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2020-08-04 13:13:01 -04:00

179 lines
5.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "c_pixel_visibility.h"
#include "fx_fleck.h"
#include "particlemgr.h"
#include "particles_simple.h"
#include "tier0/memdbgon.h"
#define bitsPARTICLE_TRAIL_VELOCITY_DAMPEN \
0x00000001 // Dampen the velocity as the particles move
#define bitsPARTICLE_TRAIL_COLLIDE 0x00000002 // Do collision with simulation
#define bitsPARTICLE_TRAIL_FADE 0x00000004 // Fade away
#define bitsPARTICLE_TRAIL_FADE_IN 0x00000008 // Fade in
class TrailParticle : public Particle {
public:
Vector m_vecVelocity;
color32 m_color; // Particle color
float m_flDieTime; // How long it lives for.
float m_flLifetime; // How long it has been alive for so far.
float m_flLength; // Length of the tail (in seconds!)
float m_flWidth; // Width of the spark
};
inline void Color32ToFloat4(float colorOut[4], const color32 &colorIn) {
colorOut[0] = colorIn.r * (1.0f / 255.0f);
colorOut[1] = colorIn.g * (1.0f / 255.0f);
colorOut[2] = colorIn.b * (1.0f / 255.0f);
colorOut[3] = colorIn.a * (1.0f / 255.0f);
}
inline void FloatToColor32(color32 &out, float r, float g, float b, float a) {
out.r = r * 255;
out.g = g * 255;
out.b = b * 255;
out.a = a * 255;
}
inline void Float4ToColor32(color32 &out, float colorIn[4]) {
out.r = colorIn[0] * 255;
out.g = colorIn[1] * 255;
out.b = colorIn[2] * 255;
out.a = colorIn[3] * 255;
}
inline void Color32Init(color32 &out, int r, int g, int b, int a) {
out.r = r;
out.g = g;
out.b = b;
out.a = a;
}
//
// CTrailParticles
//
class CTrailParticles : public CSimpleEmitter {
DECLARE_CLASS(CTrailParticles, CSimpleEmitter);
public:
CTrailParticles(const char *pDebugName);
static CTrailParticles *Create(const char *pDebugName) {
return new CTrailParticles(pDebugName);
}
virtual void RenderParticles(CParticleRenderIterator *pIterator);
virtual void SimulateParticles(CParticleSimulateIterator *pIterator);
// Setup for point emission
virtual void Setup(const Vector &origin, const Vector *direction,
float angularSpread, float minSpeed, float maxSpeed,
float gravity, float dampen, int flags,
bool bNotCollideable = false);
void SetFlag(int flags) { m_fFlags |= flags; }
void SetVelocityDampen(float dampen) { m_flVelocityDampen = dampen; }
void SetGravity(float gravity) { m_ParticleCollision.SetGravity(gravity); }
void SetCollisionDamped(float dampen) {
m_ParticleCollision.SetCollisionDampen(dampen);
}
void SetAngularCollisionDampen(float dampen) {
m_ParticleCollision.SetAngularCollisionDampen(dampen);
}
CParticleCollision m_ParticleCollision;
protected:
int m_fFlags;
float m_flVelocityDampen;
private:
CTrailParticles(const CTrailParticles &); // not defined, not accessible
};
//
// Sphere trails
//
class CSphereTrails : public CSimpleEmitter {
DECLARE_CLASS(CSphereTrails, CSimpleEmitter);
public:
CSphereTrails(const char *pDebugName, const Vector &origin,
float innerRadius, float outerRadius, float speed,
int entityIndex, int attachment);
virtual void SimulateParticles(CParticleSimulateIterator *pIterator);
virtual void RenderParticles(CParticleRenderIterator *pIterator);
virtual void Update(float flTimeDelta);
virtual void StartRender();
void AddStreaks(float count);
Vector m_particleOrigin;
float m_life;
float m_outerRadius;
float m_innerRadius;
float m_effectSpeed;
float m_streakSpeed;
float m_count;
float m_growth;
int m_entityIndex;
int m_attachment;
PMaterialHandle m_hMaterial;
Vector m_boneOrigin;
float m_dieTime;
private:
CSphereTrails(const CSphereTrails &); // not defined, not accessible
};
// Simple glow emitter won't draw any of it's particles until/unless the pixel
// visibility test succeeds
class CSimpleGlowEmitter : public CSimpleEmitter {
DECLARE_CLASS(CSimpleGlowEmitter, CSimpleEmitter);
public:
CSimpleGlowEmitter(const char *pDebugName, const Vector &sortOrigin,
float flDeathTime);
static CSimpleGlowEmitter *Create(const char *pDebugName,
const Vector &sortOrigin,
float flDeathTime);
virtual void SimulateParticles(CParticleSimulateIterator *pIterator);
virtual void RenderParticles(CParticleRenderIterator *pIterator);
protected:
bool WasTestedInView(unsigned char viewMask);
bool IsVisibleInView(unsigned char viewMask);
void SetTestedInView(unsigned char viewMask, bool bTested);
void SetVisibleInView(unsigned char viewMask, bool bVisible);
unsigned char CurrentViewMask() const;
float m_flDeathTime; // How long it has been alive for so far.
float m_startTime;
pixelvis_handle_t m_queryHandle;
private:
unsigned char m_wasTested;
unsigned char m_isVisible;
private:
CSimpleGlowEmitter(
const CSimpleGlowEmitter &); // not defined, not accessible
};
#include "tier0/memdbgoff.h"