void CGlowOverlay::Draw( bool bCacheFullSceneState ) { extern ConVar r_drawsprites; if( !r_drawsprites.GetBool() ) return; // Get the vector to the sun. Vector vToGlow; if( m_bDirectional ) vToGlow = m_vDirection; else vToGlow = m_vPos - CurrentViewOrigin(); VectorNormalize( vToGlow ); float flDot = vToGlow.Dot( CurrentViewForward() ); UpdateGlowObstruction( vToGlow, bCacheFullSceneState ); if( m_flGlowObstructionScale == 0 ) return; bool bWireframe = ShouldDrawInWireFrameMode() || (r_drawsprites.GetInt() == 2); CMatRenderContextPtr pRenderContext( materials ); for( int iSprite=0; iSprite < m_nSprites; iSprite++ ) { CGlowSprite *pSprite = &m_Sprites[iSprite]; // Figure out the color and size to draw it. float flHorzSize, flVertSize; Vector vColor; CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor ); // If we're alpha'd out, then don't bother if ( vColor.LengthSqr() < 0.00001f ) continue; // Setup the basis to draw the sprite. Vector vBasePt, vUp, vRight; CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight ); //Get our diagonal radius float radius = (vRight+vUp).Length(); if ( R_CullSphere( view->GetFrustum(), 5, &vBasePt, radius ) ) continue; // Get our material (deferred default load) if ( m_Sprites[iSprite].m_pMaterial == NULL ) { m_Sprites[iSprite].m_pMaterial = materials->FindMaterial( "sprites/light_glow02_add_noz", TEXTURE_GROUP_CLIENT_EFFECTS ); } Assert( m_Sprites[iSprite].m_pMaterial ); static unsigned int nHDRColorScaleCache = 0; IMaterialVar *pHDRColorScaleVar = m_Sprites[iSprite].m_pMaterial->FindVarFast( "$hdrcolorscale", &nHDRColorScaleCache ); if( pHDRColorScaleVar ) { pHDRColorScaleVar->SetFloatValue( m_flHDRColorScale ); } // Draw the sprite. IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, m_Sprites[iSprite].m_pMaterial ); CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_QUADS, 1 ); Vector vPt; vPt = vBasePt - vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 0, 1 ); builder.AdvanceVertex(); vPt = vBasePt + vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 1, 1 ); builder.AdvanceVertex(); vPt = vBasePt + vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 1, 0 ); builder.AdvanceVertex(); vPt = vBasePt - vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 0, 0 ); builder.AdvanceVertex(); builder.End( false, true ); if( bWireframe ) { IMaterial *pWireframeMaterial = materials->FindMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER ); pRenderContext->Bind( pWireframeMaterial ); // Draw the sprite. IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pWireframeMaterial ); CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_QUADS, 1 ); Vector vPt; vPt = vBasePt - vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color3f( 1.0f, 0.0f, 0.0f ); builder.AdvanceVertex(); vPt = vBasePt + vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color3f( 1.0f, 0.0f, 0.0f ); builder.AdvanceVertex(); vPt = vBasePt + vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color3f( 1.0f, 0.0f, 0.0f ); builder.AdvanceVertex(); vPt = vBasePt - vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color3f( 1.0f, 0.0f, 0.0f ); builder.AdvanceVertex(); builder.End( false, true ); } } }
//----------------------------------------------------------------------------- // Purpose: Special draw for the warped overlay //----------------------------------------------------------------------------- void CWarpOverlay::Draw( bool bCacheFullSceneState ) { // Get the vector to the sun. Vector vToGlow; if( m_bDirectional ) vToGlow = m_vDirection; else vToGlow = m_vPos - CurrentViewOrigin(); VectorNormalize( vToGlow ); float flDot = vToGlow.Dot( CurrentViewForward() ); if( flDot <= g_flOverlayRange ) return; UpdateGlowObstruction( vToGlow, bCacheFullSceneState ); if( m_flGlowObstructionScale == 0 ) return; CMatRenderContextPtr pRenderContext( materials ); //FIXME: Allow multiple? for( int iSprite=0; iSprite < m_nSprites; iSprite++ ) { CGlowSprite *pSprite = &m_Sprites[iSprite]; // Figure out the color and size to draw it. float flHorzSize, flVertSize; Vector vColor; CalcSpriteColorAndSize( flDot, pSprite, &flHorzSize, &flVertSize, &vColor ); // Setup the basis to draw the sprite. Vector vBasePt, vUp, vRight; CalcBasis( vToGlow, flHorzSize, flVertSize, vBasePt, vUp, vRight ); // Draw the sprite. IMaterial *pMaterial = materials->FindMaterial( "sun/overlay", TEXTURE_GROUP_CLIENT_EFFECTS ); IMesh *pMesh = pRenderContext->GetDynamicMesh( false, 0, 0, pMaterial ); CMeshBuilder builder; builder.Begin( pMesh, MATERIAL_QUADS, 1 ); Vector vPt; vPt = vBasePt - vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 0, 1 ); builder.AdvanceVertex(); vPt = vBasePt + vRight + vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 1, 1 ); builder.AdvanceVertex(); vPt = vBasePt + vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 1, 0 ); builder.AdvanceVertex(); vPt = vBasePt - vRight - vUp; builder.Position3fv( vPt.Base() ); builder.Color4f( VectorExpand(vColor), 1 ); builder.TexCoord2f( 0, 0, 0 ); builder.AdvanceVertex(); builder.End( false, true ); } }