Esempio n. 1
0
	~C_StriderFX()
	{
		EffectShutdown();
	}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : int - 
//-----------------------------------------------------------------------------
int	C_GunshipFX::DrawModel( int )
{
	static color32 white = {255,255,255,255};
	Vector params[GUNSHIPFX_PARAMETERS];
	bool hasParam[GUNSHIPFX_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 );
	}

	Vector test;
	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 < GUNSHIPFX_PARAMETERS; i++ )
	{
		hasParam[i] = g_GunshipCannonEnvelope.m_parameters[i].Interp( params[i], t );
		hasAny = hasAny || hasParam[i];
	}

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

		//Gunship_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
		FX_DrawLine( m_beamEndPosition, m_targetPosition, width, pMat, color );
	}

	// glowy blue flare sprite
	if ( hasParam[GUNSHIPFX_FLARE_COLOR] && hasParam[GUNSHIPFX_FLARE_SIZE] )
	{
		IMaterial *pMat = materials->FindMaterial( "effects/blueblackflash", TEXTURE_GROUP_CLIENT_EFFECTS );
		float size = FLARE_SIZE * params[GUNSHIPFX_FLARE_SIZE].x;
		color32 color;
		float bright = params[GUNSHIPFX_FLARE_COLOR].x;
		ScaleColor( color, white, bright );
		color.a = (int)(255 * params[GUNSHIPFX_DARKNESS].x);
		materials->Bind( pMat, (IClientRenderable*)this );
		Gunship_DrawSprite( m_worldPosition, size, color, true );
	}

	if ( hasParam[GUNSHIPFX_AFTERGLOW_COLOR] )
	{
		// Muzzle effect
		dlight_t *dl = effects->CL_AllocDlight( m_entityIndex );
		dl->origin = m_worldPosition;
		dl->color.r = 40*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
		dl->color.g = 60*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
		dl->color.b = 255*params[GUNSHIPFX_AFTERGLOW_COLOR].x;
		dl->color.exponent = 5;
		dl->radius = 128.0f;
		dl->die = gpGlobals->curtime + 0.001;
	}

	if ( m_t >= 4.0 && !hasAny )
	{
		EffectShutdown();
	}

	return 1;
}
Esempio n. 3
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;
}