals->curtime+5.0;
	pLeak->SetNextClientThink(gpGlobals->curtime+20.0);
}
bool CCamoMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
	return false; // hack!  Need to make sure that the TGA loader has a valid filesystem before trying
			// to load the camo pattern.

#if 0
	// set how big our instance data is.
	SetInstanceDataSize( sizeof( CamoInstanceData_t ) );
#endif
	// remember what material we belong to.
	m_pMaterial = pMaterial;
	// get pointers to material vars.
	bool found;
	m_pCamoTextureVar = m_pMaterial->FindVar( "$baseTexture", &found );
	if( !found )
	{
		m_pCamoTextureVar = NULL;
		return false;
	}
	ITexture *pCamoTexture = m_pCamoTextureVar->GetTextureValue();
	if (pCamoTexture)
		pCamoTexture->SetTextureRegenerator( &m_TextureRegen );
	
	// Need to get the palettized texture to create the procedural texture from
	// somewhere.
	m_pCamoPatternTextureVar = m_pMaterial->FindVar( "$camoPatternTexture", &found );
	if( !found )
	{
		m_pCamoTextureVar = NULL;
		return false;
	}
	
	IMaterialVar *subBoundingBoxMinVar, *subBoundingBoxMaxVar;

	subBoundingBoxMinVar = m_pMaterial->FindVar( "$camoBoundingBoxMin", &found, false );
	if( !found )
	{
		m_SubBoundingBoxMin = Vector( 0.0f, 0.0f, 0.0f );
	}
	else
	{
		subBoundingBoxMinVar->GetVecValue( m_SubBoundingBoxMin.Base(), 3 );
	}

	subBoundingBoxMaxVar = m_pMaterial->FindVar( "$camoBoundingBoxMax", &found, false );
	if( !found )
	{
		m_SubBoundingBoxMax = Vector( 1.0f, 1.0f, 1.0f );
	}
	else
	{
		subBoundingBoxMaxVar->GetVecValue( m_SubBoundingBoxMax.Base(), 3 );
	}
	
	LoadCamoPattern();
	GenerateRandomPointsInNormalizedCube();

	return true;
}
Beispiel #4
0
void HSV_Select_Hue::Paint()
{
    surface()->DrawSetTexture(m_iMat);
    surface()->DrawSetColor(Color(255, 255, 255, 255));
    int x, y, sx, sy;
    GetBounds(x, y, sx, sy);

    Vector rgbs[7];
    for (int i = 0; i < 7; i++)
        HSV2RGB(i * 60.0f, 1, 1, rgbs[i]);

    Vertex_t points[4];
    points[0].m_TexCoord.Init(0, 0);
    points[1].m_TexCoord.Init(1, 0);
    points[2].m_TexCoord.Init(1, 1);
    points[3].m_TexCoord.Init(0, 1);

    IMaterial *pMatColorpicker = materials->FindMaterial("vgui/colorpicker", TEXTURE_GROUP_OTHER);
    if (IsErrorMaterial(pMatColorpicker))
        return;
    bool bFound = false;
    IMaterialVar *pVar_00 = pMatColorpicker->FindVar("$COLOR_00", &bFound);
    IMaterialVar *pVar_10 = pMatColorpicker->FindVar("$COLOR_10", &bFound);
    IMaterialVar *pVar_11 = pMatColorpicker->FindVar("$COLOR_11", &bFound);
    IMaterialVar *pVar_01 = pMatColorpicker->FindVar("$COLOR_01", &bFound);
    if (!bFound)
        return;

    int delta_y = sy / 6;
    int cur_pos_y = sy;

    for (int i = 0; i < 6; i++)
    {
        if (i == 5)
            delta_y = cur_pos_y;

        pVar_00->SetVecValue(rgbs[i + 1].Base(), 3);
        pVar_10->SetVecValue(rgbs[i + 1].Base(), 3);
        pVar_11->SetVecValue(rgbs[i].Base(), 3);
        pVar_01->SetVecValue(rgbs[i].Base(), 3);

        points[0].m_Position.Init(0, cur_pos_y - delta_y);
        points[1].m_Position.Init(sx, cur_pos_y - delta_y);
        points[2].m_Position.Init(sx, cur_pos_y);
        points[3].m_Position.Init(0, cur_pos_y);

        surface()->DrawTexturedPolygon(4, points);
        cur_pos_y -= delta_y;
    }
}
//-----------------------------------------------------------------------------
// Purpose: Updates and renders all effects
//-----------------------------------------------------------------------------
int C_HopwireExplosion::DrawModel( int flags )
{
	AddParticles();

#ifndef C17
	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->Flush();
	UpdateRefractTexture();

	IMaterial *pMat = materials->FindMaterial( "effects/strider_pinch_dudv", TEXTURE_GROUP_CLIENT_EFFECTS );

	float refract = m_FXCoreAlpha.Interp( gpGlobals->curtime );
	float scale = m_FXCoreScale.Interp( gpGlobals->curtime );

	IMaterialVar *pVar = pMat->FindVar( "$refractamount", NULL );
	pVar->SetFloatValue( refract );

	pRenderContext->Bind( pMat, (IClientRenderable*)this );
	
	float sin1 = sinf( gpGlobals->curtime * 10 );
	float sin2 = sinf( gpGlobals->curtime );

	float scaleY = ( sin1 * sin2 ) * 32.0f;
	float scaleX = (sin2 * sin2) * 32.0f;

	// FIXME: The ball needs to sort properly at all times
	static color32 white = {255,255,255,255};
	DrawSpriteTangentSpace( GetRenderOrigin() + ( CurrentViewForward() * 128.0f ), scale+scaleX, scale+scaleY, white );
#endif

	return 1;
}
void CASWHudCrosshair::DrawSniperScope( int x, int y )
{
	C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( !pPlayer )
		return;	

	C_ASW_Marine *pMarine = pPlayer->GetMarine();
	if ( !pMarine )
		return;

	const int NUM_CIRCLE_POINTS = 40;
	static vgui::Vertex_t points[ NUM_CIRCLE_POINTS ];
	float width = YRES( asw_sniper_scope_radius.GetFloat() );
	float height = YRES( asw_sniper_scope_radius.GetFloat() );
	for ( int i = 0; i < NUM_CIRCLE_POINTS; i++ )
	{
		float flAngle = 2.0f * M_PI * ( (float) i / (float) NUM_CIRCLE_POINTS );
		points[ i ].Init( Vector2D( x + width * cos( flAngle ), y + height * sin( flAngle ) ), Vector2D( 0.5f + 0.5f * cos( flAngle ), 0.5f + 0.5f * sin( flAngle ) ) );
	}
	surface()->DrawSetColor( Color(255,255,255,255) );
	surface()->DrawSetTexture( m_nSniperMagnifyTexture );
	IMaterial *pMaterial = materials->FindMaterial( "effects/magnifyinglens", TEXTURE_GROUP_OTHER );
	IMaterialVar *pMagnificationCenterVar = pMaterial->FindVar( "$magnifyCenter", NULL );
	
	float flCenterX = ( ( float )x / ( float )ScreenWidth() ) - 0.5f;
	float flCenterY = ( ( float )y / ( float )ScreenHeight() ) - 0.5f;
	pMagnificationCenterVar->SetVecValue( flCenterX, flCenterY, 0, 0 );	

	vgui::surface()->DrawTexturedPolygon( NUM_CIRCLE_POINTS, points );
}
Beispiel #7
0
//-----------------------------------------------------------------------------
// Debugging aid to display a texture
//-----------------------------------------------------------------------------
static void OverlayShowTexture( const char* textureName, float scale )
{
	bool			foundVar;
	IMaterial		*pMaterial;
	IMaterialVar	*BaseTextureVar;
	ITexture		*pTex;
	float			x, y, w, h;

	// ___error is created in code in CMaterialSystem::CreateDebugMaterials()
	pMaterial = materials->FindMaterial( "___error", TEXTURE_GROUP_OTHER, true );
	BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
	if (!foundVar)
		return;

	CMatRenderContextPtr pRenderContext( materials );

	if ( textureName && textureName[0] )
	{
		pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
		BaseTextureVar->SetTextureValue( pTex );

		w = pTex->GetActualWidth() * scale;
		h = pTex->GetActualHeight() * scale;
	}
	else
	{
		w = h = 64.0f * scale;
	}

	// Center relative to current viewport
	int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
	pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
	x = ( nViewportWidth - w ) * 0.5f;
	y = ( nViewportHeight - h ) * 0.5f;

	pRenderContext->Bind( pMaterial );
	IMesh* pMesh = pRenderContext->GetDynamicMesh( true );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
	meshBuilder.Position3f( x, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.End();
	pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : filter - 
//			delay - 
//			pos - 
//			player - 
//			entity - 
//-----------------------------------------------------------------------------
void TE_PlayerDecal( IRecipientFilter& filter, float delay,
	const Vector* pos, int player, int entity  )
{
	if ( cl_playerspraydisable.GetBool() )
		return;

	// No valid target?
	C_BaseEntity *ent = cl_entitylist->GetEnt( entity );
	if ( !ent )
		return;

	// Find player logo for shooter
	player_info_t info;
	engine->GetPlayerInfo( player, &info );

	// Make sure we've got the material for this player's logo
	char texname[ 512 ];
	IMaterial *logo = CreateTempMaterialForPlayerLogo( player, &info, texname, 512 );
	if ( !logo )
		return;

	ITexture *texture = materials->FindTexture( texname, TEXTURE_GROUP_DECAL );
	if ( IsErrorTexture( texture ) ) 
	{
		return; // not found 
	}

	// Update the texture used by the material if need be.
	bool bFound = false;
	IMaterialVar *pMatVar = logo->FindVar( "$basetexture", &bFound );
	if ( bFound && pMatVar )
	{
		if ( pMatVar->GetTextureValue() != texture )
		{
			pMatVar->SetTextureValue( texture );
			logo->RefreshPreservingMaterialVars();
		}
	}

	color32 rgbaColor = { 255, 255, 255, 255 };
	effects->PlayerDecalShoot( 
		logo, 
		(void *)player,
		entity, 
		ent->GetModel(), 
		ent->GetAbsOrigin(), 
		ent->GetAbsAngles(), 
		*pos, 
		0, 
		0,
		rgbaColor );
}
Beispiel #9
0
//-----------------------------------------------------------------------------
// Debugging aid to display a texture
//-----------------------------------------------------------------------------
static void OverlayShowTexture( const char* textureName, float scale )
{
	bool			foundVar;
	IMaterial		*pMaterial;
	IMaterialVar	*BaseTextureVar;
	ITexture		*pTex;
	float			x, y, w, h;

	// screen safe
	x = 32;
	y = 32;

	pMaterial = materials->FindMaterial( "___debug", TEXTURE_GROUP_OTHER, true );
	BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
	if (!foundVar)
		return;

	CMatRenderContextPtr pRenderContext( materials );

	if ( textureName && textureName[0] )
	{
		pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
		BaseTextureVar->SetTextureValue( pTex );

		w = pTex->GetActualWidth() * scale;
		h = pTex->GetActualHeight() * scale;
	}
	else
	{
		w = h = 64.0f * scale;
	}

	pRenderContext->Bind( pMaterial );
	IMesh* pMesh = pRenderContext->GetDynamicMesh( true );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
	meshBuilder.Position3f( x, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.End();
	pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Creates, destroys particles attached to an attachment
//-----------------------------------------------------------------------------
void C_EnvParticleScript::CreateParticle( const char *pAttachmentName, const char *pSpriteName )
{
	// Find the attachment
	int nAttachment = LookupAttachment( pAttachmentName );
	if ( nAttachment <= 0 )
		return;

	// Get the sprite materials
	PMaterialHandle hMat = m_ParticleEffect.FindOrAddMaterial( pSpriteName );
	ParticleScriptParticle_t *pParticle = 
		(ParticleScriptParticle_t*)m_ParticleEffect.AddParticle(sizeof(ParticleScriptParticle_t), hMat);

	if ( pParticle == NULL )
		return;
	
	// Get the sprite size from the material's materialvars
	bool bFound = false;
	IMaterialVar *pMaterialVar = NULL;
	IMaterial *pMaterial = ParticleMgr()->PMaterialToIMaterial( hMat );
	if ( pMaterial )
	{
		pMaterialVar = pMaterial->FindVar( "$spritesize", &bFound, false );
	}

	if ( bFound )
	{
		pParticle->m_flSize = pMaterialVar->GetFloatValue();
	}
	else
	{
		pParticle->m_flSize = 100.0f;
	}

	// Make sure the particle cull size reflects our particles
	if ( pParticle->m_flSize > m_flMaxParticleSize )
	{
		m_flMaxParticleSize = pParticle->m_flSize;
		m_ParticleEffect.SetParticleCullRadius( m_flMaxParticleSize );
	}

	// Place the particle on the attachment specified
	pParticle->m_nAttachment = nAttachment;
	QAngle vecAngles;
	GetAttachment( nAttachment, pParticle->m_Pos, vecAngles );

	if ( m_flSequenceScale != 1.0f )
	{
		pParticle->m_Pos -= GetAbsOrigin();
		pParticle->m_Pos *= m_flSequenceScale;
		pParticle->m_Pos += GetAbsOrigin();
	}
}
void UpdateFullScreenDepthTexture( void )
{
	if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() )
		return;

	ITexture *pDepthTex = GetFullFrameDepthTexture();
	CMatRenderContextPtr pRenderContext( materials );

	if( IsX360() )
	{	
		pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL );
	}
	else
	{
		pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL );
	}

	pRenderContext->SetFullScreenDepthTextureValidityFlag( true );

	if( r_depthoverlay.GetBool() )
	{
		IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true );
		pMaterial->IncrementReferenceCount();
		IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false );
		IMaterialVar *pDepthInAlpha = NULL;
		if( IsPC() )
		{
			pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false );
			pDepthInAlpha->SetIntValue( 1 );
		}
		
		BaseTextureVar->SetTextureValue( pDepthTex );

		pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents
		pRenderContext->DrawScreenSpaceQuad( pMaterial );
		pRenderContext->OverrideDepthEnable( false, true );
		pMaterial->DecrementReferenceCount();
	}
}
Beispiel #12
0
const char *GetMaterialVar( MaterialSystemMaterial_t materialHandle, const char *propertyName )
{
	IMaterial *material = ( IMaterial * )materialHandle;
	IMaterialVar *var;
	bool found;
	var = material->FindVar( propertyName, &found, false );
	if( found )
	{
		return var->GetStringValue();
	}
	else
	{
		return NULL;
	}
}
Beispiel #13
0
//-----------------------------------------------------------------------------
// Loads VTF files
//-----------------------------------------------------------------------------
static bool LoadSrcVTFFiles( IVTFTexture *pSrcVTFTextures[6], const char *pSkyboxMaterialBaseName,
							int *pUnionTextureFlags, bool bHDR )
{
	const char *facingName[6] = { "rt", "lf", "bk", "ft", "up", "dn" };
	int i;
	for( i = 0; i < 6; i++ )
	{
		char srcMaterialName[1024];
		sprintf( srcMaterialName, "%s%s", pSkyboxMaterialBaseName, facingName[i] );

		IMaterial *pSkyboxMaterial = g_pMaterialSystem->FindMaterial( srcMaterialName, "skybox" );
		IMaterialVar *pSkyTextureVar = pSkyboxMaterial->FindVar( bHDR ? "$hdrbasetexture" : "$basetexture", NULL );
		const char *vtfName = pSkyTextureVar->GetStringValue();
		char srcVTFFileName[MAX_PATH];
		Q_snprintf( srcVTFFileName, MAX_PATH, "materials/%s.vtf", vtfName );

		CUtlBuffer buf;
		if( !g_pFullFileSystem->ReadFile( srcVTFFileName, NULL, buf ) )
			return false;

		pSrcVTFTextures[i] = CreateVTFTexture();
		if (!pSrcVTFTextures[i]->Unserialize(buf))
		{
			Warning("*** Error unserializing skybox texture: %s\n", pSkyboxMaterialBaseName );
			return false;
		}

		*pUnionTextureFlags |= pSrcVTFTextures[i]->Flags();
		int flagsNoAlpha = pSrcVTFTextures[i]->Flags() & ~( TEXTUREFLAGS_EIGHTBITALPHA | TEXTUREFLAGS_ONEBITALPHA );
		int flagsFirstNoAlpha = pSrcVTFTextures[0]->Flags() & ~( TEXTUREFLAGS_EIGHTBITALPHA | TEXTUREFLAGS_ONEBITALPHA );
		if ( (pSrcVTFTextures[i]->Width() != pSrcVTFTextures[0]->Width()) ||
			 (pSrcVTFTextures[i]->Height() != pSrcVTFTextures[0]->Height()) ||
			 (flagsNoAlpha != flagsFirstNoAlpha) )
		{
			Warning("*** Error: Skybox vtf files for %s weren't compiled with the same size texture and/or same flags!\n", pSkyboxMaterialBaseName );
			return false;
		}
		if( bHDR )
		{
			pSrcVTFTextures[i]->ConvertImageFormat( IMAGE_FORMAT_RGB323232F, false );
			pSrcVTFTextures[i]->GenerateMipmaps();
			pSrcVTFTextures[i]->ConvertImageFormat( IMAGE_FORMAT_RGBA16161616F, false );
		}
	}

	return true;
}
Beispiel #14
0
//-----------------------------------------------------------------------------
// Purpose: Attach the jetpack bar to the main panel
//-----------------------------------------------------------------------------
void CHudEMP::Init( void )
{
	if ( !m_pEMPIcon )
	{
		m_pEMPIcon = materials->FindMaterial( "Hud/emp/emp_damage", TEXTURE_GROUP_VGUI );
		assert( m_pEMPIcon );
		m_pEMPIcon->IncrementReferenceCount();

		m_pFrameVar = m_pEMPIcon->FindVar( "$frame", NULL, false );
		m_nNumFrames = m_pEMPIcon->GetNumAnimationFrames();
	}

	SetPos( HUDEMP_LEFT, HUDEMP_TOP );
	SetSize( HUDEMP_WIDTH, HUDEMP_HEIGHT );

	vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
	SetParent(pParent);
}
Beispiel #15
0
void GetMaterialReflectivity( MaterialSystemMaterial_t materialHandle, float *reflectivityVect )
{
	IMaterial *material = ( IMaterial * )materialHandle;
	const IMaterialVar *reflectivityVar;

	bool found;
	reflectivityVar = material->FindVar( "$reflectivity", &found, false );
	if( !found )
	{
		Vector tmp;
		material->GetReflectivity( tmp );
		VectorCopy( tmp.Base(), reflectivityVect );
	}
	else
	{
		reflectivityVar->GetVecValue( reflectivityVect, 3 );
	}
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBreakableSurface::Spawn(void)
{
	BaseClass::Spawn();
	SetCollisionGroup( COLLISION_GROUP_BREAKABLE_GLASS ); 
	m_bIsBroken = false;

	if (m_nQuadError == QUAD_ERR_MULT_FACES)
	{
		Warning("Rejecting func_breakablesurf.  Has multiple faces that aren't NODRAW.\n");
		UTIL_Remove(this);
	}
	else if (m_nQuadError == QUAD_ERR_NOT_QUAD)
	{
		Warning("Rejecting func_breakablesurf.  Drawn face isn't a quad.\n");
		UTIL_Remove(this);
	}

	int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) );
	if( materialCount != 1 )
	{
		Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" );
		UTIL_Remove(this);
	}

	// Get at the first material; even if there are more than one.
	IMaterial* pMaterial;
	modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial );

	// The material should point to a cracked version of itself
	bool foundVar;
	IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false );
	if (foundVar)
	{
		PrecacheMaterial( pCrackName->GetStringValue() );
	}

	// Init the Panel bit vector to all true. ( no panes are broken )
	int bitVecLength = MAX_NUM_PANELS * MAX_NUM_PANELS;
	
	for( int i=0;i<bitVecLength;i++ )
	{
		m_RawPanelBitVec.Set( i, true );
	}
}
IMaterialVar *ShaderEditorInterface::GetPPEMaterialVarFast( ShaderEditVarToken &token,
	const char *pszPPEName, const char *pszNodeName, const char *pszVarName )
{
	if ( token == SHADEREDIT_MVAR_TOKEN_FAILED )
		return NULL;

	if ( token <= m_iLastInvalidVarToken )
	{
		int iEffectIndex = GetPPCache()->FindPostProcessingEffect( pszPPEName );

		if ( iEffectIndex < 0 )
		{
			token = SHADEREDIT_MVAR_TOKEN_FAILED;
			return NULL;
		}

		IMaterial *pMaterial = GetPPCache()->GetPostProcessingEffect( iEffectIndex )->FindMaterial( pszNodeName );

		if ( pMaterial == NULL )
		{
			token = SHADEREDIT_MVAR_TOKEN_FAILED;
			return NULL;
		}

		bool bFound = false;
		IMaterialVar *pVar = pMaterial->FindVar( pszVarName, &bFound );

		if ( pVar == NULL
			|| !bFound )
		{
			token = SHADEREDIT_MVAR_TOKEN_FAILED;
			return NULL;
		}

		token = m_iNextValidVarToken++;
		m_cachedMVars.AddToTail( pVar );
		return pVar;
	}

	int iLocalIndex = token - m_iLastInvalidVarToken - 1;

	Assert( iLocalIndex >= 0 && iLocalIndex < m_cachedMVars.Count() );
	return m_cachedMVars[ iLocalIndex ];
}
//-----------------------------------------------------------------------------
// Does the dirty deed
//-----------------------------------------------------------------------------
void CMaterialModifyProxy::OnBindFloatLerp( C_MaterialModifyControl *pControl )
{
	if ( !pControl )
		return;

	if ( pControl->HasNewAnimationCommands() )
	{
		pControl->SetAnimationStartTime( gpGlobals->curtime );
		pControl->ClearAnimationCommands();
	}

	// Read the data from the modify entity
	materialfloatlerpcommands_t sCommands;
	pControl->GetFloatLerpCommands( &sCommands );

	m_flStartValue = sCommands.flStartValue;
	m_flEndValue = sCommands.flEndValue;
	m_flTransitionTime = sCommands.flTransitionTime;
	m_flStartTime = pControl->GetAnimationStartTime();
	bool bFound;
	m_pMaterialVar = m_pMaterial->FindVar( pControl->GetMaterialVariableName(), &bFound, false );

	if( bFound )
	{
		float currentValue;
		if( m_flTransitionTime > 0.0f )
		{
			currentValue = m_flStartValue + ( m_flEndValue - m_flStartValue ) * clamp( ( ( gpGlobals->curtime - m_flStartTime ) / m_flTransitionTime ), 0.0f, 1.0f );
		}
		else
		{
			currentValue = m_flEndValue;
		}

		if( debug_materialmodifycontrol_client.GetBool() && Q_stristr( m_pMaterial->GetName(), "faceandhair" ) && Q_stristr( m_pMaterialVar->GetName(), "warp" ) )
		{
			static int count = 0;
			DevMsg( 1, "CMaterialFloatLerpProxy::OnBind \"%s\" %s=%f %d\n", m_pMaterial->GetName(), m_pMaterialVar->GetName(), currentValue, count++ );
		}
		m_pMaterialVar->SetFloatValue( currentValue );
	}
}
//-----------------------------------------------------------------------------
// Reloads all textures
//-----------------------------------------------------------------------------
void CTextureManager::ForceAllTexturesIntoHardware( void )
{
	if ( IsX360() )
		return;

	IMaterial *pMaterial = MaterialSystem()->FindMaterial( "engine/preloadtexture", "texture preload" );
	pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); //always work with the realtime material internally
	bool bFound;
	IMaterialVar *pBaseTextureVar = pMaterial->FindVar( "$basetexture", &bFound );
	if( !bFound )
	{
		return;
	}

	for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) )
	{
		// Put the texture back onto the board
		ForceTextureIntoHardware( m_TextureList[i], pMaterial, pBaseTextureVar );
	}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialModifyProxy::OnBindSetVar( C_MaterialModifyControl *pControl )
{
	IMaterial *pMaterial = pControl->GetMaterial();
	if( !pMaterial )
	{
		Assert( 0 );
		return;
	}

	if ( pMaterial != m_pMaterial )
	{
//		Warning( "\t%s!=%s\n", pMaterial->GetName(), m_pMaterial->GetName() );
		return;
	}

	bool bFound;
	IMaterialVar *pMaterialVar = pMaterial->FindVar( pControl->GetMaterialVariableName(), &bFound, false );
	if ( !bFound )
		return;

	if( Q_strcmp( pControl->GetMaterialVariableValue(), "" ) )
	{
//		const char *pMaterialName = m_pMaterial->GetName();
//		const char *pMaterialVarName = pMaterialVar->GetName();
//		const char *pMaterialVarValue = pControl->GetMaterialVariableValue();
//		if( debug_materialmodifycontrol_client.GetBool() 
//			&& Q_stristr( m_pMaterial->GetName(), "faceandhair" )
//			&& Q_stristr( pMaterialVar->GetName(), "self" )
//			)
//		{
//			static int count = 0;
//			DevMsg( 1, "CMaterialModifyProxy::OnBindSetVar \"%s\" %s=%s %d pControl=0x%p\n", 
//				m_pMaterial->GetName(), pMaterialVar->GetName(), pControl->GetMaterialVariableValue(), count++, pControl );
//		}
		pMaterialVar->SetValueAutodetectType( pControl->GetMaterialVariableValue() );
	}
}
Beispiel #21
0
int C_NEORagdoll::DrawModel( int flags )
{
	C_NEOPlayer *pPlayer = dynamic_cast<C_NEOPlayer*>(m_hPlayer.Get());

	if ( pPlayer && (pPlayer->IsLocalNEOPlayer() || pPlayer->m_bIsOnDeathScreen) )
		return 0;

	if ( pPlayer->m_iVision == 3 ) // Thermal vision
	{
		IMaterial* matThermal = g_pMaterialSystem->FindMaterial( "dev/thermal", "Other textures" );

		if ( g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
		{
			bool found = false;

			IMaterialVar* matVar = matThermal->FindVar( "$eyevec", &found );

			if ( found )
			{
				Vector forward;
				pPlayer->GetVectors( &forward, nullptr, nullptr );

				matVar->SetVecValue( forward.x, forward.y, forward.z );
			}
		}

		modelrender->ForcedMaterialOverride( matThermal );

		int result = InternalDrawModel( flags );

		modelrender->ForcedMaterialOverride( nullptr );

		return result;
	}

	return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : filter - 
//			delay - 
//			pos - 
//			player - 
//			entity - 
//-----------------------------------------------------------------------------
void TE_PlayerDecal( IRecipientFilter& filter, float delay,
	const Vector* pos, int player, int entity  )
{
	if ( cl_playerspraydisable.GetBool() )
		return;

	// No valid target?
	C_BaseEntity *ent = cl_entitylist->GetEnt( entity );
	if ( !ent )
		return;

	// Find player logo for shooter
	player_info_t info;
	engine->GetPlayerInfo( player, &info );

	// Doesn't have a logo
	 if ( !info.customFiles[0] )	
		return;

	IMaterial *logo = materials->FindMaterial( VarArgs("decals/playerlogo%2.2d", player), TEXTURE_GROUP_DECAL );
	if ( IsErrorMaterial( logo ) )
		return;

	char logohex[ 16 ];
	Q_binarytohex( (byte *)&info.customFiles[0], sizeof( info.customFiles[0] ), logohex, sizeof( logohex ) );

	// See if logo has been downloaded.
	char texname[ 512 ];
	Q_snprintf( texname, sizeof( texname ), "temp/%s", logohex );
	char fulltexname[ 512 ];
	Q_snprintf( fulltexname, sizeof( fulltexname ), "materials/temp/%s.vtf", logohex );

	if ( !filesystem->FileExists( fulltexname ) )
	{
		char custname[ 512 ];
		Q_snprintf( custname, sizeof( custname ), "downloads/%s.dat", logohex );
		// it may have been downloaded but not copied under materials folder
		if ( !filesystem->FileExists( custname ) )
			return; // not downloaded yet

		// copy from download folder to materials/temp folder
		// this is done since material system can access only materials/*.vtf files

		if ( !engine->CopyFile( custname, fulltexname) )
			return;
	}

	ITexture *texture = materials->FindTexture( texname, TEXTURE_GROUP_DECAL );
	if ( IsErrorTexture( texture ) ) 
	{
		return; // not found 
	}

	// Update the texture used by the material if need be.
	bool bFound = false;
	IMaterialVar *pMatVar = logo->FindVar( "$basetexture", &bFound );
	if ( bFound && pMatVar )
	{
		if ( pMatVar->GetTextureValue() != texture )
		{
			pMatVar->SetTextureValue( texture );
			logo->RefreshPreservingMaterialVars();
		}
	}

	color32 rgbaColor = { 255, 255, 255, 255 };
	effects->PlayerDecalShoot( 
		logo, 
		(void *)player,
		entity, 
		ent->GetModel(), 
		ent->GetAbsOrigin(), 
		ent->GetAbsAngles(), 
		*pos, 
		0, 
		0,
		rgbaColor );
}
//-----------------------------------------------------------------------------
// Purpose: Render the effect
//-----------------------------------------------------------------------------
void CStunEffect::Render( int x, int y, int w, int h )
{
	// Make sure we're ready to play this effect
	if ( m_flFinishTime < gpGlobals->curtime )
		return;

	IMaterial *pMaterial = materials->FindMaterial( "effects/stun", TEXTURE_GROUP_CLIENT_EFFECTS, true );
	if ( pMaterial == NULL )
		return;

	bool bResetBaseFrame = m_bUpdated;

	// Set ourselves to the proper rendermode
	materials->MatrixMode( MATERIAL_VIEW );
	materials->PushMatrix();
	materials->LoadIdentity();
	materials->MatrixMode( MATERIAL_PROJECTION );
	materials->PushMatrix();
	materials->LoadIdentity();

	// Get our current view
	if ( m_pStunTexture == NULL )
	{
		m_pStunTexture = GetPowerOfTwoFrameBufferTexture();
	}

	// Draw the texture if we're using it
	if ( m_pStunTexture != NULL )
	{
		bool foundVar;
		IMaterialVar* pBaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );

		if ( bResetBaseFrame )
		{
			// Save off this pass
			Rect_t srcRect;
			srcRect.x = x;
			srcRect.y = y;
			srcRect.width = w;
			srcRect.height = h;
			pBaseTextureVar->SetTextureValue( m_pStunTexture );

			materials->CopyRenderTargetToTextureEx( m_pStunTexture, 0, &srcRect, NULL );
			materials->SetFrameBufferCopyTexture( m_pStunTexture );
			m_bUpdated = false;
		}

		byte overlaycolor[4] = { 255, 255, 255, 0 };

		float flEffectPerc = ( m_flFinishTime - gpGlobals->curtime ) / m_flDuration;
		overlaycolor[3] = (byte) (150.0f * flEffectPerc);

		render->ViewDrawFade( overlaycolor, pMaterial );

		float viewOffs = ( flEffectPerc * 32.0f ) * cos( gpGlobals->curtime * 10.0f * cos( gpGlobals->curtime * 2.0f ) );
		float vX = x + viewOffs;
		float vY = y;

		// just do one pass for dxlevel < 80.
		if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
		{
			materials->DrawScreenSpaceRectangle( pMaterial, vX, vY, w, h,
				0, 0, m_pStunTexture->GetActualWidth()-1, m_pStunTexture->GetActualHeight()-1, 
				m_pStunTexture->GetActualWidth(), m_pStunTexture->GetActualHeight() );

			render->ViewDrawFade( overlaycolor, pMaterial );

			materials->DrawScreenSpaceRectangle( pMaterial, x, y, w, h,
				0, 0, m_pStunTexture->GetActualWidth()-1, m_pStunTexture->GetActualHeight()-1, 
				m_pStunTexture->GetActualWidth(), m_pStunTexture->GetActualHeight() );
		}

		// Save off this pass
		Rect_t srcRect;
		srcRect.x = x;
		srcRect.y = y;
		srcRect.width = w;
		srcRect.height = h;
		pBaseTextureVar->SetTextureValue( m_pStunTexture );

		materials->CopyRenderTargetToTextureEx( m_pStunTexture, 0, &srcRect, NULL );
	}

	// Restore our state
	materials->MatrixMode( MATERIAL_VIEW );
	materials->PopMatrix();
	materials->MatrixMode( MATERIAL_PROJECTION );
	materials->PopMatrix();
}
//-----------------------------------------------------------------------------
// Purpose: Render the effect
//-----------------------------------------------------------------------------
void CEP1IntroEffect::Render( int x, int y, int w, int h )
{
	if ( ( m_flFinishTime == 0 ) || ( IsEnabled() == false ) )
		return;

	IMaterial *pMaterial = materials->FindMaterial( "effects/introblur", TEXTURE_GROUP_CLIENT_EFFECTS, true );
	if ( pMaterial == NULL )
		return;

	// Set ourselves to the proper rendermode
	materials->MatrixMode( MATERIAL_VIEW );
	materials->PushMatrix();
	materials->LoadIdentity();
	materials->MatrixMode( MATERIAL_PROJECTION );
	materials->PushMatrix();
	materials->LoadIdentity();

	// Get our current view
	if ( m_pStunTexture == NULL )
	{
		m_pStunTexture = GetWaterRefractionTexture();
	}

	// Draw the texture if we're using it
	if ( m_pStunTexture != NULL )
	{
		bool foundVar;
		IMaterialVar* pBaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );

		if ( m_bUpdateView )
		{
			// Save off this pass
			Rect_t srcRect;
			srcRect.x = x;
			srcRect.y = y;
			srcRect.width = w;
			srcRect.height = h;
			pBaseTextureVar->SetTextureValue( m_pStunTexture );

			materials->CopyRenderTargetToTextureEx( m_pStunTexture, 0, &srcRect, NULL );
			materials->SetFrameBufferCopyTexture( m_pStunTexture );
			m_bUpdateView = false;
		}

		byte overlaycolor[4] = { 255, 255, 255, 0 };
		
		// Get our fade value depending on our fade duration
		overlaycolor[3] = GetFadeAlpha();

		// Disable overself if we're done fading out
		if ( m_bFadeOut && overlaycolor[3] == 0 )
		{
			// Takes effect next frame (we don't want to hose our matrix stacks here)
			g_pScreenSpaceEffects->DisableScreenSpaceEffect( "episodic_intro" );
			m_bUpdateView = true;
		}

		// Calculate some wavey noise to jitter the view by
		float vX = 2.0f * -fabs( cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 6.0 ) );
		float vY = 2.0f * cosf( gpGlobals->curtime ) * cosf( gpGlobals->curtime * 5.0 );

		// Scale percentage
		float flScalePerc = 0.02f + ( 0.01f * cosf( gpGlobals->curtime * 2.0f ) * cosf( gpGlobals->curtime * 0.5f ) );
		
		// Scaled offsets for the UVs (as texels)
		float flUOffset = ( m_pStunTexture->GetActualWidth() - 1 ) * flScalePerc * 0.5f;
		float flVOffset = ( m_pStunTexture->GetActualHeight() - 1 ) * flScalePerc * 0.5f;
		
		// New UVs with scaling offsets
		float flU1 = flUOffset;
		float flU2 = ( m_pStunTexture->GetActualWidth() - 1 ) - flUOffset;
		float flV1 = flVOffset;
		float flV2 = ( m_pStunTexture->GetActualHeight() - 1 ) - flVOffset;

		// Draw the "zoomed" overlay
		materials->DrawScreenSpaceRectangle( pMaterial, vX, vY, w, h,
			flU1, flV1, 
			flU2, flV2, 
			m_pStunTexture->GetActualWidth(), m_pStunTexture->GetActualHeight() );

		render->ViewDrawFade( overlaycolor, pMaterial );

		// Save off this pass
		Rect_t srcRect;
		srcRect.x = x;
		srcRect.y = y;
		srcRect.width = w;
		srcRect.height = h;
		pBaseTextureVar->SetTextureValue( m_pStunTexture );

		materials->CopyRenderTargetToTextureEx( m_pStunTexture, 0, &srcRect, NULL );
	}

	// Restore our state
	materials->MatrixMode( MATERIAL_VIEW );
	materials->PopMatrix();
	materials->MatrixMode( MATERIAL_PROJECTION );
	materials->PopMatrix();
}
void ClientModeSDK::DoObjectMotionBlur( const CViewSetup *pSetup )
{
    if ( g_ObjectMotionBlurManager.GetDrawableObjectCount() <= 0 )
        return;

    CMatRenderContextPtr pRenderContext( materials );

    ITexture *pFullFrameFB1 = materials->FindTexture( "_rt_FullFrameFB1", TEXTURE_GROUP_RENDER_TARGET );

    //
    // Render Velocities into a full-frame FB1
    //
    IMaterial *pGlowColorMaterial = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );

    pRenderContext->PushRenderTargetAndViewport();
    pRenderContext->SetRenderTarget( pFullFrameFB1 );
    pRenderContext->Viewport( 0, 0, pSetup->width, pSetup->height );

    // Red and Green are x- and y- screen-space velocities biased and packed into the [0,1] range.
    // A value of 127 gets mapped to 0, a value of 0 gets mapped to -1, and a value of 255 gets mapped to 1.
    //
    // Blue is set to 1 within the object's bounds and 0 outside, and is used as a mask to ensure that
    // motion blur samples only pull from the core object itself and not surrounding pixels (even though
    // the area being blurred is larger than the core object).
    //
    // Alpha is not used
    pRenderContext->ClearColor4ub( 127, 127, 0, 0 );
    // Clear only color, not depth & stencil
    pRenderContext->ClearBuffers( true, false, false );

    // Save off state
    Vector vOrigColor;
    render->GetColorModulation( vOrigColor.Base() );

    // Use a solid-color unlit material to render velocity into the buffer
    g_pStudioRender->ForcedMaterialOverride( pGlowColorMaterial );
    g_ObjectMotionBlurManager.DrawObjects();
    g_pStudioRender->ForcedMaterialOverride( NULL );

    render->SetColorModulation( vOrigColor.Base() );

    pRenderContext->PopRenderTargetAndViewport();

    //
    // Render full-screen pass
    //
    IMaterial *pMotionBlurMaterial;
    IMaterialVar *pFBTextureVariable;
    IMaterialVar *pVelocityTextureVariable;
    bool bFound1 = false, bFound2 = false;

    // Make sure our render target of choice has the results of the engine post-process pass
    ITexture *pFullFrameFB = materials->FindTexture( "_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET );
    pRenderContext->CopyRenderTargetToTexture( pFullFrameFB );

    pMotionBlurMaterial = materials->FindMaterial( "effects/object_motion_blur", TEXTURE_GROUP_OTHER, true );
    pFBTextureVariable = pMotionBlurMaterial->FindVar( "$fb_texture", &bFound1, true );
    pVelocityTextureVariable = pMotionBlurMaterial->FindVar( "$velocity_texture", &bFound2, true );
    if ( bFound1 && bFound2 )
    {
        pFBTextureVariable->SetTextureValue( pFullFrameFB );

        pVelocityTextureVariable->SetTextureValue( pFullFrameFB1 );

        int nWidth, nHeight;
        pRenderContext->GetRenderTargetDimensions( nWidth, nHeight );

        pRenderContext->DrawScreenSpaceRectangle( pMotionBlurMaterial, 0, 0, nWidth, nHeight, 0.0f, 0.0f, nWidth - 1, nHeight - 1, nWidth, nHeight );
    }
}
Beispiel #26
0
int C_NEOPlayer::DrawModel( int flags )
{
	C_NEOPlayer* localPlayer = C_NEOPlayer::GetLocalNEOPlayer();

	int result = -1;

	if ( localPlayer )
	{
		if ( GetTeamNumber() == localPlayer->GetTeamNumber() )
			m_bUnknown = true;

		if ( m_iOldVision != 3 )
		{
			if ( m_bUnknown2 )
			{
				m_bUnknown2 = false;

				dlight_t* light = effects->CL_AllocDlight( LIGHT_INDEX_TE_DYNAMIC + index );

				light->origin = GetAbsOrigin();
				light->radius = 96.f;
				light->decay = 192.f;
				light->color.r = 64;
				light->color.g = 64;
				light->color.b = 255;
				light->color.exponent = 10;
				light->die = gpGlobals->curtime + 0.1f;

				return 0;
			}

			if ( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
				return 0;

			UpdateRefractTexture();

			IMaterial* thermopticMaterial = GetThermopticMaterial();

			UpdateThermopticMaterial( thermopticMaterial, m_flUnknown );

			modelrender->ForcedMaterialOverride( thermopticMaterial );
			result = BaseClass::InternalDrawModel( flags );
			modelrender->ForcedMaterialOverride( nullptr );
		}		

		else
		{
			if ( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
				return BaseClass::DrawModel( flags );

			IMaterial* matThermal = g_pMaterialSystem->FindMaterial( "dev/thermal", TEXTURE_GROUP_OTHER );

			if ( IsErrorMaterial( matThermal ) )
			{
				DevMsg( SPEW_MESSAGE, "F**k me...\n" ); // Their message, not mine kek
				BaseClass::DrawModel( flags );
			}

			bool found = false;
			IMaterialVar* matVar = matThermal->FindVar( "$eyevec", &found );

			if ( found )
			{
				Vector forward;
				GetVectors( &forward, nullptr, nullptr );
				matVar->SetVecValue( forward.x, forward.y, forward.z, 3.f );
			}

			modelrender->ForcedMaterialOverride( matThermal );
			result = BaseClass::InternalDrawModel( flags );
			modelrender->ForcedMaterialOverride( nullptr );
		}

		if ( m_iThermoptic == 1 )
		{
			if ( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
				return BaseClass::DrawModel( flags );

			IMaterial* matMotion = g_pMaterialSystem->FindMaterial( "dev/motion", TEXTURE_GROUP_OTHER );

			if ( IsErrorMaterial( matMotion ) )
			{
				DevMsg( SPEW_MESSAGE, "F**k me...\n" );
				BaseClass::DrawModel( flags );
			}

			float velocity = localPlayer->GetLocalVelocity().Length() / 75.f;

			if ( velocity > 4.f )
				velocity = 4.f;

			bool found = false;
			IMaterialVar* matVar = matMotion->FindVar( "$eyevec", &found );

			if ( found )
			{
				Vector forward;
				GetVectors( &forward, nullptr, nullptr );
				matVar->SetVecValue( forward.x, forward.y, forward.z, velocity );
			}

			modelrender->ForcedMaterialOverride( matMotion );
			result = BaseClass::InternalDrawModel( flags );
			modelrender->ForcedMaterialOverride( nullptr );
		}

		if ( m_iVision == 3 ) // Thermal vision
		{
			if ( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
				return BaseClass::DrawModel( flags );

			IMaterial* matThermal = g_pMaterialSystem->FindMaterial( "dev/vm_thermal", "Other textures" );

			if ( IsErrorMaterial( matThermal ) )
			{
				DevMsg( SPEW_MESSAGE, "F**k me...\n" );
				BaseClass::DrawModel( flags );
			}

			bool found = false;
			IMaterialVar* matVar = matThermal->FindVar( "$eyevec", &found );

			if ( found )
			{
				Vector forward;
				GetVectors( &forward, nullptr, nullptr );
				matVar->SetVecValue( forward.x, forward.y, forward.z, 3.f );
			}

			modelrender->ForcedMaterialOverride( matThermal );
			result = BaseClass::InternalDrawModel( flags );
			modelrender->ForcedMaterialOverride( nullptr );
		}

		if ( m_bUnknown2 )
			m_bUnknown2 = false;

		if ( result >= 0 )
			return result;
	}

	return BaseClass::DrawModel( flags );
}
Beispiel #27
0
//-----------------------------------------------------------------------------
// Loads VTF files
//-----------------------------------------------------------------------------
static bool LoadSrcVTFFiles( IVTFTexture *pSrcVTFTextures[6], const char *pSkyboxMaterialBaseName,
							int *pUnionTextureFlags, bool bHDR )
{
	const char *facingName[6] = { "rt", "lf", "bk", "ft", "up", "dn" };
	int i;
	for( i = 0; i < 6; i++ )
	{
		char srcMaterialName[1024];
		sprintf( srcMaterialName, "%s%s", pSkyboxMaterialBaseName, facingName[i] );

		IMaterial *pSkyboxMaterial = g_pMaterialSystem->FindMaterial( srcMaterialName, "skybox" );
		//IMaterialVar *pSkyTextureVar = pSkyboxMaterial->FindVar( bHDR ? "$hdrbasetexture" : "$basetexture", NULL ); //, bHDR ? false : true );
		IMaterialVar *pSkyTextureVar = pSkyboxMaterial->FindVar( "$basetexture", NULL ); // Since we're setting it to black anyway, just use $basetexture for HDR
		const char *vtfName = pSkyTextureVar->GetStringValue();
		char srcVTFFileName[MAX_PATH];
		Q_snprintf( srcVTFFileName, MAX_PATH, "materials/%s.vtf", vtfName );

		CUtlBuffer buf;
		if ( !g_pFullFileSystem->ReadFile( srcVTFFileName, NULL, buf ) )
		{
			// Try looking for a compressed HDR texture
			if ( bHDR )
			{
				/* // FIXME: We need a way to uncompress this format!
				bool bHDRCompressed = true;

				pSkyTextureVar = pSkyboxMaterial->FindVar( "$hdrcompressedTexture", NULL );
				vtfName = pSkyTextureVar->GetStringValue();
				Q_snprintf( srcVTFFileName, MAX_PATH, "materials/%s.vtf", vtfName );

				if ( !g_pFullFileSystem->ReadFile( srcVTFFileName, NULL, buf ) )
				*/
				{
					return false;
				}
			}
			else
			{
				return false;
			}
		}

		pSrcVTFTextures[i] = CreateVTFTexture();
		if (!pSrcVTFTextures[i]->Unserialize(buf))
		{
			Warning("*** Error unserializing skybox texture: %s\n", pSkyboxMaterialBaseName );
			return false;
		}

		*pUnionTextureFlags |= pSrcVTFTextures[i]->Flags();
		int flagsNoAlpha = pSrcVTFTextures[i]->Flags() & ~( TEXTUREFLAGS_EIGHTBITALPHA | TEXTUREFLAGS_ONEBITALPHA );
		int flagsFirstNoAlpha = pSrcVTFTextures[0]->Flags() & ~( TEXTUREFLAGS_EIGHTBITALPHA | TEXTUREFLAGS_ONEBITALPHA );
		
		// NOTE: texture[0] is a side texture that could be 1/2 height, so allow this and also allow 4x4 faces
		if ( ( ( pSrcVTFTextures[i]->Width() != pSrcVTFTextures[0]->Width() ) && ( pSrcVTFTextures[i]->Width() != 4 ) ) ||
			 ( ( pSrcVTFTextures[i]->Height() != pSrcVTFTextures[0]->Height() ) && ( pSrcVTFTextures[i]->Height() != pSrcVTFTextures[0]->Height()*2 )  && ( pSrcVTFTextures[i]->Height() != 4 ) ) ||
			 ( flagsNoAlpha != flagsFirstNoAlpha ) )
		{
			Warning("*** Error: Skybox vtf files for %s weren't compiled with the same size texture and/or same flags!\n", pSkyboxMaterialBaseName );
			return false;
		}

		if ( bHDR )
		{
			pSrcVTFTextures[i]->ConvertImageFormat( IMAGE_FORMAT_RGB323232F, false );
			pSrcVTFTextures[i]->GenerateMipmaps();
			pSrcVTFTextures[i]->ConvertImageFormat( IMAGE_FORMAT_RGBA16161616F, false );
		}
	}

	return true;
}
void CASWViewRender::DoMotionBlur( const CViewSetup &view )
{	
	if ( asw_motionblur.GetInt() == 0 && g_fMarinePoisonDuration <= 0)
	{
		g_bBlurredLastTime = false;
		return;
	}

	static float fNextDrawTime = 0.0f;

	bool found;
	IMaterialVar* mv = NULL;
	IMaterial *pMatScreen = NULL;
	ITexture *pMotionBlur = NULL;
	ITexture *pOriginalTexture = NULL; 

	// Get the front buffer material
	pMatScreen = materials->FindMaterial( "swarm/effects/frontbuffer", TEXTURE_GROUP_OTHER, true );
	// Get our custom render target
	pMotionBlur = g_pASWRenderTargets->GetASWMotionBlurTexture();
	// Store the current render target
	CMatRenderContextPtr pRenderContext( materials );
	ITexture *pOriginalRenderTarget = pRenderContext->GetRenderTarget();

	// Set the camera up so we can draw the overlay
	int oldX, oldY, oldW, oldH;
	pRenderContext->GetViewport( oldX, oldY, oldW, oldH );

	pRenderContext->MatrixMode( MATERIAL_PROJECTION );
	pRenderContext->PushMatrix();
	pRenderContext->LoadIdentity();

	pRenderContext->MatrixMode( MATERIAL_VIEW );
	pRenderContext->PushMatrix();
	pRenderContext->LoadIdentity();

	// set our blur parameters, based on convars or the poison duration
	float add_alpha = asw_motionblur_addalpha.GetFloat();
	float blur_time = asw_motionblur_time.GetFloat();
	float draw_alpha = asw_motionblur_drawalpha.GetFloat();
	if (g_fMarinePoisonDuration > 0)
	{		
		if (g_fMarinePoisonDuration < 1.0f)
		{
			draw_alpha = g_fMarinePoisonDuration;
			add_alpha = 0.3f;
		}
		else
		{
			draw_alpha = 1.0f;
			float over_time = g_fMarinePoisonDuration - 1.0f;
			over_time = -MIN(4.0f, over_time);
			// map 0 to -4, to 0.3 to 0.05
			add_alpha = (over_time + 4) * 0.0625 + 0.05f;
		}
		blur_time = 0.05f;
	}
	if (!g_bBlurredLastTime)
		add_alpha = 1.0f;	// add the whole buffer if this is the first time we're blurring after a while, so we don't end up with images from ages ago

	if ( fNextDrawTime - gpGlobals->curtime > 1.0f)
	{
		fNextDrawTime = 0.0f;
	}

	if( gpGlobals->curtime >= fNextDrawTime ) 
	{
		UpdateScreenEffectTexture( 0, view.x, view.y, view.width, view.height );

		// Set the alpha to whatever our console variable is
		mv = pMatScreen->FindVar( "$alpha", &found, false );
		if (found)
		{
			if ( fNextDrawTime == 0 )
			{
				mv->SetFloatValue( 1.0f );
			}
			else
			{
				mv->SetFloatValue( add_alpha );
			}
		}

		pRenderContext->SetRenderTarget( pMotionBlur );
		pRenderContext->DrawScreenSpaceQuad( pMatScreen );

		// Set the next draw time according to the convar
		fNextDrawTime = gpGlobals->curtime + blur_time;
	}

	// Set the alpha
	mv = pMatScreen->FindVar( "$alpha", &found, false );
	if (found)
	{
		mv->SetFloatValue( draw_alpha );
	}

	// Set the texture to our buffer
	mv = pMatScreen->FindVar( "$basetexture", &found, false );
	if (found)
	{
		pOriginalTexture = mv->GetTextureValue();
		mv->SetTextureValue( pMotionBlur );
	}

	// Pretend we were never here, set everything back
	pRenderContext->SetRenderTarget( pOriginalRenderTarget );
	pRenderContext->DrawScreenSpaceQuad( pMatScreen );

	// Set our texture back to _rt_FullFrameFB
	if (found)
	{
		mv->SetTextureValue( pOriginalTexture );
	}

	pRenderContext->DepthRange( 0.0f, 1.0f );
	pRenderContext->MatrixMode( MATERIAL_PROJECTION );
	pRenderContext->PopMatrix();
	pRenderContext->MatrixMode( MATERIAL_VIEW );
	pRenderContext->PopMatrix();

	g_bBlurredLastTime = true;
}
void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h )
{
	//=======================================================//
	// Render objects into stencil buffer					 //
	//=======================================================//
	// Set override shader to the same simple shader we use to render the glow models
	IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true );
	g_pStudioRender->ForcedMaterialOverride( pMatGlowColor );

	ShaderStencilState_t stencilStateDisable;
	stencilStateDisable.m_bEnable = false;
	float flSavedBlend = render->GetBlend();

	// Set alpha to 0 so we don't touch any color pixels
	render->SetBlend( 0.0f );
	pRenderContext->OverrideDepthEnable( true, false );

	int iNumGlowObjects = 0;

	for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
	{
		if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
			continue;

		if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
		{
			if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
			{
				ShaderStencilState_t stencilState;
				stencilState.m_bEnable = true;
				stencilState.m_nReferenceValue = 1;
				stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
				stencilState.m_PassOp = STENCILOPERATION_REPLACE;
				stencilState.m_FailOp = STENCILOPERATION_KEEP;
				stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;

				stencilState.SetStencilState( pRenderContext );

				m_GlowObjectDefinitions[i].DrawModel();
			}
			else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded )
			{
				ShaderStencilState_t stencilState;
				stencilState.m_bEnable = true;
				stencilState.m_nReferenceValue = 1;
				stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
				stencilState.m_PassOp = STENCILOPERATION_KEEP;
				stencilState.m_FailOp = STENCILOPERATION_KEEP;
				stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;

				stencilState.SetStencilState( pRenderContext );

				m_GlowObjectDefinitions[i].DrawModel();
			}
			else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
			{
				ShaderStencilState_t stencilState;
				stencilState.m_bEnable = true;
				stencilState.m_nReferenceValue = 2;
				stencilState.m_nTestMask = 0x1;
				stencilState.m_nWriteMask = 0x3;
				stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
				stencilState.m_PassOp = STENCILOPERATION_INCRSAT;
				stencilState.m_FailOp = STENCILOPERATION_KEEP;
				stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;

				stencilState.SetStencilState( pRenderContext );

				m_GlowObjectDefinitions[i].DrawModel();
			}
		}

		iNumGlowObjects++;
	}

	// Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded
	for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
	{
		if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
			continue;

		if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
		{
			ShaderStencilState_t stencilState;
			stencilState.m_bEnable = true;
			stencilState.m_nReferenceValue = 2;
			stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
			stencilState.m_PassOp = STENCILOPERATION_REPLACE;
			stencilState.m_FailOp = STENCILOPERATION_KEEP;
			stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
			stencilState.SetStencilState( pRenderContext );

			m_GlowObjectDefinitions[i].DrawModel();
		}
	}

	pRenderContext->OverrideDepthEnable( false, false );
	render->SetBlend( flSavedBlend );
	stencilStateDisable.SetStencilState( pRenderContext );
	g_pStudioRender->ForcedMaterialOverride( NULL );

	// If there aren't any objects to glow, don't do all this other stuff
	// this fixes a bug where if there are glow objects in the list, but none of them are glowing,
	// the whole screen blooms.
	if ( iNumGlowObjects <= 0 )
		return;

	//=============================================
	// Render the glow colors to _rt_FullFrameFB 
	//=============================================
	{
		PIXEvent pixEvent( pRenderContext, "RenderGlowModels" );
		RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext );
	}
	
	// Get viewport
	int nSrcWidth = pSetup->width;
	int nSrcHeight = pSetup->height;
	int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
	pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );

	// Get material and texture pointers
	ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );

	{
		//=======================================================================================================//
		// At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy //
		// blobs. Now we need to stencil out the original objects by only writing pixels that have no            //
		// stencil bits set in the range we care about.                                                          //
		//=======================================================================================================//
		IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true );

		// Do not fade the glows out at all (weight = 1.0)
		IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL );
		pDimVar->SetFloatValue( 1.0f );

		// Set stencil state
		ShaderStencilState_t stencilState;
		stencilState.m_bEnable = true;
		stencilState.m_nWriteMask = 0x0; // We're not changing stencil
		stencilState.m_nTestMask = 0xFF;
		stencilState.m_nReferenceValue = 0x0;
		stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
		stencilState.m_PassOp = STENCILOPERATION_KEEP;
		stencilState.m_FailOp = STENCILOPERATION_KEEP;
		stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
		stencilState.SetStencilState( pRenderContext );

		// Draw quad
		pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight,
			0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
			pRtQuarterSize1->GetActualWidth(),
			pRtQuarterSize1->GetActualHeight() );

		stencilStateDisable.SetStencilState( pRenderContext );
	}
}
Beispiel #30
0
int	C_StriderFX::DrawModel( int )
{
	static color32 white = {255,255,255,255};
	Vector params[STRIDERFX_PARAMETERS];
	bool hasParam[STRIDERFX_PARAMETERS];

	if ( !m_active )
		return 1;

	C_BaseEntity *ent = cl_entitylist->GetEnt( m_entityIndex );
	if ( ent )
	{
		QAngle angles;
		ent->GetAttachment( m_attachment, m_worldPosition, angles );
	}

	// This forces time to drive from the main clock instead of being integrated per-draw below
	// that way the effect moves on even when culled for visibility
	if ( m_limitHitTime > 0 && m_tMax > 0 )
	{
		float dt = m_limitHitTime - gpGlobals->curtime;
		if ( dt < 0 )
		{
			dt = 0;
		}
		// if the clock needs to move, update it.
		if ( m_tMax - dt > m_t )
		{
			m_t = m_tMax - dt;
			m_beamEndPosition = m_worldPosition;
		}
	}
	else
	{
		// don't have enough info to derive the time, integrate current frame time
		m_t += gpGlobals->frametime;
		if ( m_tMax > 0 )
		{
			m_t = clamp( m_t, 0, m_tMax );
			m_beamEndPosition = m_worldPosition;
		}
	}
	float t = m_t;

	bool hasAny = false;
	memset( hasParam, 0, sizeof(hasParam) );
	for ( int i = 0; i < STRIDERFX_PARAMETERS; i++ )
	{
		hasParam[i] = g_StriderCannonEnvelope.m_parameters[i].Interp( params[i], t );
		hasAny = hasAny || hasParam[i];
	}

	pixelvis_queryparams_t gunParams;
	gunParams.Init(m_worldPosition, 4.0f);
	float gunFractionVisible = PixelVisibility_FractionVisible( gunParams, &m_queryHandleGun );
	bool gunVisible = gunFractionVisible > 0.0f ? true : false;

	// draw the narrow beam
	if ( hasParam[STRIDERFX_NARROW_BEAM_COLOR] && hasParam[STRIDERFX_NARROW_BEAM_SIZE] )
	{
		IMaterial *pMat = materials->FindMaterial( "sprites/bluelaser1", TEXTURE_GROUP_CLIENT_EFFECTS );
		float width = NARROW_BEAM_WIDTH * params[STRIDERFX_NARROW_BEAM_SIZE].x;
		color32 color;
		float bright = params[STRIDERFX_NARROW_BEAM_COLOR].x;
		ScaleColor( color, white, bright );

		Strider_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
	}

	// draw the wide beam
	if ( hasParam[STRIDERFX_WIDE_BEAM_COLOR] && hasParam[STRIDERFX_WIDE_BEAM_SIZE] )
	{
		IMaterial *pMat = materials->FindMaterial( "effects/blueblacklargebeam", TEXTURE_GROUP_CLIENT_EFFECTS );
		float width = WIDE_BEAM_WIDTH * params[STRIDERFX_WIDE_BEAM_SIZE].x;
		color32 color;
		float bright = params[STRIDERFX_WIDE_BEAM_COLOR].x;
		ScaleColor( color, white, bright );
		Vector wideBeamEnd = m_beamEndPosition;
		if ( hasParam[STRIDERFX_WIDE_BEAM_LENGTH] )
		{
			float amt = params[STRIDERFX_WIDE_BEAM_LENGTH].x;
			wideBeamEnd = m_beamEndPosition * amt + m_targetPosition * (1-amt);
		}

		Strider_DrawLine( wideBeamEnd, m_targetPosition, width, pMat, color );
	}

// after glow sprite
	bool updated = false;
	CMatRenderContextPtr pRenderContext( materials );
// warpy sprite bit
	if ( hasParam[STRIDERFX_WARP_SCALE] && !hasParam[STRIDERFX_BUBBLE_SIZE] && gunVisible )
	{
		if ( !updated )
		{
			updated = true;
			pRenderContext->Flush();
			UpdateRefractTexture();
		}

		IMaterial *pMat = materials->FindMaterial( "effects/strider_pinch_dudv", TEXTURE_GROUP_CLIENT_EFFECTS );
		float size = WARP_SIZE;
		float refract = params[STRIDERFX_WARP_SCALE].x * WARP_REFRACT * gunFractionVisible;

		pRenderContext->Bind( pMat, (IClientRenderable*)this );
		IMaterialVar *pVar = pMat->FindVar( "$refractamount", NULL );
		pVar->SetFloatValue( refract );
		Strider_DrawSprite( m_worldPosition, size, white );
	}
// darkening sprite
// glowy blue flare sprite
	if ( hasParam[STRIDERFX_FLARE_COLOR] && hasParam[STRIDERFX_FLARE_SIZE] && hasParam[STRIDERFX_DARKNESS] && gunVisible )
	{
		IMaterial *pMat = materials->FindMaterial( "effects/blueblackflash", TEXTURE_GROUP_CLIENT_EFFECTS );
		float size = FLARE_SIZE * params[STRIDERFX_FLARE_SIZE].x;
		color32 color;
		float bright = params[STRIDERFX_FLARE_COLOR].x * gunFractionVisible;
		ScaleColor( color, white, bright );
		color.a = (int)(255 * params[STRIDERFX_DARKNESS].x);
		pRenderContext->Bind( pMat, (IClientRenderable*)this );
		Strider_DrawSprite( m_worldPosition, size, color );
	}
// bubble warpy sprite
	if ( hasParam[STRIDERFX_BUBBLE_SIZE] )
	{
		Vector wideBeamEnd = m_beamEndPosition;
		if ( hasParam[STRIDERFX_WIDE_BEAM_LENGTH] )
		{
			float amt = params[STRIDERFX_WIDE_BEAM_LENGTH].x;
			wideBeamEnd = m_beamEndPosition * amt + m_targetPosition * (1-amt);
		}
		pixelvis_queryparams_t endParams;
		endParams.Init(wideBeamEnd, 4.0f, 0.001f);
		float endFractionVisible = PixelVisibility_FractionVisible( endParams, &m_queryHandleBeamEnd );
		bool endVisible = endFractionVisible > 0.0f ? true : false;

		if ( endVisible )
		{
			if ( !updated )
			{
				updated = true;
				pRenderContext->Flush();
				UpdateRefractTexture();
			}
			IMaterial *pMat = materials->FindMaterial( "effects/strider_bulge_dudv", TEXTURE_GROUP_CLIENT_EFFECTS );
			float refract = endFractionVisible * WARP_BUBBLE_REFRACT * params[STRIDERFX_BUBBLE_REFRACT].x;
			float size = WARP_BUBBLE_SIZE * params[STRIDERFX_BUBBLE_SIZE].x;
			IMaterialVar *pVar = pMat->FindVar( "$refractamount", NULL );
			pVar->SetFloatValue( refract );

			pRenderContext->Bind( pMat, (IClientRenderable*)this );
			Strider_DrawSprite( wideBeamEnd, size, white );
		}
	}
	else
	{
		// call this to have the check ready on the first frame
		pixelvis_queryparams_t endParams;
		endParams.Init(m_beamEndPosition, 4.0f, 0.001f);
		PixelVisibility_FractionVisible( endParams, &m_queryHandleBeamEnd );
	}
	if ( hasParam[STRIDERFX_AFTERGLOW_COLOR] && gunVisible )
	{
		IMaterial *pMat = materials->FindMaterial( "effects/blueblackflash", TEXTURE_GROUP_CLIENT_EFFECTS );
		float size = AFTERGLOW_SIZE;// * params[STRIDERFX_FLARE_SIZE].x;
		color32 color;
		float bright = params[STRIDERFX_AFTERGLOW_COLOR].x * gunFractionVisible;
		ScaleColor( color, white, bright );

		pRenderContext->Bind( pMat, (IClientRenderable*)this );
		Strider_DrawSprite( m_worldPosition, size, color );

		dlight_t *dl = effects->CL_AllocDlight( m_entityIndex );
		dl->origin = m_worldPosition;
		dl->color.r = 40;
		dl->color.g = 60;
		dl->color.b = 255;
		dl->color.exponent = 5;
		dl->radius = bright * 128;
		dl->die = gpGlobals->curtime + 0.001;
	}

	if ( m_t >= STRIDERFX_END_ALL_TIME && !hasAny )
	{
		EffectShutdown();
	}
	return 1;
}