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

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C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef PARTICLE_UTIL_H
#define PARTICLE_UTIL_H
#include "cdll_client_int.h"
#include "materialsystem/imesh.h"
#include "particledraw.h"
#include "particlemgr.h"
#include "timedevent.h"
// Lerp between two floating point numbers.
inline float FLerp(float minVal, float maxVal, float t) {
return minVal + (maxVal - minVal) * t;
}
inline Vector VecLerp(const Vector &minVal, const Vector &maxVal, float t) {
return minVal + (maxVal - minVal) * t;
}
// Get a random floating point number between the two specified numbers.
inline float FRand(float minVal, float maxVal) {
return minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
}
// Apply velocity and acceleration to position and acceleration to velocity.
// If you're going to keep acceleration around, you should zero it out after
// calling this.
inline void PhysicallySimulate(Vector &pos, Vector &velocity,
const Vector &acceleration,
const float fTimeDelta) {
pos = pos + (velocity + (acceleration * fTimeDelta * 0.5f)) * fTimeDelta;
velocity = velocity + acceleration * fTimeDelta;
}
inline Vector GetGravityVector() { return Vector(0, 0, -150); }
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
// You also get an extra texture coordinate to pass in.
inline void RenderParticle_Color255SizeSpecularTCoord3(
ParticleDraw *pDraw, const Vector &pos, const Vector &color,
const float alpha, const float size, const unsigned char *specular,
const float tCoord) {
// Don't render totally transparent particles.
if (alpha < 0.5f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha);
// Add the 4 corner vertices.
pBuilder->Position3f(pos.x - size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord3f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord);
pBuilder->Specular3ubv(specular);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x - size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord3f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1], tCoord);
pBuilder->Specular3ubv(specular);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord3f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1], tCoord);
pBuilder->Specular3ubv(specular);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord3f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1], tCoord);
pBuilder->Specular3ubv(specular);
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
inline void RenderParticle_Color255Size(ParticleDraw *pDraw, const Vector &pos,
const Vector &color, const float alpha,
const float size) {
// Don't render totally transparent particles.
if (alpha < 0.5f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha);
// Add the 4 corner vertices.
pBuilder->Position3f(pos.x - size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x - size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
inline void RenderParticle_Color255SizeNormal(
ParticleDraw *pDraw, const Vector &pos, const Vector &color,
const float alpha, const float size, const Vector &vNormal) {
// Don't render totally transparent particles.
if (alpha < 0.5f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha);
// Add the 4 corner vertices.
pBuilder->Position3f(pos.x - size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x - size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
// Color and alpha range is 0 to 254.9
// Angle is in radians.
inline void RenderParticle_Color255SizeNormalAngle(
ParticleDraw *pDraw, const Vector &pos, const Vector &color,
const float alpha, const float size, const Vector &vNormal,
const float angle) {
// Don't render totally transparent particles.
if (alpha < 0.5f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha);
float ca = (float)cos(angle);
float sa = (float)sin(angle);
// Add the 4 corner vertices.
pBuilder->Position3f(pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + (ca - sa) * size, pos.y + (sa + ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + (ca + sa) * size, pos.y + (sa - ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->Normal3fv((float *)&vNormal);
pBuilder->AdvanceVertex();
}
// Render a quad on the screen where you pass in color and size.
inline void RenderParticle_ColorSize(ParticleDraw *pDraw, const Vector &pos,
const Vector &color, const float alpha,
const float size) {
// Don't render totally transparent particles.
if (alpha < 0.001f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x * 254.9f);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y * 254.9f);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z * 254.9f);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha * 254.9f);
// Add the 4 corner vertices.
pBuilder->Position3f(pos.x - size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x - size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y + size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + size, pos.y - size, pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
}
inline void RenderParticle_ColorSizeAngle(ParticleDraw *pDraw,
const Vector &pos,
const Vector &color,
const float alpha, const float size,
const float angle) {
// Don't render totally transparent particles.
if (alpha < 0.001f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x * 254.9f);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y * 254.9f);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z * 254.9f);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha * 254.9f);
float sa, ca;
SinCos(angle, &sa, &ca);
pBuilder->Position3f(pos.x + (-ca + sa) * size, pos.y + (-sa - ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + (-ca - sa) * size, pos.y + (-sa + ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + (ca - sa) * size, pos.y + (sa + ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
pBuilder->Position3f(pos.x + (ca + sa) * size, pos.y + (sa - ca) * size,
pos.z);
pBuilder->Color4ubv(ubColor);
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
}
inline void RenderParticle_ColorSizeAngles(ParticleDraw *pDraw,
const Vector &pos,
const Vector &color,
const float alpha, const float size,
const QAngle &angles) {
// Don't render totally transparent particles.
if (alpha < 0.001f) return;
CMeshBuilder *pBuilder = pDraw->GetMeshBuilder();
if (!pBuilder) return;
unsigned char ubColor[4];
ubColor[0] = (unsigned char)RoundFloatToInt(color.x * 254.9f);
ubColor[1] = (unsigned char)RoundFloatToInt(color.y * 254.9f);
ubColor[2] = (unsigned char)RoundFloatToInt(color.z * 254.9f);
ubColor[3] = (unsigned char)RoundFloatToInt(alpha * 254.9f);
Vector vNorm, vWidth, vHeight;
AngleVectors(angles, &vNorm, &vWidth, &vHeight);
Vector vVertex = pos;
pBuilder->Position3f(vVertex.x, vVertex.y, vVertex.z);
pBuilder->Color4ubv(ubColor);
pBuilder->Normal3f(VectorExpand(vNorm));
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
vVertex = vVertex + vWidth * size;
pBuilder->Position3f(vVertex.x, vVertex.y, vVertex.z);
pBuilder->Color4ubv(ubColor);
pBuilder->Normal3f(VectorExpand(vNorm));
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMins[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
vVertex = vVertex + vHeight * size;
pBuilder->Position3f(vVertex.x, vVertex.y, vVertex.z);
pBuilder->Color4ubv(ubColor);
pBuilder->Normal3f(VectorExpand(vNorm));
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMins[1]);
pBuilder->AdvanceVertex();
vVertex = vVertex - vWidth * size;
pBuilder->Position3f(vVertex.x, vVertex.y, vVertex.z);
pBuilder->Color4ubv(ubColor);
pBuilder->Normal3f(VectorExpand(vNorm));
pBuilder->TexCoord2f(0, pDraw->m_pSubTexture->m_tCoordMaxs[0],
pDraw->m_pSubTexture->m_tCoordMaxs[1]);
pBuilder->AdvanceVertex();
}
inline float GetAlphaDistanceFade(const Vector &pos, const float fadeNearDist,
const float fadeFarDist) {
if (-pos.z > fadeFarDist) {
return 1;
} else if (-pos.z > fadeNearDist) {
return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist);
} else {
return 0;
}
}
inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp) {
#if defined(PARTICLEPROTOTYPE_APP)
return Vector(1, 1, 1);
#else
return engine->GetLightForPoint(vPos, bClamp);
#endif
}
#endif