Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Retrieve and alter lighting for splashes
// Input  : position - point to check
//			*color - tint of the lighting at this point
//			*luminosity - adjusted luminosity at this point
//-----------------------------------------------------------------------------
inline void FX_GetSplashLighting( Vector position, Vector *color, float *luminosity )
{
	// Compute our lighting at our position
	Vector totalColor = engine->GetLightForPoint( position, true );

	// Get our lighting information
	UTIL_GetNormalizedColorTintAndLuminosity( totalColor, color, luminosity );

	// Fake a specular highlight (too dim otherwise)
	if ( luminosity != NULL )
	{
		*luminosity = MIN( 1.0f, (*luminosity) * 4.0f );

		// Clamp so that we never go completely translucent
		if ( *luminosity < 0.25f )
		{
			*luminosity = 0.25f;
		}
	}

	// Only take a quarter of the tint, mostly we want to be white
	if ( color != NULL )
	{
		(*color) = ( (*color) * 0.25f ) + Vector( 0.75f, 0.75f, 0.75f );
	}
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseExplosionEffect::CreateCore( void )
{
	if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL )
		return;

	Vector	offset;
	int		i;

	//Spread constricts as force rises
	float force = m_flForce;

	//Cap our force
	if ( force < EXPLOSION_FORCE_MIN )
		force = EXPLOSION_FORCE_MIN;
	
	if ( force > EXPLOSION_FORCE_MAX )
		force = EXPLOSION_FORCE_MAX;

	float spread = 1.0f - (0.15f*force);

	SimpleParticle	*pParticle;

	CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" );
	pSimple->SetSortOrigin( m_vecOrigin );
	pSimple->SetNearClip( 64, 128 );

	pSimple->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) );
	
	if ( m_Material_Smoke == NULL )
	{
		m_Material_Smoke = g_Mat_DustPuff[1];
	}

	//FIXME: Better sampling area
	offset = m_vecOrigin + ( m_vecDirection * 32.0f );

	//Find area ambient light color and use it to tint smoke
	Vector worldLight = WorldGetLightForPoint( offset, true );
	
	Vector	tint;
	float	luminosity;
	if ( worldLight == vec3_origin )
	{
		tint = vec3_origin;
		luminosity = 0.0f;
	}
	else
	{
		UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity );
	}

	// We only take a portion of the tint
	tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f));
	
	// Rescale to a character range
	luminosity *= 255;

	if ( (m_fFlags & TE_EXPLFLAG_NOFIREBALLSMOKE) == 0 )
	{
		//
		// Smoke - basic internal filler
		//

		for ( i = 0; i < 4; i++ )
		{
			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, m_vecOrigin );

			if ( pParticle != NULL )
			{
				pParticle->m_flLifetime = 0.0f;

	#ifdef INVASION_CLIENT_DLL
				pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );
	#endif
	#ifdef _XBOX
				pParticle->m_flDieTime	= 1.0f;
	#else
				pParticle->m_flDieTime	= random->RandomFloat( 2.0f, 3.0f );
	#endif

				pParticle->m_vecVelocity.Random( -spread, spread );
				pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) );
				
				VectorNormalize( pParticle->m_vecVelocity );

				float	fForce = random->RandomFloat( 1, 750 ) * force;

				//Scale the force down as we fall away from our main direction
				ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce );

				pParticle->m_vecVelocity *= fForce;
				
				#if __EXPLOSION_DEBUG
				debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
				#endif

				int nColor = random->RandomInt( luminosity*0.5f, luminosity );
				pParticle->m_uchColor[0] = ( worldLight[0] * nColor );
				pParticle->m_uchColor[1] = ( worldLight[1] * nColor );
				pParticle->m_uchColor[2] = ( worldLight[2] * nColor );
				
				pParticle->m_uchStartSize	= 72;
				pParticle->m_uchEndSize		= pParticle->m_uchStartSize * 2;
				
				pParticle->m_uchStartAlpha	= 255;
				pParticle->m_uchEndAlpha	= 0;
				
				pParticle->m_flRoll			= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta	= random->RandomFloat( -2.0f, 2.0f );
			}
		}


		//
		// Inner core
		//

#ifndef _XBOX

		for ( i = 0; i < 8; i++ )
		{
			offset.Random( -16.0f, 16.0f );
			offset += m_vecOrigin;

			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset );

			if ( pParticle != NULL )
			{
				pParticle->m_flLifetime = 0.0f;

	#ifdef INVASION_CLIENT_DLL
				pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );
	#else
				pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );
	#endif

				pParticle->m_vecVelocity.Random( -spread, spread );
				pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) );
				
				VectorNormalize( pParticle->m_vecVelocity );

				float	fForce = random->RandomFloat( 1, 2000 ) * force;

				//Scale the force down as we fall away from our main direction
				ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce );

				pParticle->m_vecVelocity *= fForce;
				
				#if __EXPLOSION_DEBUG
				debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
				#endif

				int nColor = random->RandomInt( luminosity*0.5f, luminosity );
				pParticle->m_uchColor[0] = ( worldLight[0] * nColor );
				pParticle->m_uchColor[1] = ( worldLight[1] * nColor );
				pParticle->m_uchColor[2] = ( worldLight[2] * nColor );
						
				pParticle->m_uchStartSize	= random->RandomInt( 32, 64 );
				pParticle->m_uchEndSize		= pParticle->m_uchStartSize * 2;

				pParticle->m_uchStartAlpha	= random->RandomFloat( 128, 255 );
				pParticle->m_uchEndAlpha	= 0;
				
				pParticle->m_flRoll			= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta	= random->RandomFloat( -8.0f, 8.0f );
			}
		}
#endif // !_XBOX

		//
		// Ground ring
		//

		Vector	vRight, vUp;
		VectorVectors( m_vecDirection, vRight, vUp );

		Vector	forward;

#ifndef INVASION_CLIENT_DLL

#ifndef _XBOX 
		int	numRingSprites = 32;
#else
		int	numRingSprites = 8;
#endif

		float flIncr = (2*M_PI) / (float) numRingSprites; // Radians
		float flYaw = 0.0f;

		for ( i = 0; i < numRingSprites; i++ )
		{
			flYaw += flIncr;
			SinCos( flYaw, &forward.y, &forward.x );
			forward.z = 0.0f;

			offset = ( RandomVector( -4.0f, 4.0f ) + m_vecOrigin ) + ( forward * random->RandomFloat( 8.0f, 16.0f ) );

			pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset );

			if ( pParticle != NULL )
			{
				pParticle->m_flLifetime = 0.0f;
				pParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.5f );

				pParticle->m_vecVelocity = forward;
			
				float	fForce = random->RandomFloat( 500, 2000 ) * force;

				//Scale the force down as we fall away from our main direction
				ScaleForceByDeviation( pParticle->m_vecVelocity, pParticle->m_vecVelocity, spread, &fForce );

				pParticle->m_vecVelocity *= fForce;
				
				#if __EXPLOSION_DEBUG
				debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
				#endif

				int nColor = random->RandomInt( luminosity*0.5f, luminosity );
				pParticle->m_uchColor[0] = ( worldLight[0] * nColor );
				pParticle->m_uchColor[1] = ( worldLight[1] * nColor );
				pParticle->m_uchColor[2] = ( worldLight[2] * nColor );

				pParticle->m_uchStartSize	= random->RandomInt( 16, 32 );
				pParticle->m_uchEndSize		= pParticle->m_uchStartSize * 4;

				pParticle->m_uchStartAlpha	= random->RandomFloat( 16, 32 );
				pParticle->m_uchEndAlpha	= 0;
				
				pParticle->m_flRoll			= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta	= random->RandomFloat( -8.0f, 8.0f );
			}
		}
#endif
	}

#ifndef _XBOX

	//
	// Embers
	//

	if ( m_Material_Embers[0] == NULL )
	{
		m_Material_Embers[0] = pSimple->GetPMaterial( "effects/fire_embers1" );
	}

	if ( m_Material_Embers[1] == NULL )
	{
		m_Material_Embers[1] = pSimple->GetPMaterial( "effects/fire_embers2" );
	}

	for ( i = 0; i < 16; i++ )
	{
		offset.Random( -32.0f, 32.0f );
		offset += m_vecOrigin;

		pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Embers[random->RandomInt(0,1)], offset );

		if ( pParticle != NULL )
		{
			pParticle->m_flLifetime = 0.0f;
			pParticle->m_flDieTime	= random->RandomFloat( 2.0f, 3.0f );

			pParticle->m_vecVelocity.Random( -spread*2, spread*2 );
			pParticle->m_vecVelocity += m_vecDirection;
			
			VectorNormalize( pParticle->m_vecVelocity );

			float	fForce = random->RandomFloat( 1.0f, 400.0f );

			//Scale the force down as we fall away from our main direction
			float	vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread );

			pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) );
			
			#if __EXPLOSION_DEBUG
			debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
			#endif

			int nColor = random->RandomInt( 192, 255 );
			pParticle->m_uchColor[0]	= pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor;
			
			pParticle->m_uchStartSize	= random->RandomInt( 8, 16 ) * vDev;

			pParticle->m_uchStartSize	= clamp( pParticle->m_uchStartSize, 4, 32 );

			pParticle->m_uchEndSize		= pParticle->m_uchStartSize;
			
			pParticle->m_uchStartAlpha	= 255;
			pParticle->m_uchEndAlpha	= 0;
			
			pParticle->m_flRoll			= random->RandomInt( 0, 360 );
			pParticle->m_flRollDelta	= random->RandomFloat( -8.0f, 8.0f );
		}
	}
#endif // !_XBOX

	//
	// Fireballs
	//

	if ( m_Material_FireCloud == NULL )
	{
		m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" );
	}

#ifndef _XBOX
	int numFireballs = 32;
#else
	int numFireballs = 16;
#endif

	for ( i = 0; i < numFireballs; i++ )
	{
		offset.Random( -48.0f, 48.0f );
		offset += m_vecOrigin;

		pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset );

		if ( pParticle != NULL )
		{
			pParticle->m_flLifetime = 0.0f;
			pParticle->m_flDieTime	= random->RandomFloat( 0.2f, 0.4f );

			pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f );
			pParticle->m_vecVelocity += m_vecDirection;
			
			VectorNormalize( pParticle->m_vecVelocity );

			float	fForce = random->RandomFloat( 400.0f, 800.0f );

			//Scale the force down as we fall away from our main direction
			float	vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread );

			pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) );

			#if __EXPLOSION_DEBUG
			debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 );
			#endif

			int nColor = random->RandomInt( 128, 255 );
			pParticle->m_uchColor[0]	= pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor;
			
			pParticle->m_uchStartSize	= random->RandomInt( 32, 85 ) * vDev;

			pParticle->m_uchStartSize	= clamp( pParticle->m_uchStartSize, 32, 85 );

			pParticle->m_uchEndSize		= (int)((float)pParticle->m_uchStartSize * 1.5f);
			
			pParticle->m_uchStartAlpha	= 255;
			pParticle->m_uchEndAlpha	= 0;
			
			pParticle->m_flRoll			= random->RandomInt( 0, 360 );
			pParticle->m_flRollDelta	= random->RandomFloat( -16.0f, 16.0f );
		}
	}
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &origin - 
//			&normal - 
//			scale - 
//-----------------------------------------------------------------------------
void StriderBlood( const Vector &origin, const Vector &normal, float scale )
{
	VPROF_BUDGET( "StriderBlood", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
	
	//Find area ambient light color and use it to tint smoke
	Vector worldLight = WorldGetLightForPoint( origin, true );
	Vector	tint;
	float	luminosity;
	UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity );

	// We only take a portion of the tint
	tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f));

	// Rescale to a character range
	luminosity = MAX( 200, luminosity*255 );

	CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
	pSimple->SetSortOrigin( origin );

	int i;
	float	flScale = scale / 8.0f;

	PMaterialHandle	hMaterial = ParticleMgr()->GetPMaterial( "effects/slime1" );

	float	length = 0.2f;
	Vector	vForward, vRight, vUp;
	Vector	offDir;

	TrailParticle	*tParticle;

	CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" );

	if ( !sparkEmitter )
		return;

	sparkEmitter->SetSortOrigin( origin );
	sparkEmitter->m_ParticleCollision.SetGravity( 600.0f );
	sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
	sparkEmitter->SetVelocityDampen( 2.0f );

	//Dump out drops
	Vector	offset;
	for ( i = 0; i < 64; i++ )
	{
		offset = origin;
		offset[0] += random->RandomFloat( -8.0f, 8.0f ) * flScale;
		offset[1] += random->RandomFloat( -8.0f, 8.0f ) * flScale;
		offset[2] += random->RandomFloat( -8.0f, 8.0f ) * flScale;

		tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );

		if ( tParticle == NULL )
			break;

		tParticle->m_flLifetime	= 0.0f;
		tParticle->m_flDieTime	= 1.0f;

		offDir = normal + RandomVector( -1.0f, 1.0f );

		tParticle->m_vecVelocity = offDir * random->RandomFloat( BLOOD_MIN_SPEED * flScale * 2.0f, BLOOD_MAX_SPEED * flScale * 2.0f );
		tParticle->m_vecVelocity[2] += random->RandomFloat( 8.0f, 32.0f ) * flScale;

		tParticle->m_flWidth		= random->RandomFloat( 20.0f, 26.0f ) * flScale;
		tParticle->m_flLength		= random->RandomFloat( length*0.5f, length ) * flScale;

		int nColor = random->RandomInt( luminosity*0.75f, luminosity );
		tParticle->m_color.r = nColor * tint.x;
		tParticle->m_color.g = nColor * tint.y;
		tParticle->m_color.b = nColor * tint.z;
		tParticle->m_color.a = 255;
	}
}