예제 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WaterExplosionEffect::CreateMisc( void )
{
	Vector	offset;
	float	colorRamp;
	
	int i;
	float	flScale = 2.0f;

	PMaterialHandle	hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" );

#ifndef _XBOX

	int		numDrops = 32;
	float	length = 0.1f;
	Vector	vForward, vRight, vUp;
	Vector	offDir;

	TrailParticle	*tParticle;

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

	if ( !sparkEmitter )
		return;

	sparkEmitter->SetSortOrigin( m_vecWaterSurface );
	sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
	sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
	sparkEmitter->SetVelocityDampen( 2.0f );

	//Dump out drops
	for ( i = 0; i < numDrops; i++ )
	{
		offset = m_vecWaterSurface;
		offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
		offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;

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

		if ( tParticle == NULL )
			break;

		tParticle->m_flLifetime	= 0.0f;
		tParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );

		offDir = Vector(0,0,1) + RandomVector( -1.0f, 1.0f );

		tParticle->m_vecVelocity = offDir * random->RandomFloat( 50.0f * flScale * 2.0f, 100.0f * flScale * 2.0f );
		tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale;

		tParticle->m_flWidth		= clamp( random->RandomFloat( 1.0f, 3.0f ) * flScale, 0.1f, 4.0f );
		tParticle->m_flLength		= random->RandomFloat( length*0.25f, length )/* * flScale*/;

		colorRamp = random->RandomFloat( 1.5f, 2.0f );

		FloatToColor32( tParticle->m_color, min( 1.0f, m_vecColor[0] * colorRamp ), min( 1.0f, m_vecColor[1] * colorRamp ), min( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity );
	}

	//Dump out drops
	for ( i = 0; i < 4; i++ )
	{
		offset = m_vecWaterSurface;
		offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
		offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;

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

		if ( tParticle == NULL )
			break;

		tParticle->m_flLifetime	= 0.0f;
		tParticle->m_flDieTime	= random->RandomFloat( 0.5f, 1.0f );

		offDir = Vector(0,0,1) + RandomVector( -0.2f, 0.2f );

		tParticle->m_vecVelocity = offDir * random->RandomFloat( 50 * flScale * 3.0f, 100 * flScale * 3.0f );
		tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale;

		tParticle->m_flWidth		= clamp( random->RandomFloat( 2.0f, 3.0f ) * flScale, 0.1f, 4.0f );
		tParticle->m_flLength		= random->RandomFloat( length*0.25f, length )/* * flScale*/;

		colorRamp = random->RandomFloat( 1.5f, 2.0f );

		FloatToColor32( tParticle->m_color, min( 1.0f, m_vecColor[0] * colorRamp ), min( 1.0f, m_vecColor[1] * colorRamp ), min( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity );
	}

#endif

	CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
	pSimple->SetSortOrigin( m_vecWaterSurface );
	pSimple->SetClipHeight( m_vecWaterSurface.z );
	pSimple->GetBinding().SetBBox( m_vecWaterSurface-(Vector(32.0f, 32.0f, 32.0f)*flScale), m_vecWaterSurface+(Vector(32.0f, 32.0f, 32.0f)*flScale) );

	SimpleParticle	*pParticle;

	for ( i = 0; i < 16; i++ )
	{
		pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, m_vecWaterSurface );

		if ( pParticle == NULL )
			break;

		pParticle->m_flLifetime = 0.0f;
		pParticle->m_flDieTime	= 2.0f;	//NOTENOTE: We use a clip plane to realistically control our lifespan

		pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
		pParticle->m_vecVelocity += ( Vector( 0, 0, random->RandomFloat( 4.0f, 6.0f ) ) );
		
		VectorNormalize( pParticle->m_vecVelocity );

		pParticle->m_vecVelocity *= 50 * flScale * (8-i);
		
		colorRamp = random->RandomFloat( 0.75f, 1.25f );

		pParticle->m_uchColor[0]	= min( 1.0f, m_vecColor[0] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[1]	= min( 1.0f, m_vecColor[1] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[2]	= min( 1.0f, m_vecColor[2] * colorRamp ) * 255.0f;
		
		pParticle->m_uchStartSize	= 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
		pParticle->m_uchEndSize		= min( 255, pParticle->m_uchStartSize * 2 );
		
		pParticle->m_uchStartAlpha	= RemapValClamped( i, 7, 0, 255, 32 ) * m_flLuminosity;
		pParticle->m_uchEndAlpha	= 0;
		
		pParticle->m_flRoll			= random->RandomInt( 0, 360 );
		pParticle->m_flRollDelta	= random->RandomFloat( -4.0f, 4.0f );
	}
}
예제 #2
0
파일: fx_water.cpp 프로젝트: paralin/hl2sdk
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &origin - 
//			&normal - 
//			scale - 
//			*pColor - 
//-----------------------------------------------------------------------------
void FX_GunshotSlimeSplash( const Vector &origin, const Vector &normal, float scale )
{
	if ( cl_show_splashes.GetBool() == false )
		return;

	VPROF_BUDGET( "FX_GunshotSlimeSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
	
	float	colorRamp;
	float	flScale = MIN( 1.0f, scale / 8.0f );

	PMaterialHandle	hMaterial = ParticleMgr()->GetPMaterial( "effects/slime1" );
	PMaterialHandle	hMaterial2 = ParticleMgr()->GetPMaterial( "effects/splash4" );

	Vector	color;
	float	luminosity;
	
	// Get our lighting information
	FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity );

	Vector	offDir;
	Vector	offset;

	TrailParticle	*tParticle;

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

	if ( !sparkEmitter )
		return;

	sparkEmitter->SetSortOrigin( origin );
	sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
	sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
	sparkEmitter->SetVelocityDampen( 2.0f );
	if ( IsXbox() )
	{
		sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) );
	}

	//Dump out drops
	for ( int i = 0; i < 24; i++ )
	{
		offset = origin;
		offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
		offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;

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

		if ( tParticle == NULL )
			break;

		tParticle->m_flLifetime	= 0.0f;
		tParticle->m_flDieTime	= random->RandomFloat( 0.25f, 0.5f );

		offDir = normal + RandomVector( -0.6f, 0.6f );

		tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f );
		tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale;
   
		tParticle->m_flWidth		= random->RandomFloat( 3.0f, 6.0f ) * flScale;
		tParticle->m_flLength		= random->RandomFloat( 0.025f, 0.05f ) * flScale;

		colorRamp = random->RandomFloat( 0.75f, 1.25f );

		tParticle->m_color.r = MIN( 1.0f, color.x * colorRamp ) * 255;
		tParticle->m_color.g = MIN( 1.0f, color.y * colorRamp ) * 255;
		tParticle->m_color.b = MIN( 1.0f, color.z * colorRamp ) * 255;
		tParticle->m_color.a = 255 * luminosity;
	}

	// Setup splash emitter
	CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
	pSimple->SetSortOrigin( origin );
	pSimple->SetClipHeight( origin.z );
	pSimple->SetParticleCullRadius( scale * 2.0f );

	if ( IsXbox() )
	{
		pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) );
	}

	SimpleParticle	*pParticle;

	// Tint
	colorRamp = random->RandomFloat( 0.75f, 1.0f );
	color = Vector( 1.0f, 0.8f, 0.0f ) * color * colorRamp;

	//Main gout
	for ( int i = 0; i < 8; i++ )
	{
		pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial2, origin );

		if ( pParticle == NULL )
			break;

		pParticle->m_flLifetime = 0.0f;
		pParticle->m_flDieTime	= 2.0f;	//NOTENOTE: We use a clip plane to realistically control our lifespan

		pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
		pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) );
		
		VectorNormalize( pParticle->m_vecVelocity );

		pParticle->m_vecVelocity *= 50 * flScale * (8-i);
		
		colorRamp = random->RandomFloat( 0.75f, 1.25f );

		pParticle->m_uchColor[0]	= MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[1]	= MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
		pParticle->m_uchColor[2]	= MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
		
		pParticle->m_uchStartSize	= 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
		pParticle->m_uchEndSize		= MIN( 255, pParticle->m_uchStartSize * 2 );
		
		pParticle->m_uchStartAlpha	= RemapValClamped( i, 7, 0, 255, 32 ) * luminosity;
		pParticle->m_uchEndAlpha	= 0;
		
		pParticle->m_flRoll			= random->RandomInt( 0, 360 );
		pParticle->m_flRollDelta	= random->RandomFloat( -4.0f, 4.0f );
	}

	//Play a sound
	CLocalPlayerFilter filter;

	EmitSound_t ep;
	ep.m_nChannel = CHAN_VOICE;
	ep.m_pSoundName =  "Physics.WaterSplash";
	ep.m_flVolume = 1.0f;
	ep.m_SoundLevel = SNDLVL_NORM;
	ep.m_pOrigin = &origin;

	C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
}