int	C_BeamQuadratic::DrawModel( int )
{
	Vector points[3];
	QAngle tmpAngle;

	if ( !m_active )
		return 0;

	C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_viewModelIndex );
	if ( !pEnt )
		return 0;
	pEnt->GetAttachment( 1, points[0], tmpAngle );

	points[1] = 0.5 * (m_targetPosition + points[0]);
	
	// a little noise 11t & 13t should be somewhat non-periodic looking
	//points[1].z += 4*sin( gpGlobals->curtime*11 ) + 5*cos( gpGlobals->curtime*13 );
	points[2] = m_worldPosition;

	IMaterial *pMat = materials->FindMaterial( "sprites/physbeam", TEXTURE_GROUP_CLIENT_EFFECTS );
	Vector color;
	if ( m_glueTouching )
	{
		color.Init(1,0,0);
	}
	else
	{
		color.Init(1,1,1);
	}

	float scrollOffset = gpGlobals->curtime - (int)gpGlobals->curtime;
	materials->Bind( pMat );
	DrawBeamQuadratic( points[0], points[1], points[2], 13, color, scrollOffset );
	return 1;
}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: Gets the attachment point to spawn at
//-----------------------------------------------------------------------------
void C_ParticleTrail::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
	C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();

	if ( pEnt && (m_nAttachment > 0) )
	{
		pEnt->GetAttachment( m_nAttachment, *pAbsOrigin, *pAbsAngles );
		return;
	}

	BaseClass::GetAimEntOrigin( pAttachedTo, pAbsOrigin, pAbsAngles );
}
예제 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSprite::GetToolRecordingState( KeyValues *msg )
{
	if ( !ToolsEnabled() )
		return;

	VPROF_BUDGET( "CSprite::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );

	BaseClass::GetToolRecordingState( msg );

	// Use attachment point
	if ( m_hAttachedToEntity )
	{
		C_BaseEntity *ent = m_hAttachedToEntity->GetBaseEntity();
		if ( ent )
		{
			BaseEntityRecordingState_t *pState = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );

			// override position if we're driven by an attachment
			QAngle temp;
			pState->m_vecRenderOrigin = GetAbsOrigin();
			ent->GetAttachment( m_nAttachment, pState->m_vecRenderOrigin, temp );

			// override viewmodel if we're driven by an attachment
			bool bViewModel = ToBaseViewModel( ent ) != NULL;
			msg->SetInt( "viewmodel", bViewModel );
		}
	}

	float renderscale = GetRenderScale();
	if ( m_bWorldSpaceScale )
	{
		CEngineSprite *psprite = ( CEngineSprite * )modelinfo->GetModelExtraData( GetModel() );
		float flMinSize = MIN( psprite->GetWidth(), psprite->GetHeight() );
		renderscale /= flMinSize;
	}

	color24 c = GetRenderColor();

	// sprite params
	static SpriteRecordingState_t state;
	state.m_flRenderScale = renderscale;
	state.m_flFrame = m_flFrame;
	state.m_flProxyRadius = m_flGlowProxySize;
	state.m_nRenderMode = GetRenderMode();
	state.m_nRenderFX = GetRenderFX() ? true : false;
	state.m_Color.SetColor( c.r, c.g, c.b, GetRenderBrightness() );

	msg->SetPtr( "sprite", &state );
}
예제 #4
0
//-----------------------------------------------------------------------------
// Returns the attachment render origin + origin
//-----------------------------------------------------------------------------
void C_VGuiScreen::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles )
{
    C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();
    if (pEnt && (m_nAttachmentIndex > 0))
    {
        pEnt->GetAttachment( m_nAttachmentIndex, *pOrigin, *pAngles );
        if ( IsAttachedToViewModel() )
        {
            FormatViewModelAttachment( *pOrigin, true );
        }
    }
    else
    {
        BaseClass::GetAimEntOrigin( pAttachedTo, pOrigin, pAngles );
    }
}
예제 #5
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Vector const&
//-----------------------------------------------------------------------------
const Vector &CSpriteTrail::GetRenderOrigin( void )
{
	static Vector vOrigin;
	vOrigin = GetAbsOrigin();

	if ( m_hAttachedToEntity )
	{
		C_BaseEntity *ent = m_hAttachedToEntity->GetBaseEntity();
		if ( ent )
		{
			QAngle dummyAngles;
			ent->GetAttachment( m_nAttachment, vOrigin, dummyAngles );
		}
	}

	return vOrigin;
}
예제 #6
0
//-----------------------------------------------------------------------------
// Returns the attachment render origin + origin
//-----------------------------------------------------------------------------
void C_VGuiScreen::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles )
{
	C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();
	const char* panelName = PanelName();
	vgui::Panel panel = m_PanelWrapper.GetPanel();
		
	if ( Q_strcmp(panelName, "health_screen") == 0 )
	{
		QAngle weapAngles = pEnt->GetAbsAngles();
		Vector weapForward, weapRight, weapUp;
		AngleVectors(weapAngles, &weapForward, &weapRight, &weapUp);
		
		VMatrix worldFromPanel;
		AngleMatrix(weapAngles, worldFromPanel.As3x4());
		MatrixRotate(worldFromPanel, Vector(0, 0, 1), 180.f);
		MatrixRotate(worldFromPanel, Vector(1, 0, 0), -90.f);
		MatrixAngles(worldFromPanel.As3x4(), *pAngles);
	
		// move it right and over
		*pOrigin = pEnt->GetAbsOrigin() + weapRight*1.75 + weapUp*2.3 + weapForward*5;
		
		return;
	}
	
	//todo: set alpha per view ... m_PanelWrapper.GetPanel()->SetAlpha(200);
	
	if (pEnt && (m_nAttachmentIndex > 0))
	{
		{
			C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
			pEnt->GetAttachment( m_nAttachmentIndex, *pOrigin, *pAngles );
		}
		
		if ( IsAttachedToViewModel() )
		{
			FormatViewModelAttachment( *pOrigin, true );
		}
	}
	else
	{
		BaseClass::GetAimEntOrigin( pAttachedTo, pOrigin, pAngles );
	}

	// Msg("%s origin %.1f %.1f %.1f angles %.1f %.1f %.1f \n", PanelName(), pOrigin->x, pOrigin->y, pOrigin->z, pAngles->x, pAngles->y, pAngles->z);

}
예제 #7
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iEntIndex = data.m_nEntIndex;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		int iAttachment = data.m_vStart[0];
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		C_BaseEntity *pEnt = ClientEntityList().GetEnt( iEntIndex );
		if ( !pEnt )
			return vecStart;

		C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>(pEnt);
		if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
		{
			C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

			pViewModel = player ? player->GetViewModel( 0 ) : NULL;
			if ( pViewModel )
			{
				// Get the viewmodel and use it instead
				pEnt = pViewModel;
			}
		}

		// Get the attachment origin
		if ( !pEnt->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			Msg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, pEnt->GetModelName() );
		}
	}

	return vecStart;
}
예제 #8
0
void C_NEOPlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
	C_BaseEntity* ragdoll = m_hRagdoll.Get();

	if ( m_lifeState != LIFE_ALIVE && ragdoll && m_bIsOnDeathScreen )
	{
		int attachment = ragdoll->LookupAttachment( "eyes" );

		if ( !attachment )
			return;

		Vector origin;
		QAngle angles;

		if ( !ragdoll->GetAttachment( attachment, origin, angles ) )
			return;

		Vector forward;
		AngleVectors( angles, &forward );

		Vector start;

		start = forward;
		start.z += 64.f;

		trace_t trace;
		UTIL_TraceHull( start, forward, -Vector( 12, 12, 12 ), Vector( 12, 12, 12 ), CONTENTS_MOVEABLE | CONTENTS_GRATE | CONTENTS_AUX | CONTENTS_WINDOW | CONTENTS_SOLID, this, 0, &trace );

		if ( trace.fraction < 1.f )
			forward = trace.endpos;

		if ( gpGlobals->curtime >= (m_fRagdollCreationTime + 10.f) )
			m_bIsOnDeathScreen = false;
	}

	// The original game has a check for mobile armor in here

	else
		BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
}
예제 #9
0
//-----------------------------------------------------------------------------
// Purpose: Return the origin & angles for a projectile fired from the player's gun
//-----------------------------------------------------------------------------
void CTFWeaponBaseGun::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates /* = true */ )
{
	Vector vecForward, vecRight, vecUp;
	AngleVectors( pPlayer->EyeAngles(), &vecForward, &vecRight, &vecUp );

	Vector vecShootPos = pPlayer->Weapon_ShootPosition();

	// Estimate end point
	Vector endPos = vecShootPos + vecForward * 2000;	

	// Trace forward and find what's in front of us, and aim at that
	trace_t tr;

	if ( bHitTeammates )
	{
		CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
		UTIL_TraceLine( vecShootPos, endPos, MASK_SOLID, &filter, &tr );
	}
	else
	{
		CTraceFilterIgnoreTeammates filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
		UTIL_TraceLine( vecShootPos, endPos, MASK_SOLID, &filter, &tr );
	}

#ifndef CLIENT_DLL
	// Offset actual start point
	*vecSrc = vecShootPos + (vecForward * vecOffset.x) + (vecRight * vecOffset.y) + (vecUp * vecOffset.z);
#else
	// If we're seeing another player shooting the projectile, move their start point to the weapon origin
	if ( pPlayer )
	{
		C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
		if ( pLocalPlayer != pPlayer || ::input->CAM_IsThirdPerson() )
		{
			if ( pPlayer->GetActiveWeapon() )
			{
				pPlayer->GetActiveWeapon()->GetAttachment( "muzzle", *vecSrc );
			}
		}
		else
		{
			C_BaseEntity *pViewModel = pLocalPlayer->GetViewModel();

			if ( pViewModel )
			{
				QAngle vecAngles;
				int iMuzzleFlashAttachment = pViewModel->LookupAttachment( "muzzle" );
				pViewModel->GetAttachment( iMuzzleFlashAttachment, *vecSrc, vecAngles );

				Vector vForward;
				AngleVectors( vecAngles, &vForward );

				trace_t trace;	
				UTIL_TraceLine( *vecSrc + vForward * -50, *vecSrc, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &trace );

				*vecSrc = trace.endpos;
			}
		}
	}
#endif

	// Find angles that will get us to our desired end point
	// Only use the trace end if it wasn't too close, which results
	// in visually bizarre forward angles
	if ( tr.fraction > 0.1 )
	{
		VectorAngles( tr.endpos - *vecSrc, *angForward );
	}
	else
	{
		VectorAngles( endPos - *vecSrc, *angForward );
	}
}
예제 #10
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int C_SpriteRenderer::DrawSprite( 
	IClientEntity *entity,
	const model_t *model, 
	const Vector& origin, 
	const QAngle& angles,
	float frame,
	IClientEntity *attachedto,
	int attachmentindex,
	int rendermode,
	int renderfx,
	int alpha,
	int r, 
	int g, 
	int b,
	float scale,
	float flHDRColorScale
	)
{
	VPROF_BUDGET( "C_SpriteRenderer::DrawSprite", VPROF_BUDGETGROUP_PARTICLE_RENDERING );

	if ( !r_drawsprites.GetBool() || !model || modelinfo->GetModelType( model ) != mod_sprite )
	{
		return 0;
	}

	// Get extra data
	CEngineSprite *psprite = (CEngineSprite *)modelinfo->GetModelExtraData( model );
	if ( !psprite )
	{
		return 0;
	}

	Vector effect_origin;
	VectorCopy( origin, effect_origin );

	// Use attachment point
	if ( attachedto )
	{
		C_BaseEntity *ent = attachedto->GetBaseEntity();
		if ( ent )
		{
			// don't draw viewmodel effects in reflections
			if ( CurrentViewID() == VIEW_REFLECTION )
			{
				if ( g_pClientLeafSystem->IsRenderingWithViewModels( ent->RenderHandle() ) )
					return 0;
			}
			QAngle temp;
			ent->GetAttachment( attachmentindex, effect_origin, temp );
		}
	}

	if ( rendermode != kRenderNormal )
	{
		float blend = render->GetBlend();

		// kRenderGlow and kRenderWorldGlow have a special blending function
		if (( rendermode == kRenderGlow ) || ( rendermode == kRenderWorldGlow ))
		{
			blend *= GlowBlend( psprite, effect_origin, rendermode, renderfx, alpha, &scale );

			// Fade out the sprite depending on distance from the view origin.
			r *= blend;
			g *= blend;
			b *= blend;
		}

		render->SetBlend( blend );
		if ( blend <= 0.0f )
		{
			return 0;
		}
	}
	
	// Get orthonormal basis
	Vector forward, right, up;
	GetSpriteAxes( (SPRITETYPE)psprite->GetOrientation(), origin, angles, forward, right, up );

	// Draw
	DrawSpriteModel( 
		entity,
		psprite, 
		effect_origin,
		scale,
		frame, 
		rendermode, 
		r, 
		g, 
		b,
		alpha, 
		forward, right, up, flHDRColorScale );

	return 1;
}
예제 #11
0
//-----------------------------------------------------------------------------
// 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;
}
예제 #12
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;
}
예제 #13
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int C_SpriteRenderer::DrawSprite( 
	IClientEntity *entity,
	const model_t *model, 
	const Vector& origin, 
	const QAngle& angles,
	float frame,
	IClientEntity *attachedto,
	int attachmentindex,
	int rendermode,
	int renderfx,
	int alpha,
	int r, 
	int g, 
	int b,
	float scale,
	float flHDRColorScale
	)
{
	VPROF_BUDGET( "C_SpriteRenderer::DrawSprite", VPROF_BUDGETGROUP_PARTICLE_RENDERING );

	if ( !r_drawsprites.GetBool() || !model || modelinfo->GetModelType( model ) != mod_sprite )
		return 0;

	// Get extra data
	CEngineSprite *psprite = (CEngineSprite *)modelinfo->GetModelExtraData(model);

	if ( !psprite )
		return 0;

	Vector effect_origin;
	VectorCopy(origin, effect_origin);

	// Use attachment point
	if ( attachedto )
	{
		C_BaseEntity *ent = attachedto->GetBaseEntity();

		if ( ent )
		{
			if ( ent->GetBaseAnimating() && ent->GetBaseAnimating()->IsViewModel() && ::input->CAM_IsThirdPersonOverShoulder() )
			{
				C_BaseViewModel *pVm = (C_BaseViewModel*)ent;
				C_BasePlayer *pOwner = ( pVm->GetOwner() && pVm->GetOwner()->IsPlayer() ) ? (C_BasePlayer*)pVm->GetOwner() : NULL;

				if ( pOwner && pOwner->GetActiveWeapon() )
					return 0; //worldmodels don't have the same attachments, so just get out (crossbow)
			}

			// don't draw viewmodel effects in reflections
			if ( CurrentViewID() == VIEW_REFLECTION )
			{
				int group = ent->GetRenderGroup();

				if ( group == RENDER_GROUP_VIEW_MODEL_TRANSLUCENT || group == RENDER_GROUP_VIEW_MODEL_OPAQUE )
					return 0;
			}

			QAngle temp;
			ent->GetAttachment(attachmentindex, effect_origin, temp);
		}
	}

	if ( rendermode != kRenderNormal )
	{
		float blend = render->GetBlend();

		// kRenderGlow and kRenderWorldGlow have a special blending function
		if (( rendermode == kRenderGlow ) || ( rendermode == kRenderWorldGlow ))
		{
			blend *= GlowBlend( psprite, effect_origin, rendermode, renderfx, alpha, &scale );

			// Fade out the sprite depending on distance from the view origin.
			r *= blend;
			g *= blend;
			b *= blend;
		}

		render->SetBlend( blend );
		if ( blend <= 0.0f )
		{
			return 0;
		}
	}
	
	// Get orthonormal basis
	Vector forward, right, up;
	GetSpriteAxes( (SPRITETYPE)psprite->GetOrientation(), origin, angles, forward, right, up );

	// Draw
	DrawSpriteModel( 
		entity,
		psprite, 
		effect_origin,
		scale,
		frame, 
		rendermode, 
		r, 
		g, 
		b,
		alpha, 
		forward, right, up, flHDRColorScale );

	return 1;
}